Download as pdf or txt
Download as pdf or txt
You are on page 1of 226

ACQUISITIONS

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

li d~ !l ea f~ gaad. ea iU .6e cf;t(J a/;r;d & w!Ufe a


c9 fl3
di~~~ gaad
tuQ/t;t /Je wadilt911~ fun
e. <9kd&
r d ~ c f
o/W &lofj. and if~
can, 1ze ad if.
6tutrh 1n
1tea1/;f fJw apfimal acar~.
clara i;t; fJw llifld. damped ill
&
1a de d & ffA Uk
<.!J-6m;evm#° a cr<11ie 6# flri
4 cla cw nm i-1
edud!11t.fltl rbuue.5 - c Jm
glod
.ave.i, ah at o/ at1 1~ i/t vif illg 1t.
flte 1n ud 6~ a h.ahae.i. !ta
QJ te

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

C H APTE R I I ACQUIS I I JO:>IS I NCO RPORATED


and suffering you could put those followers through
before they abandoned you. The world of Acquisitions A CORPORATE PROSPECTUS
Incorporated returns these hired helpers to prominence Throughout history. some people have had things and
for their importance to the campaign story. And, of other people have wanted those things. But where most
course, for comic effect. would gaze upon that arrangement and see an inescap-
When the characters are relatively low level, an Acqui- able life of unfulfillment, Ominifis Hereward "Om in"
sitions Incorporated style of play can present them with Oran saw a business opportunity. Thus was Acquisi-
even more hurdles to overcome. The often bizarre, un- tions Incorporated born. In the years since, Om in and
feeling, and surreal elements of corporate and business longtime employee (though less-longtime friend) James
life can add a degree of danger or absurdity to even the Winifred "Jim" Darkmagic llI have turned a ta lent for
most run-of-the-mill adventuring. And as the characters redistribution of property into a reputation as the multi-
attain higher levels- and their franchise attains higher verse's premier adventurers for hire.
rank-their connections to Acquisitions Incorporated Omin Dran. CEO of Acquisitions Incorporated and
can help dial up the stakes of any adventure path. In an war priest of Tymora, is the very model of the modern
Acq Inc campaign, every NPC is a potential customer. FaerOn business mien. He prioritizes his responsibili-
Every bit of treasure found is an investment in the fran- ties first to his shareholders (which is to say, himself);
chise and its future. Every other would-be hero is the second to his goddess; and then at some later stage to
competition, and every villain is the head of Evil Incor- the well-being of his employees. It's definitely not third.
porated, just begging for some market volatility. But it's up there somewhere.
Money, as they say, makes the world go around. And Jim Darkmagic III comes from a long line of renowned
as is true in real life, so it goes in the fantasy realm. The wizards, but he turned his back on his family and his in-
far-reaching power of global corporations allied with po- heritance for a life on the stage- at least until well-paid
litical power doesn't just inform our own real world-it heroics came calling. Jim and Omin's unlikely partner-
molds it. Bringing that concept of powerful corporations
working with or against nobility to gain money, power,
and influence into D&D adds another layer of depth to
the story your campaigns create.

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.

Our integrated Intern Success Path .


unparalleled system for reliabl
whilernax· · · <
wy
is a robust,
egrowt 1 year-on-year
< nn1zrng your downstream.

-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

Cl! \l'TER I .\CQUISl'T IO\'S l~CORPORATED


measured respon ses that are historically off-brand.) And HEADQUARTERS QUIRKS
that expansion means new franchises. The fi r st step d8 Quirk
was Ravnica, a city run by guilds and simply overflowing
One staircase leads to two different places somehow.
at the practicability of acquisition for hire. But beyond
2 Any kettle used in the kitchen screams when it boils.
that? Infinite possibilities. Because wherever people
3 Every chair has one leg slightly shorter than the oth-
want things they don't currently have. Acquisitions In-
corporated will be there, asking them to sign. ers.
4 Every stairwell has an illusion of one additional step
at the top.
FAST FRANCHISE 5 There's a nest in the attic. A big nest. Like, really big.
GENERATOR 6 Every Friday, the color of the walls changes to a differ·
No time to read the whole book? Who can blame you! ent festive theme.
(What is this thing, like 200 pages? Yikes.) To get a taste 7 The building was previously owned by a franchise
of the awesomeness that is an Acquisitions Incorporated rival , and the place is filled with their marketing ma-
franchise, just roll up any number of critical franchise terials.
elements from the tables on this page. (DMs can also do 8 There 's a space inside the headquarters that's clearly
this if they want to shirk the work of cr eating rival fran- a room , but which has no doors.
chises from whole cloth. Slackers.)
MEMORABLE MAJORDOMOS
FRANCHISE LOGOS OR LIVERY
d6 Majordomo
dlO Logo or Livery
A consummate professional. No amount of blood,
The words "Green Flan" in Elvish
gore, or viscera will keep them from completing their
2 The symbol of Asmodeus
duties.
3 The name of the franchise's dead founder, elaborately
2 A sinister figure who sticks to the shadows and re·
engraved
spond always to requests with, "Yes, master."
4 A beholder's central eye
3 The ghost of the previous owner. They do a terrible
s The silhouette of a catoblepas
job and refer to all prospective clients as trespassers.
6 Three werewolves howling at the moon
4 A brusque, deaf, retired military captain.
7 "Lathander is Our Copilot"
S An incredibly cheerful chef, who insists that no busi·
8 A winking Jim Darkmagic
ness is more pressing than a full belly.
9 A snaking piece of barbed wire
6 A druid that keeps an open door policy for any and all
10 The franchise's business number
animals seeking shelter. Their cleaning policy is less
rigorous.
HEADQUARTERS LOCATIONS
dlO Headquarters
RELIABLE CONNECTIONS
A tavern once owned by smugglers. Tunnel entrances
d8 Connection
have clearly been bricked over, and no one's quite
Kim the Kid: The best fence in town.
sure where they all lead.
2 Jeremy Snoot: The most easily Intimidated customs
2 A simple chapel to a long-forgotten god. The pews
official in the city. From blueprints of government
are awfully uncomfortable, but fragrant incense
buildings to shipping manifests, he's your halfling.
burns without ceasing.
3 York Battleby: A dab hand at knitting and swinging a
3 A battle-worn castle. A real fixer-upper, it's seen bet-
sword. He takes payment in liquor for either service.
ter days. Better years. Maybe even better centuries.
4 Diana Fenwick: Noble who wants to play criminal;
4 A top -of-the-line naval vessel that has somehow been
enthusiastic, inexperienced, and loaded.
stranded miles inland.
5 "G": The only thing known about this information
5 A private library. The franchise is free to use the
broker is the dead-drop point where they exchange
space as long as no harm comes to the books.
messages, and that they're never wrong.
6 A hollowed-out statue of an ancient king.
6 Teresa Clearlake: If you're looking for a place to lie
7 An early model airship. Very early. The balloon is
low, her funeral home is ideal.
mostly patches at this point-a motley assortment of
7 Jenkin Twotooth: Always has a job for those looking to
ship sails, cloaks, and animal skins.
scrape together a few coins. Unfortunately, his teeth
8 A former blacksmith's shop, which was a former exer·
outnumber his scruples.
cise studio, and a former cafe before that.
8 " Mustard" Micah: Famous for being able to get goods
9 A multicolor waterproof canvas stretched over a suc·
and people past any blockade. Provided you don't
cession of jutting stone columns. Within, it always
mind said goods or people smelling strongly of mus·
appears to be late spring.
tard for the next month.
10 A creaking wagon that smells of turnips, and which is
bigger inside than out.

CHAPTER I I ACQUISITIO:-<S INCORPORATED


8
SA RUN-OF-THE-DU GEON ADVENTURER,
your character might kick through count-
FRANCHISE ADVANCEMENT
less locked doors, lay down ancient magics, A license to operate an Acquisitions Incorporated fran-
or send any number of monsters to the af- chise comes with nearly limitless benefits! When your
terlife in the pursuit of fame and treasure. party starts a franchise, you receive a region in which
But when you take your place as part of to operate, a franchise headquarters, and a majordomo

\ an Acquisitions Incorporated franchise,


you become something more than a mere hero. As a
member of an elite group stand ing on the cutting edge of
the adventuring business, the brand precedes you. And
sure. sometimes the blades on the cutti ng edge ar e kind
to assist with basic headquarters needs. As your char-
acters become accomplished adventurers (and continue
to contribute to I lead Office coffers), Acquisitions I ncor-
porated helps your franc hise gain even greater benefits!
See the following Franchise Advancement table for a
of shar p. But with !lead Office at your back, you know summary of what you get at each rank.
you have the best tools in the i ndustry at your disposal.
And maybe the basic funeral packages Acq Inc offers ar- F RANC HI SE R AN K
en't that great. but there are some tasteful upgrades you By default. a franchise rank is gained at each tier of play
might consider. (beginning at level I and advancing when the average
This chapter introduces the Acquisitions Incorporated party level reaches level 5, I I, and 17). The DM might
franchise and the rules for running it. Franchise bene- choose to increase or decrease the level of play at which
fits are organized by level tier. and include an ever-ex- franchise tiers are gained. or tie advancement to story
panding business territory. wide ranges of options and or campaign goals. Each franchise rank provides char-
upgrades for a franchise headquarters, and more. This acters the opportunity to operate in a larger geographic
chapter also introduces company positions-a new set of area. hire staff and direct them to execute franchise
rules for franchise characters granting access to unique, tasks, and customize the franchise headquarters.
tier-based abilities that can help a party stand out in a
crowded marketplace. And because taking a vacation L ICENS ED R EGIO N
is no excuse for diminished returns, an Acquisitions
When a franchise first starts out. it is licensed to operate
I ncorporated franchise can make use of expanded r ules
in a small region focused on a settlement or similar mer-
for downtime and franchise activities, allowing players
cantile point. You might think this means Head Office
to help shape the business and the narrative of the cam-
doesn't trust its new franchisees. Not at all! No! I t's just
paign even when they aren't in the field.
so much easier to support a group when they star t i n a

L ll Al'J fR 2 I <:RO WI NG YO U R FRAN C HISE


focused area. Don't worry at all that a rival Acquisitions
Incorporated franchise will outmaneuver you. It seldom GROUP DYNAMI C
happens. Keep growing your business, and the Acq Inc An Acquisitions Incorporated franchise is a group effort.
license will expand to help you find more customers and Many decisions must be made in the course of running
increase your brand presence. a franch ise and playing in an Acq Inc campaign, and it is
Within your licensed region, you have the right to use assumed that all players will be involved in making those
decisions. Whenever this book talks about a franchise col-
the full power of Acquisitions Incorporated branding. No
lectively- and in particular, when it talks about decisions
other Acquisitions Incorporated franchise will operate being made by a franchise- the understanding is that all
in your region. and all the region's customers are exclu- characters (in the game) and all players (at the table) have
sively yours. Of course. non-Acquisitions Incorporated an equal say in determining a fra nchise's fortunes and fate.
rival organizations might be present. You are expected Sure, arguments will crop up from time to time. But that
to drive them out of business. (Or give them un timely kind of roleplaying is a big part of what makes an Acquisi-
deaths. You do you.) A franchise can build or operate tions Incorporated campaign.
any number of locations, such as warehouses and trade
shops, within its region. You may not maintain property
or establish formal operations in a settlement outs ide RANK 3: LARGE TERRITORY
your region, even if you ship goods to that location. Your license grows to include a broad expanse of prov-
You may not use the Acquisitions Incorporated inces, a few small kingdoms, or a large kingdom or
brand outside your licensed region without written, federation, covering a territory the size of half the Sword
documancer-generated permission, since those a reas Coast in the Forgotten Realms campaign setting. A la rge
might belong to other licensees. You can adventure out- territory might overlap with other Acquisitions Incorpo-
side your territory, of course, and can assist or work for rated regions, though you are theoretically working with
other organizations. However, you are expected to p rior- (and perhaps overseeing) smaller franchises rather than
itize missions given to you by Head Office. working against them. You can ship your goods to any
destination, and can assign staff to a city to which you
RANKl: SETTLEMENT ship goods-solely to oversee the distribution of those
Acquisitions Incorporated grants you r franchise a goods, and certainly not to compete with rivals. Don't
license to operate in a settlement, and in a territory cause too much trouble and Head Office will stay happy.
around the settlement approximately 10 miles across.
If yo ur region includes a coast Ii ne. you are granted the
RANK 4: LIMITED EXTRAPLANAR
rights to engage in sea trade within that region. You can Your franchise now includes specific locations located
ship goods (over land, water, or air) to one city or other on other planes of existence. These could include such
settlement outside your region. (The DM approves this fabled trading locations as Sigil, the City of Brass on the
location, and might wish to establish your franchise's re- Elemental Plane of Fire, or a githyanki outpost in the
lationship with it through play as part of the campaign.) Astral Plane. Your license to operate in these regions is
not exclusive. Your region on the Material P lane might
RANK 2: SMALL TERRITORY or might not expand, depending on both you r perfor-
Your license now expands to include a region similar in mance and the goals of the campaign. The DM might
size to a province or a small kingdom- typically up to 50 establish extraplanar locations through play. Failing- or
miles across, with your starting settlement somewhere succeeding- in securi ng an extraplanar location could
within. (For mapping purposes, this area is roughly the create interesting and deadly rivalries!
same scale as a province-scale map. See "Mapping Your
Campaign" in chapter l of the Dungeon Master's Guide.) STAFF
You are expected to expand your trade and branding Chapter 5 of the Player's Handbook details the costs
throughout the region. You'll seize new markets. develop for characters to hire skilled and untrained hirelings.
new offerings, increase your network of contacts, and As is true of characters in any campaign. Acquisitions
safeguard the king and queen's spoiled kids so the mon- Incorporated franchisees are free to hire any NPCs
archs think of you positively. You can ship goods to two they want, within whatever limitations the DM wants to
cities or other settlements outside you r region. set on s uch employment. But the franchise itself comes

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

CHAPTER 2 I GROWING YOUR FRANCH ISE


10
An employee is like a l'riend you pay. .
- Omm Oran

foot or by means the franchise provides). A majordomo


is proficient in Charisma (Persuasion) and two skills of
the DM's choice.
The OM is encouraged to use the rules for creating
nonplayer characters in chapter 4 of the Dungeon
Master's Guide to detail the majordomo. giving this
individual a vibrant personality and backstory. The ma-
jordomo's goals should be aligned with the franchise
and with Acquisitions Incorporated as a whole, allowing
them to properly act as an ally and steward for the party.
It can be helpful to a campaign to provide the major-
domo with a backstory that complements a franchise's
evolution over time. A sage might research how the fran-
chise gains new capabilities. Or perhaps the majordomo
was the pilot of a vessel capable of planar travel, who
slowly applies those features to the headquarters. A ma-
jordomo of a fran chise modeling itself after a spy organi-
zation might constantly invent devices for the franchise,
making continuing progress as the party returns with
gold. lore, and resources.

UNTRA I NED HIRELINGS


As described in the "Services" section in chapter 5 of
the Player's Handbook. untrained hirelings provide gen-
eral labor. and can function as builders. cleaners, por-
ters. and other workers. Untrained hirelings can work
for a franchise or its all ies. perhaps tending a garden for
a noble family or helping a merchant unload cargo from
ships. They will not engage in combat and do not leave
the headquarters to join the party on adventures.
with a number of staff whose wages are part of the fran- The OM should name at least one hireling who acts
chise's cost, providing not only labor but story potential. as a leader for any interactions with groups of untrained
Each franchise rank grants a number of new staff laborers. Providing hirelings with a similar background
members who live in the franchise headquarters or (such as a band of ex-soldiers or reformed criminals)
within its geographic scope. The cost of maintaining can add personality to the group. Consider using the
s taff is included in a franchise's costs. Each staff mem- rules in chapter 4 of the Dungeon Master 's Guide, apply-
ber has a profi cie ncy bonus equal to 2 +the franchise's ing the results of a s ingle set of rolls to the entire group.
rank. For skilled hirelings or crew, the DM might substi- Those hirelings could a ll shave their heads zealously, be
tute NPC statis tics when that seems appropriate. Each brawny bul absentminded, play various musical instru-
time a fran chise gains a rank, existing staff members ments, use colorful oaths and exclamations, and so on.
can be gifted with early retirement (that is, fired). and re- Group ideals, bonds, and naws, along with a shared
placed a longside new hires that fit the franchise's needs. history, can a ll add depth to a group of untrained hire-
A fran chise might engage all kinds of hirelings and lings. Those musicians might be connected by the ideal
agents over the course of a campaign, but specialized of tradition. and bound to the franchise to protect a cul-
franchise staff fa ll into four different categories. tural heirloom they value above all else. Their flaw and
secret could be that they stole the heirloom from their
MAJORDOMO former employer, a rival merchant organization. Over
A majordomo administers a franchise headquarte rs. time, the same hirelings might show up as part of the
They typically reside within the headquarters and sel- characters' adventures time and time again, revealing
dom leave it. sending out communications through a aspects of their past and creating story continuity.
dedicated messenger (at no extra cost. and traveling on
Joe TITLE ANO BENEFITS
FILLING POSITIONS What the Player's Handbook calls untrained hirelings are
A franchise's majordomo can take a company position often referred to as "subemployees" within an Acquisitions
(see the next section) in addition to the positions taken Incorporated franchise, while skilled hirelings typically
by the characters. Especially with a small party, it can be gain the more prestigious title of "intern." It's entirely up
good to have a majordomo lill a useful position that no to individual franchisees what awesome titles they bestow
character wants to take. No other NPCs can take company upon their staff members in addition to {or, indeed, in lieu
positions. of) perks such as an occasional wage.

C ll /\ Pl ER 2 I <.;ROWING YOUR FRANC HI SE


II
• 1
l lirelings are kindling in the fire oF opportunity. .
-Jim Darkmag1c H 11PPV f RllN C: H I SE STllF"F

SKILLED H I R ELI NGS


A skilled hireling has one or more s kill, weapon, or tool
proficiencies. A franchise can request skilled hirelings
when needed (up to the maximum allowed by franchise
rank). with the players describing the concept behind
the hirelings and selecting one proficiency for each.
The OM can then customize the hirelings as desired.
perhaps by adding additional proficiencies or adjusting
their combat statistics.
Skilled hirelings can be fired and hired as needed.
A franchise might bring on a couple of thugs to act as
distraction during a street fair, then release those NPCs
to hire a different set of skilled hirelings to conduct fran-
chise tas ks and downtime activities.
Hirelings cannot perform more than one task at a
time. A full complement of skilled hirelings assisting
the party on a mission precludes other skilled hirelings
from helping with franchise tasks and downtime activ-
ities until the mission is completed. As with untrained
hirelings, detailing a group background and assigning
personality characteristics to a group leader can make
for a fun play experience.
Ad venturing. Characters can adventure with up to
one skilled hireling at a time. An NPC with a challenge
racing of roughly half the franchise rank works well for
most adventures. providing utility without disrupting
balance. The loyalty system described in chapter 4 of veteran sailor who always talks back. creating the poten-
the Dungeon Master's Guide can be used to determine tial for entertaining interactions as the franchise grows.
whether the hireling remains dedicated to the party"s
goals. or the OM can make that decision on the basis of H EADQUARTERS F EATURES
how the adventure plays out and the characters' attitude
toward the adventuring NPC. Acquisitions Incorporated Head Office provides the
Task s and Downtime. Skilled hirelings can also be members of each franchise with a place to call their
assigned to franchise tasks. as described in the "Fran- own. It might not be initially impressive (cleaning any
chise Tasks and Downtime" section later in this chapter. old blood s tains is the franchisees' responsibility).
But over time, characters in an Acq .Inc campaign are
CREW granted resou rces lo help construct the headquarters
Crew arc skilled hire lings trained in tasks pertaining to of their dreams! Each franchise rank affords the ch ar-
the physical maintenance of a franchise (for example, acters a number of choices, allowing customization and
servers or gardeners) or the navigation of a mobile head- creativity. Sample features are provided as guidelines,
quarters (sailors for a seagoing franchise. engineers for but a franchise's features can include literally anything
a giant hollow statue, and so on). Crew do not leave a decided on and agreed to by the players and the OM.
franchise and cannot perform franchise tasks. They typ-
G ROU P DESIG N
ically run rather than fight back when attacked. though
the OM can decide otherwise. If a mobile franchise When selecting a feature, the characters must make
headquarters requires more crew than is granted by the decisions together meaning the players must do the
franchise's rank, the characters must hire the remainder same. Deciding on the features of a headquarters
(typically at the skilled hireling cost of 2 gp per day). should be a team effort. both in game and around the
Hiring crew can become a cooperative roleplaying ac- table. What should a headquarters look like initially?
tivity. Potential crew might hear of Acquisitions Incorpo- Do the characters prefer to travel by land or by sea, or
rated or the party's exploits and come to interview with
the franchisees. Choices might be offered by the OM. as
between a team of ex-militia who lost their last battle
and a crew of recently released criminals who swear . bein an intern rhat
There arc a lot ol perks to g flexible you
they were wrongly imprisoned. Names, personalities, I k The hours are very ,
and roles can be assigned to crew by the OM and the People over oo · d. ount .111 I h e g1·ft shop' you get a
players. Rather than s imply interacting with the cook get a 20 percent tSC f hours as long as you ask
bathroom break every our . ·f'you go into
and the first mate, the characters can instead deal with . r And sometunes 1
Pepper, the chef who loves spicy foods, and Brazen, the Your supervisor irsl. a {'ter a me e1·1ng• there w ill be a
the conference room f. b You can just take as
. d· d \e tovcr su s.
l..t
C ll APTER 2 I UROWINC: YOUR ~R/\NCH J SE bu nc h o I so a an I ·1s nobody sees you.
much as you wand As ong L -Viari
I don't have rivals. I have partners who simplv don't
know it yet. •
to operate from a fixed location? Is a ruined keep more
interesting than an old vine-covered wizard's tower
- Omin Oran
in the woods? Is the headquarters remote or within a
settlement- perhaps an old tavern or caravansary the Many franchisees will use their starter headquarters
characters can restore?
as a point for expansion, adding new features, new
It can be helpful to think ahead as well. Acquisitions rooms, new levels- and, of course. new magic as the
Incorporated is known for mobile franchises, helping franchise grows in rank. Other campaigns might be
to bring goods and adventuring services to distant loca- better served by having the franchise change headquar-
tions. When a franchise headquarters becomes mobile, ters at different stages. Characters might start out in a
wi ll it Ay or sail? Will it gain the power to teleport across ship, then move to a castle. then take possession of a
the land? Will it sprout legs and walk?
unique magical headquarters in the end. Any potential
Everything depends on the type of headquarters. The
headquarters site might be discovered by the characters
top of a wizard's tower might detach and shoot skyward as part of the campaign, or sites might be suggested or
like a missile. Or a franchise's headquarters might be allocated by Head Office.
contained withi n a giant statue, which over time gains Any of the following suggestions can make a great
the power to move farther and faster. A castle or other starter headquarters. or can provide inspiration for
stationary structure could contain a portal or telepor- other headquarters features.
tation circle, allowing the characters to travel to distant A bandoned Lighthouse. Raided by ores who left no
locations while the stronghold remains behind. one alive? Those are probably just stories. And even if
IN COR PORATING BENEFITS true, the ores won't come back (probably). This aban-
doned lighthouse headquarters is strong enough to
The characters· collective skill proficiencies. tool pro-
stand against any storm (probably), and many of the
ficiencies, backgrounds. and positions within their
leaks have been fixed already. And just look at that cool
franchise could all impact the design and construction
light up top, and the oversized storage cellar. Docks
of a headquarters. A glassblower might make beautiful
close by are perfect for a starter franchise that comes
stained-glass windows. while a herbalist fills the head·
into possession of a boat, and are also a sign of the light-
quarters with pleasing or mysterious scents. An acolyte
house's importance to coastal trade. Commandee ring
could outfit a small area of the headquarters as a chapel ,
it will likely win over the locals and maybe even the re-
while a sage sources a unique desk at which to work.
gion's royalty!
Such fe~tures are cosmetic or limited in impact, but en·
Beat-Up Kee/boat. Any franchise can take to the seas
able players to feel more interested and invested in their
in this new (okay, very used) keelboat! Pirates killed the
headquarters.
previous owners, and Head Office picked it up for an ex-
STARTER HEADQ.UAR TERS cel lent price. Most of the holes in the hull are repai red,
Each franchise's starter headquarters is a mundane site. and the sails are only a little bit moldy. Even better,
which has often been selected or handed clown by Ac- there's a small covered area in the rear protected from
quisitions Incorporated. The characters' initial base of the elements that makes a perfect living space! The keel-
operations cou ld be a ruined tower, a worn horse-d rawn boat holds a half-ton of cargo, and might even come with
carriage, a beat-up fishing boat, a dilapidated store or reduced docking fees at some ports of call.
farm, or any similar structure or site. The DM might Statistics for a standard keelboat are found in chapter
direct the characters toward a single ideal location, or 5 of the Dungeon Master's Guide. The DM might adjust
might provide a range of options for players and charac- the number of people the boat can comfortably carry.
ters to choose from. And of course. many potential fran- but having such a headquarters typically implies that
chise locations will have an interesting past- a haunted most franchise staff are itinerant or live elsewhere in
mansion, a mysterious lighthouse. an old wizard's cower whatever settlement is the boat's primary port of call.
filled with malfunctioni ng magic, and so forth. Old Tavern. With just a little work and some better
The DM approves the headquarters concept and de- furniture, this place could be the talk of the town. The
cides how large or small the initial structure can be, as tavern is certainly not haunted. Seriously. no one listens
well as any useful features. DMs and players can work to those rumors. But if it were. and if the story was spun
together to create a map of the headquarters and its the right way, the marketing potential could be huge.
su rroundings. Chapter 5 of the Dungeon Master's Guide Some even say that the ghosts (which totally don't ex-
can help detail both wilderness and urban locations. ist) like to sing, so that's a plus! The kitchen is already
stocked with plates, mugs, and lots of knives. and a few
rooms upstairs are ready to rent out to travelers.
LIFESTYLE EXPEN SES
Worn Carriage and Horses. This humble, worn
Whenever characters are in residence at their franchise carriage, previously owned by a now-defunct trading
headquarters, they can automatically benefit from a min- company, makes a perfect starter headquarters. The
imum lifestyle-poor at rank l, modest at rank 2, com-
carriage's exterior is weathered wood, and the interior
fortable at rank 3, and wealthy at rank 4. The normal costs
associated with that lifestyle for franchisees and select seats and cushions have seen better days. Still. it of-
staff are subsumed within the overall cost of runn ing the fers all the perks of home plus the ability to change the
franchise. Outside the franchise headquarters, normal life· neighbors every time you take to the road.
style expenses apply. The rear of the carriage features a generous cargo
space for up to 500 pounds of goods. and is protected

GllAPTL R :.! I GROWING YOUR FRANClllSE


from the weather. The horses arc hardworking and love haunted tavern, but the quality of the illusion is such
apples. The carriage has AC 11 and 75 hit points, and that it doesn't stand up to continued scrutiny.
moves at the speed of its drafl horses (40 feet). Four pas- Cosmetic effects can also be focused on selling and
sengers can ride inside. two up front with one steering. branding a franchise. such as adding manufacturing
and two atop the rear cargo area. Up to three people can capabilities. a light-up sign, a customer showroom or
also sit on the roof of the cabin. for an especially excit- service center. and other commercial features. At the
ing perch when the earl is moving quickly! DM's discretion, such features might generate additional
Because this sort of franchise typically can't hold the income or lower the costs of certain franchise tasks.
characters and all their staff (m least not comfor tably), Draconic Ship. This once-innocuous seagoing
such staff are often iti nerant or based in whatever settle- vessel has been detailed to appear as a brass dragon.
ment the carriage returns to most often. The ship's interior is decorated in draconic art. and
platforms among the rigging are linked by silk ropes at-
COS METI C F EATURES tached to pulleys. These might provide benefits to crew
A cosmetic improvement. gained at franchise rank 2, al- trained in their use if the ship is ever attacked.
lows a franchise to radically alter the look and feel of its Enchanted Wizard 's Tower. In the entrance hall
headquarters. A beat-up wagon could become a gilded of a former-wizard's-tower headquarters, enchanted
carria ge, with luxurious interiors and servants dressed portraits display visages of the franchise's recently van-
in matching finery. A tavern could proudly display the quished foes. Smaller portraits throughout the tower
party's kills in the drinking hall, feature mugs gathered display important moments in the franchise's adventur-
from dwarven holds around FaerOn, and have decor ing history, and the whole interior is set with magical
matching a particular theme. lighting, decorated with candelabra, and features drapes
Improvements can also be of a fantastic or magical and carpets matching the franchise's chosen motif.
nature, such as flickering magical torches or portraits
that watch and interact with observers. The OM has fi- EXPANS ION F EATURES
nal approval over such improvements. and is the arbiter At rank 2. an expansion feature allows a franchise to
as to whether cosmetic improvements might provide any double the size of its headquarters. When doing so. play-
actual benefits during play. When allowed, such benefits ers and characters can define the changes to the current
should be situational and limited. A foe might become configuration. Perhaps the headquarters expands in
distracted the first time a ghostly figure appears in a size laterally, or gains an extra floor. Perhaps a new
basement is excavated-or poking around the existing

C H~l'TER 2 I G R OW!N C YOUR ~RANC lll SF.


l t
basement reveal s a secret level of dungeons hereto-
fore unknown. ACQUISITIONS INCORPORATED IS MAG lc!
Franchise members can decide on what features are DUNGEONS & DRAGONS offers a wide range of play styles,
involved in the expansion. including new windows, and works with many different types of campaign story.
doors. and furniture. Adding certain types of space The Dungeon Master's Guide talks about some of the most
common types of fantasy that can shape a D&D campaign,
might also call for extra supporting features. If stor-
including a general sense of campaigns being high magic,
age is on an upper noor, a winch might be installed to low magic, or the D&D standard in between.
lift goods. A cel lar could add another exit and an area An Acquisitions Incorporated campaign has its own dis-
for storing wine or alchemical supplies. Or a carriage tinct feel, as talked about in chapter 1 of this book. Part of
headquarters could gain a second cart to become a that feel comes from the substantial benefits that charac-
wagon train. ters gain from franchise features and company positions-
All construction is low cost but functional. as in the mechanical boons, magic items, access to powerful spell
following examples. effects, and more. These benefits are gained automatically,
Expanded Lighthouse. The lighthouse is now taller. as a general reward for the characters' adventu ring suc-
with two additional levels, an upgraded beacon, and a
cess driving franchise advancement. So it's im portant that
everyone is aware how adding those built-in campaign
stronger exterior. A stairway leads down into a network
benefits to the regular magic gained during adventuring
of old caverns, including some used as storage space. will give the characters a boost in power.
and finally onto a small beach with a dock. For an Acquisitions Incorporated campaign meant to
Expanded Tavern. The buildi ng adjacent to the tav- feel and play like standard D&D, the DM should consider
ern has been bought oul and connected to it, allowing creating a low-magic campaign, and letting the benefits
for more guest chambers, a larger common room, a of company positions and franchise features fill in the
larger kitchen. and staff quarters. A large fireplace fill s magical gaps. A standard campaign played with the rules
the common room with light and warmth. while new in this book should be treated as a high magic campaign,
tables and chairs create a welcome environment. Guest with the DM and the players understanding that the
chambers might feature a patio or ba lcony.
difficu lty of encounters and other tasks might need to
be ramped up to offer a real challenge to the characters.
TRAN S PORTATION F EATURES Of course, nothing prevents anyone from playing a high
magic campaign with the Acquisitions Incorporated rules.
Also at rank 2. every franchise gains some form of mo- But DMs and players should all be aware that doing so will
bility, with players and OM working together to deter- create extremely powerful characters- who will no doubt
mine how a headquarters facilitates travel (or expands attract extremely powerful enemies and threats as a matter
on its normal travel modes) from one location to an- of course.
other. A ship might gain a magic sail, or could add a bal-
loon to become a battle balloon airship. A hollow statue
could gain the ability to stride across the landscape. A combat conditions, it can be hard to avoid creatures or
wizard's tower might teleport from place to place. Or objects smaller than a large building.
doors within a tavern could be revealed as a magical Battle Balloon. A hot air balloon is lit by a magic fur-
portal connected to various locations in far-flung lands. nace channeling elemental power. A galleon suspended
The OM has final approval over the method of locomo- below the balloon features a helm that controls the ship.
tion, and can put in place any reasonable limitations or The vessel canny virtually anywhere. ignoring difficult
constraints on that movement. Additionally. any method terrain. but it is at risk from storms and strong winds. If
of movement should have a weakness or drawback the balloon takes significant damage, the ship could be
determined by the DM. As a r ule of thumb, a mobile forced to descend- or might even crash.
headquarters can travel a distance of 30 miles per day (Appendix C features vehicle statistics for a typical
(equivalent to a fast travel pace) per franchise rank. This battle balloon. For characters who choose this highly
rate of travel can vary depending on weather, visibility, cove1ed feature for their headquarters. the DM can im-
availability of maps, or other conditions. pose limitations on the ship's attacks and make changes
Giant Stone Statue. A 100-foot-tall stone statue has to its statistics.)
stairs and rooms carved within its interior. When a
S elf.Contained Train. This mobile franchise head-
character sits at the helm located in a room within the quarters features a magical-mechanical locomotive that
lays down its own track. Mechanical arms at the front of
statue's head. the statue can be directed to walk across
the land. The statue ignores difficult terrain, usually by the locomotive set down crossbars and rails in front of
the headquarters at ridiculous speed, while arms at the
simply crashing through it. However, the navigat0r has a
back of the headquarters pick up the crack as it passes.
limited sight line while peering out through the statue's
The train moves at quarter speed over difficult terrain
large eyes. When the terrain is cluttered or subject to
(instead of half speed). It can pass over rivers. but can-
not cross lakes or large bodies of water.
Extradimension al Wagon. A seemingly simple wagon
drawn by an old horse channels powerful magic. The
. . . the wake of an existing
wagon's driver can cause the wagon lo teleport the
A good idea ts to sw1~s1; did the market research and
distance of a day's journey, targeting a known loca-
business. Somebody d Ioca t"on? Awesome! Now use
1 · .· tion over the course of one or more extradimensiona l
decided this was a goo S direct compcllllOn.
.. · tthcm. etup , r d jumps. Such teleportation is usually done when no one
that dcc1s1on aga111s b hem until they re iorce
t
mors a . out Now k · u ·s
'fhcn spread ru . the mar et is yo t •
e area 1n sharne.
to Icave th . C li AP r t R '2 I CROWING YOUR FRANC' lll SI:'
I l
'fhat's how you business. -Donaar Blit'zen
~\Ioney is an ancrnpt to discreti
is looking, to avoid arousing suspicion or frightening impossible task Wh '~f d ze the ephemeral- an
· en .-: ea Off!
the loca ls. Though the wagon eventually arrives at the i eII ihem that mo . ce comes knocking
intended destination. the intervening stop-off points are ney is an atte d' ,
ephemeral. mpt to 1scretize the
unknown- and quite possibly perilous.

WEAPON FEATURES - K 'thriss Drow'b


At rank 2, the members of a franchise can add a weapon
to their headquarters. choosing from the options in the
"Siege Equipment'' section of chapter 8 of the Dun·
Ever-Changi ng Ship. Whether an oceangoing vessel
or an airship, this headquarters can alter its appearance
geon Master's Guide. The OM can limit those options
with illusion magic. Additionally, the appearance of
or change the details of specific choices, and players
some or all creatures aboard can be changed as i f they
can also design unique offensive features. subject to
were affected by a seeming spell. Franchisees can alter
approval by the OM. For example, a walking statue that
the appearance of the ship and its occupants a number
strikes with a fist could be treated as a ram- or the DM
of times per day, or can drop the illusory effects as
and the players might agree that it would be fun to use
needs be. The nature of the illusion magic means that
some of the effects of Bigby's hand for such an attack.
the ship's size and features do not change, and individ·
Most siege weapons (whether mechanical or magical)
uals interacting with the ship or investigating its ap-
requi re two characters, crew. or skilled hirelings to
pearance have a chance to sec the true form of the ship
operate, and such weapons might be slow to reload or
and its crew.
recharge. Headquarters weapons are not particu larly ef-
Sp ectral Wait Staff. A tavern headquarters (which al-
fective against small bands of creatures (such as a group
ready has a cosmetic feature to make it appear haunted)
of goblins), but they can be useful against a single large
now gains spectral wait staff. The spectral staff serve
threat (such as a dragon). If siege weapon s are abused
customers expertly, and speak and understand speech
by franchisees, they might be targeted by enemies,
as if intelligent. However, they are magical creations
break down, or require costly maintenance each time
similar to those conjured by the unseen ser vant spell.
they are employed in battle.
able to perform all the functions of such a creation and
Giant Statue's Fists. A giant hollow metal statue act·
any other functions agreed to by the OM. Spectral staff
ing as a franchise headquarters features a control center
can momentar ily become insubstantial , along wi th any·
from which the statue's arms can be manipulated. One
thing they carry. allowing them to serve food and drink
fist can be used per round to strike at foes. using statis·
through walls. Any member of the franchise can spend
tics similar to a ram (AC 15, 100 hit points. immunity to
an action to telepathically command one or more spec·
poison and psychic damage).
tral staff members.
Giant Fist. Me/ee Weapon Attack: +8 to hit, reach
15 ft .. one object or creature. Hit: 16(3d10) bludgeon- DEFENSIVE FEATURES
ing damage. Also at rank 3. the headquarters gains one defensive
Lighthouse Energy Blast. Magical power can be fo. feature, planned out by the players in collaboration with
cused through a lighthouse beacon, requiring 1 round to
the DM. Ships and other vessels with statistics can gain
gather energy and aim. The following round, the energy
an increase to hit points or AC. Or a general defensive
can be released. The beacon has AC 12, 75 hit points.
feature could include the choice of any two effects noted
immunity to poison and psychic damage. and vulnera-
in the guards and wards spell, which can be enabled or
bility to cold. The explosion of energy can be treated as
disabled by any franchise member.
a scorching ray, fireball. or lightning bolt spell, as the
Players are encouraged to be creative in thinki ng
OM determines. More powerful features might require
about defensive features. An airship might have a deck
more time to recharge, or could be usable only a certain
that can channel lightning to repel boarders. A wagon
number of times per day. Such attacks might function at might have transparent windows as strong as steel, and
longer range but be unable to target creatures or objects
the ability to retract any rails or platforms upon which
within 60 feet of the lighthouse. attacking foes could stand. Defensive features might
impose conditions on enemies, or even deal damage.
ARCANE FEATURES
The OM should limit damaging effects to dealing 10
At rank 3, an arcane feature provides a unique magical
damage to a single target (5 damage for a multitarget or
capabi lity to a headquarters. A haunted headquar ters
area effect) per franchise rank. When a saving throw is
might gain a permanent cohort of friendly undead ser-
required, a good DC is 12 + franchise rank.
vants. while a giant statue headquarters could gain the
Carriage Ejector Platforms. A carriage gains potent
ability to allow the characters to see at great distances
defensive capabilities in the form of sections of its roof
and through darkness or fog. A more generic arcane
and walls set w ith powerful concealed springs. This
feature could instead grant any franchisee the ability to
defensive feature can be activated as a bonus action by
cast a specific spell of 6th level or lower. with a limita·
the driver or any creature within 5 feet of them. When
tion of one casting per day.
a creature steps or grabs onto a protected section, that
An arcane feature should be something that doesn't
creature must succeed on a Dexterity saving throw or
fit with in another category (specifically, a transportatio n
be flung from the wagon to a d istance of 10 feet per fran·
or w eapon feature). though the OM is the final judge of
chise rank. The creature takes falling damage as if it
what arcane features are acceptable.
had fallen that distance.

CH .\l'Tl::R 2 I CROWING YOUR l· RANCHfSf'


lh
Electrified Floors and Rails. Specific areas of a ship when the rooms are first installed. Each room's initial
or airship's floor and railings are warded with elemental furnishing and equipment are included. though charac-
lightning, up to an area the size of half the ship's upper ters can later add to these features as they wish.
deck. A character at the helm can activate this magic Glider Launcher. A hidden compartment within an
as a bonus action. Any creature making contact with airship holds ten gliders. A secret door leads to the com·
a warded area takes 13 (3d8) lightning damage, and partment, which features an exterior escape hatch acti-
must succeed on a Constitution saving throw or have its vated from within any glider. Each glider accommodates
speed reduced to 0 until the start of its next turn. one Medium or smaller creature and up to 50 pounds
Grease Compartment. Whether a building, a vessel, of gear, has a flying speed of 60 feet, and must descend
or some other structure, a franchise is equipped with a at least 20 feet each round. A glider can be piloted as an
compartment holding grease. When activated, nozzles action by any character with proficiency with flying ve-
release the grease either in a 30-foot cone or into a spe- hicles. Characters without such proficiency might need
cific area no larger than 20 by 20 feet-typically focus- to make ability checks of the DM's choosing to pilot a
ing on an area through which attacking creatures are glider successfully. A glider weighs 100 pounds, has
likely to move. Any creature entering the greased area AC 14, 50 hit poi ms, and is immune to poison and psy-
must succeed on a Dexterity saving throw or fall prone chic damage.
and end its movement that turn. A creature driving a
vehicle that enters the greased area must make an ap- F RA NC HISE COSTS
propriate ability check against the save DC. On a failure, Running a n Acquisitions Incorporated franchise offers
the vehicle veers 3d10 + 10 feet in a random direction. countless benefits to an adventuring party-but those
then ends its movement for the round. benefits aren't cheap. Operating the franch ise, installing
and maintaining franchise features. paying staff, cre-
FRANCHISE CHOICE FEATURES ating merchandise with proper branding, settling legal
At ranks 3 and 4. a franchise can outfit its headquarters issues, and more are all encompassed by the baseline
with any one feature from among the lower-tier fea- cost for a franchise's headquarters. a multiplier from the
tures (cosmetic, expansion. transportation, or weapon franchise's rank. and the franchise party's business per-
features). In consultation with the OM. this might cover formance for the month.
additional features to augment the headquarters' exist- If a franchise's costs leave a party low on cash, that's a
ing look or combat capability, or a plan to instead make sign that it's time to go adventuring. Alternatively. char-
an existing feature even stronger. A method of transpor- acters might use downtime to structure a leaner busi-
tation might double its speed and remove an existing ness or engage in non-adventuring activities to bring in
drawback, or an offensive feature could deal more dam- more gold (see "Franchise Tasks and Downtime" later in
age or target more than one creature per round. this chapter for more information). A franchise's major-
domo handles these finances and makes all necessary
SECRET FEATURES
payments to Head Office. suppliers. and other agents-
A secret feature. gained at rank 4, is one that remains
as long as sufficient funds are available.
unnoticed to most inspection. typically requiring a suc-
cessful DC 25 Intelligence (Investigation) check or Wis- BASELINE COSTS
dom (Perception) check to notice. A headquarters might The baseline monthly cost of a franchise is calculated
have a secret exit that guarantees escape and allows based on the franchise's headquarters, as noted on the
franchise members or staff to leave and enter without Baseline Costs table on the next page. The costs on
detection. A secret feature should usually add in-game this table differ from the costs found in the "Recurring
benefits, such as a potion-brewing laboratory in a secret Expenses" section of chapter 6 in the Dungeon Master's
level of a castle, or a secret cargo hold within a ship that Guide. (That section details the costs characters might
can keep perishables fresh and provide endless stocks expect to pay to own an inn. a keep, or other types of
of food and water to crew and passengers. properties.) This is because franchise costs include a
Escape Pod. A walking statue's head can also serve tithe to Head Office. repayment to Acquisitions lncorpo·
as an escape pod. If the headquarters is ever destroyed, rated for funding the initial construction or purchase of
or if the character controlling the statue activates the the headquarters, the use of approved contractors for
escape mode as an action. the head detaches from the construction and maintenance, and other subtle fees.
body and takes to the air with a flying speed of 80 feet. Baseline costs are for representative dwellings, and
The flight lasts for up to 5 rounds, and is directed by the can be adjusted by the OM as needs be. A noble estate
same controls that originally controlled the statue. If the that is the envy of other nobles might demand expendi-
head is not on the ground when the flight ends, it falls tures of double or triple the baseline cost. A franchise's
and any creatures within take falling damage. baseline costs might also change during the course of
Extradimensional Tavern. Several of the doors in a the campaign. A party might initially start out head-
franchise's tavern are inscribed with runes. Anyone who quartered in an abandoned lighthouse with monthly
traces a rune while speaking a passphrase can access expenses of 250 gp. But as time passes and headquar-
their choice of ten extradimensional rooms, 20 feet on ters features are added. that lighthouse might grow in
a side. These rooms can function as libraries. laborato- size, weapon features. and magic to resemble a fortified
ries. meeting rooms, kitchens. prisons, private quarters, tower. The DM will modify baseline costs as needed to
and more, with each room's setup and contents chosen fit the headquarters and the campaign style.

C HAPT l:.R 2 I G RO l~' IN G YOU R FRAN C HISE


17
BASELINE COSTS
Monthly
COMPANY POSITIONS
Franchise Headquarters Cost A franchise is a complex affair, requiring its participants
Horse-drawn carriage or wagon 15 gp to fulfill a myriad of important duties necessary for its
Farm or rural enterprise 20gp proper growth (and the enrichment of Acquisitions In-
Settlement enterprise (guildhall, inn, tavern, 120 gp
corporated Head Office). A company position establishes
a character's role within a franchise, as well as a rela-
shop, and so forth)
tionship with the larger Acq Inc organization.
Sailing ship, including all port fees 200 gp
When you choose a company position for your char-
Remote enterprise (fort, lighthouse, trading 250gp acter. that choice is independent of and in addition to
post, roadhouse, and so forth) your character's background. class, and other options.
Noble estate, large manor, fortified tower 350 gp Though Head Office might tell would-be Acq Inc fran-
Airship 800 gp chisees to play to their strengths, you should choose the
Giant walking statue, magic locomotive l,000 gp position that speaks to you- and that feels like it'll be
Keep or small castle 3,000 gp the most fun. All cha racters who take on an Acquisitions
Large castle or palace 12,000 gp Incorporated franchise must take a company position. A
character can take only one position within a franchise.
Some characters might decide to maintai n more than Each company position has its own distinct Ravor-
one headquarters for their franchise. or to control addi· and comes with a range of preternatural benefits. Some
tional sites as part of the franchise's overall operation. of these benefits take the form of material boons granted
A franchise might use a ship as its headquarters. while by Head Ofilce, including specialized magic items avai l-
also owning a number of remote trading posts run by able only to Acquisitions Incorporated franchisees. Oth-
franchise staff. The costs for all such "virtual headquar- ers are shaped by the subtle power of your position and
ters'' should be added together to derive one monthly the franchise's rank.
baseline cost.
JOINT EFFORT
FRANCHISE RANK MULTIPLIER Players- and especially new players- should keep
The multiplier on the Franchise Advancement table is in mind the amount of creativity and collaboration a
applied to a franchise's baseline cost. This represents company position requires when determining which
the increased costs a franchise faces as it expands into position is the best fit for their character. In addition to
larger markets. their various mechanical benefits. the features of each
company position are intended to offer players and DMs
MONTHLY B USINESS PERFORMANCE
the opportunity to collaborate on crafting campaign
Each month, a franchise performs the running a fran- narrative. Sometimes this is straightforward. as when
chise task, which can be found in the "Franchise Tasks a feature allows a character to learn useful information
and Downtime" section later in this chapter. The result about enemies or allies, as with the obviator's Read the
of this task is used to calculate the final monthly cost, Opposition feature. Sometimes this calls for a focused
and is deducted from the franchise's coffers. collaborative effort between player and DM. as with the
cartographer's Tale of Safe Travel. Where the narrative
D EFAULT IN G
options in a posilion's features lend themselves to inter-
No sel f-respecting fran chise would ever run out of
pretation, the DM works with the players to determine
money and fail to make its monthly payments. Right?
how those options play out, as is the baseline model of
Were that to happen, the amount owed-plus a modest
every Acquisitions Incorporated campaign.
15 percent penalty- would be due to Head Office the
following month. Failing to make payments-and espe·
POSITION PROFICIENCIES
cially defaulting on two or more payments in a row- is
likely to trigger campaign consequences. Head Office Accepting a company position with Acquisitions Incor-
might send inspectors to a troubled franchise, or assign porated means more than just a title and hopes of a
the fran chisees a difficult (and hopefuJly profitable) mis- paycheck. With it comes access to trade secrets. best
sion. Rival groups and entrepreneurs might smell blood practices, and corporate shortcuts central to fulfilling
and auempt to attack the franchise or take over its mar- one's role within a franchise. When a character takes a
kets. Nefarious NPCs will most certainly come calling. specific company position, they gain proficiency in the
Defaulting on franchise payments can also strain rela- tools and skills associated with that position. Such pro-
tionships with nobles. merchants. and others who value ficiency also extends to a variety of business practices,
a franchi se more for its assets than for the characters. day-to-day tasks. and hazard mitigations that are all
Such relationships typically turn frosty until the charac- part of the job. Professional functions that characters
ters are able to prove that the franchise is back on its feet. can add their proficiency bonus to are detailed in the
" Position Proficiency" section of each of the following
company positions.

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.

CH \PTER 2 I CROWING YOUR FRANCJJJSE


t•t
PURNAGH GROST
Half-O re Cartographer (Fighter)
Cartographer Crost was once so lost that he had to
sleep on rocks and eat things that were not, strictly
speaking, food. Determined to avoid this in future,
he began leaving trails of things behind him-trails
he would often find again later. or intersect with ar
odd angles. Imagine his relief when he discovered
maps. Crost ""as not born a cartographer, but
that hasn't kept him from reaching the apex of the
profession.

terrain, granting you advantage on the next ability check


you make to travel through the mapped area in the next
hour. Once you use this feature, you cannot use it again
until you finish a long rest.

MAP OF THE MOMENT


Starting at rank 3, you can use an action to make a DC
15 Wisdom (Perception) check and search your cartog-
rapher's map case to find a map either related to your
current mission or inspiring a new one. On a success,
you find a map with a prominent landmark. The map
has information on the natural terrain within one mile
of the landmark. Once you use this feature, you cannot
use it again until dawn seven days later.

POSSIBLE MAP MISSION LANDM A RKS


d8 Landmark
The Ancient Sarcophagus of Gerald Smith
2 A tree labeled "This tree"
3 "The Last Resting Place of My Rich Brother that is
If your tale is told with reverence and precision, you Also a Bear Cave"
and up lo s ix other creatures plus their gear (including 4 A range of peaks known as the Slightly Wobbly Spires
vehicles or mounts) become encircled in a magical bub· 5 An ever-flowing, nonmagical spigot of pure, clear wa-
ble and arc pulled into the Border Ethereal (see chapter ter in the middle of nowhere
2 of the Dungeon Master's Guide). During the ritual, 6 A cave filled with screaming bioluminescent worms
you tell a story of your futurc journey, relating details of 7 The most haunted forest for ten miles in any direction
what will be seen en route. The OM can choose to add
8 A huge pile of rocks with no other rocks within sight
to the story, imparting additional details or planting
seeds for future adventures. lfyou wish, the ritual can
ELDER CARTOGRAPHER'S GLOSSOGRAPHY
be ended early, allowing the party to encounter what's
being described by the OM. When you attain rank 4, you gain a small tome that is an
Whenever the ritual is ended or interrupted by you. uncommon magic item. The elder cartographer's glos-
all the travelers arrive safely at the destinarion. At the sography grants advantage on Intelligence or Wisdom
DM's discretion, all the travelers affected by the ritual checks related to geographical features or locations.
can gain the benefit of either a short rest or a long rest GREATER TALE OF SAFE TRAVEL
during the voyage.
Also at rank 4. your Tale of Safe Travel feature can now
MAP OF SHORTCUTS span up to three days of travel. If your franchise head-
At rank 3, your map case becomes a common magic qua rters is mobile. you can include it in your Tale of
item. In addition to storing normal maps. your cartogra- Safe Travel. and can also include items or goods weigh-
pher's map case can be used to generate a special map ing up to 2.000 pounds.
identifying a shortcut. You can use your action to make
a DC I 5 Wisdom (Perception) check, with a success
revealing a map buried in your cartographer's map case
noting a relevant shortcut. Your travel time is reduced
It's of the utmost importance to remember that a
by half while you follow that route. If you succeed at
the check by 5 or more, the map includes notes on the good cartographer knows how to tell a story to a .
horse. The story docs not have to be accurate, but it
does have to entertain the horse. .
C J l.~ PH. R 2 I CRO\\IN(; YOUR FR'\NC: HJ SE - Rosie Beest1nger
20
reported to Head Office. Decisionists are also concerned
with franchise morale and teamwork. helping all mem-
bers of the franchise work together effectively.
All decisionists vary in their approach to the task. You
might primarily attempt to convince others through
charismatic arguments, or through force of will or in-
tellectual cunning. You might lead by example. or by
extolling the examples of other people who·ve done
the things you haven't quite gotten around to yet. Many
decisionists go on to publish famous tomes, such as the
best-selling Habits of Effective Adventuring Parties and
I Don't Care If the Rogue Stole Your Coins, We Have
ajob to Do. You help advance the franchise by calling
for votes, making sure you're always on the side with
the most votes, and resolving disputes within the fran-
WHY BE A CARTOGRAPHER? chise party.
Noteworthy Decisionists: Donaar Blit'zen ("C" Team),
d8 Reason
Kelshi Annab
A paranoid person by nature, you like seeing what's
Essential Functions: Receive one extra vote on fran -
ahead of you at all times. chise matters: resolve interparty conAicts
2 Your parent was a cartographer, their parent was a Position Proficiencies: In addition to the proficiencies
cartographer, and by the gods, you're going to be one noted below, you can add your proficiency bonus to a n
too. ability check to influence a decision being made by a
3 You're fairly certain no one else in your party even group, assess the popularity of certain customs or in-
knows how to hold a map, let alone read one. dividuals, or boost the morale of franchise hirelings.
4 You like spyglasses. A lot.
5 Your nickname as a child was "the cartography kid."
6 Contrary to popular opinion, the destination is much,
much more important than the journey.
7 A good map is like an adventure without the bugs.
And the mud. And the wolves.
8 You suffer from the nagging feeling of never knowing
why you've come into a room, and you need the pro-
fessional flourish that lets you cover for that.

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

A decisionist brings decisive leaders hip to an Acquisi-


tions Incorporated franchise. They settle disputes and
ensure that the team moves forward toward its goals,
often serving as a leader (officially or otherwise) and
compass for the party. A signature move of the decision-
ist is to impress the importance of a particular looming
choice on the other franchisees. then call for a vote. The
results of all franchi se votes are recorded, then later

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.

ABSENTEE BALLOT CHARMING MISDEMEANOR


S tarting at rank 2, if a member of your franchise party As a rank 4 decisionist, you can present your coin of
is absent, you gain their vote a nd can decide quite confi- decisionry to grant yourself an extra vote when your
dently how they would have voted. In addition. if a vote franchise votes, for a total of three votes. Once you do
is ever taken while you are absent, you can call for a re- so, you cannot do so again until dawn seven days lacer.
count and add your two votes to the final voting result.
CLANDESTINE KIT
COIN OF DECISION RY At rank 4, your voting kit becomes a common magic
Starting at rank 2, your coin of decisionry becomes a item that conceals an extradimensional s pace. As a
common magic item. When you flip the coin, it always bonus action, you can place one tool kit that you are pro-
lands with the Acquisitions Incorporated sigil face ficient with into the voting kit, or can remove it. No other
dow n. and a message appears on the "tails" face. Roll a type of object can be placed into the extradimensional
d4 on the following table to determine the message. space. A creature searching the voting kit finds and ex-
d4 Decision tracts the tool kit with a successful DC 20 Intelligence
Lucrative (Investigation) or Wisdom (Perception) check.
2 Brand Appeal Additionally, you can use the voting kit to cast charm
person (save DC 15). This property of the kit can't be
3 Indeterminate
used again until the next dawn.
4 Ruinous
The coin has absolutely no divination abilities, and
its results when you use it are random. But nobody else
knows that. When a creature within 10 feet of you flips
the coin (after having had its powerful prognostication
powers dutifully explained), you can exert your will to
control its operation as a bonus action, choosing the .. .t rk best when a verdict is unilateral
D ec1s1on1s s wo .
result that appears after it lands as a means of gently co- and in direct contradiction to the rest of theu-_team.
Do the opposite of whatever they want, eve~ •f
you want to do that thing too. I t'~ about setting an
CH A PTE R 2 I CROW l NC YOUR F RANC HI SE example and establishing a peck mg order. . '
'22
-Donaar Bhtzen
Not everyone truly appreciates the art of
documancy, and only the best and brightest are
WHY B E A D ECI SIONI ST?
ch~se~ For this most important work. Come to think
d8 Reason of it, Im not sure you make the cut.
It's always you who picks where everyone has lunch.
2 Roughly half your choices are the right ones. You -Walnut Dankgrass
might as well just toss a coin for it.
3 You have no idea. In fact, you're constantly plagued
by indecision. quest is fulfilled, and of recording and sending on in-
4 Democracy is the greatest force for change in the formation vital to Head Office when the mission is com-
world, but is ruined by everyone else voting. plete. When creating contracts with other organizations,
5 All the other positions were taken. a documancer makes sure that the language benefits
6 You've always felt it was your calling to tell other peo- both the franchise a nd Acquisitions Incorporated.
As a documancer, you are respected for having the
ple what to do. Now to make it official.
commitment and mental fortitude required to work
7 When faced with two choices, you've always yearned
with Head Office. You advance your franchise by using
for the freedom to choose both. docurnancy for communication, insisting on recording
8 As a child, you had a sibling make you choose which all deals in writing, retaining records, destroying other
of your toys lived or died. You were never the same. records, and recalling vital information.

DO CUMANCER FAVORITE MET H ODS TO DE STRO Y DOCUMEN T S


d6 Method
Contracts have mystical power. Break my contract and I'll
Any way you like, provided you make a copy first
use your bones for my next quill. 2 Mimic shredder
-Documancer's warning 3 Fake dragon-head incinerator
4 The bottomless hole in the basement- at least you're
Every great Acquisitions fncorporated quest begins pretty sure it's bottomless
with a contract from Head Office- and a franchise's 5 Feeding it to the goat out back
documancer is most likely the one who controls and 6 Making your coworke rs eat it by slipping it into their
channels the power of that contract. A documancer food, piece by piece- it's the only way to be sure
bears the responsibility of managing each of a fran-
chise's quests, of ensuring that every condition of the
Notewor thy Documancers : Walnut Dankgrass ("C"
Team). Brynshal Flume
Essential Functions: Record information; track job and
quest details within the franchise
Position Proficiency: In addition to the proficiencies
noted below, you can add your proficiency bonus
to an ability check to organize lore, analyze official
or arcane documents, or convey a legally binding
point of view.

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.

C H APT ER 2 I (,RO WI NC: YOUR FRANC lll SE


ensuring that the proper selection of loot is sent to Head PROFICIENCIES AND STARTING EQUIPMENT
Office at the end of a mission. As a rank I hoardsperson. you gain proficiency with
As a hoardsperson, you are known as a trustworthy jeweler's tools.
and responsible individual. You support your franchise Head office also grants you the use of jeweler's tools (a
by demonstrating accuracy, avoid ing shortfalls. and an- small saw and hammer. files, pliers, and tweezers) and
ticipating resource needs. an account ledger, as well as up to 5 gp worth of equip-
Noteworthy Hoards pers oos: K'thriss Drow'b ("C'' ment from the following options: barrel, basket, block
Team), Phoenix Anvil ("B" Team), Two Dry Cloaks and tackle, bucket, chest, flask or tankard, jug or pitcher,
Essential Functions: Manage stores and items: iron pot, pouch, sack, saddlebags, vial, and waterskin.
track resources
WHAT A DEAL
Position Proficiency: In addition to the proficiencies
noted below. you can add your proficiency bonus to Also at rank 1, you can use your extensive supply net-
an ability check to negotiate a price for goods and ser- work to buy one item found on any table in the "Mounts
vices, assess the quality of equipment and treasure, or and Vehicles" or "Trade Goods" sections in chapter 5 of
analyze resources in a local area. the Player's Handbook and have it delivered to your fran-
chise headqua rters within one day. With a successful
THE HOARDSPER SON DC 15 Charisma (Persuasion) check. you also negotiate
a 50 percent discount on the item.
Franchise
lf you fail the check, you cannot use this feature again
Rank Features
until you fin ish a long rest. When you use this feature
l Profi ciencies and Starting Equipment,
successfully twice, you cannot use it again until your
What a Deal
franchise attains the next rank.
2 Living Loot Satchel, Living the Good Life
3 Secret Satchel, That Thing Yo u Need LIVING LOOT SATCHEL
4 Portable Hole Satchel, As a rank 2 hoardsperson, you are granted the use of a
That Expensive Thing You Need living loot satchel, which is an uncommon magic item. It
functions as a bag of holding and is available in a variety
of colors and styles.

CLASS-BASED LIVING LOOT SATCHEL


Class Satchel
Barbari an Broad belt with a dozen hanging pockets
Bard Lute case
Cleric Hollowed-out holy tome
Druid Made from natural, organic, locally sourced wo-
ven fibers
Fighter A thick, battle-scarred iron lockbox
Paladin A metal case with fine engraving and scrollwork
Ranger A fu r-lined bindle
Rogue A nondescript coin pouch
Sorcerer A battered leather satchel, prone to spitting out
multicolored sparks at the seams
Warlock A patchwork monster-leather satchel with a
"purely decorative" fanged mouth.
Wizard A pocket dimension hidden up you r sleeve or
inside you r hat

TWO DRY CLOAKS


Tabaxi H oardsp er son (R ogue)
Forever in search of"twinkles," Two Dry Cloaks
has a deep enthusiasm for treasure and a broad
definition of what "treasure" might rnean. As an old
say ing has it, "the hoard is the heart of a franchise,"
and the tabaxi makes that case for her franchise
every day. She believcs'that the contents of a hoard-
as delivered to and from Head OfGce by way of the
hoardsperson's li11i1~9 loot Ja!chel- are the most true,
most dispassionate assessment of a team's progress.
(The tabaxi can be found in Volo:• Guit)e lo
;ff.mJ/er,1.)
LIVIN G LOOT SATO•EL
The living loot satchel is a sized object into the portable-hole-sized chest, even if it
kind of magical being that wouldn't normally fit into your satchel.
safeguards the franchise's
funds and valuables. Its THAT EXPENSIVE THING You NEED
innards are connected to Also at rank 4, when you use your That Thing You Need
a secu re coffer within feature. you can requisition any item of up to 250 gp in
Head Office's vault in value. as long as it would fit into the confines of your
Waterdeep, to which satchel's portable hole.
the satchel periodi-
ca lly transfers the WHY BE A HOARDSPERSON?
franchise's wealth. d8 Reason
As an action. you You once tried to dive into a huge pool of gold coins.
can transfer any It hurt.
amount of your fran- 2 You've been betrayed by your adventuring party be·
chise funds back to fore, and there 's no way now that you'll trust anyone
your satchel with else to hold on to the loot
a successful
3 Once, through a series of increasingly complex nego·
DC 15 D exter-
tiations, you traded a paper clip for temporary control
ity (Sleight of
Hand) check. of a minor fiefdom.
4 Material possessio ns don 't mean that much to you.
LIVING THE GOOD LIFE Or at least that's the story you're going with.
Also at rank 2. Head Office trusts that as long as your 5 You've never had a problem spending other people's
needs are met, you have no reason to skim any profits. money. Surely keeping other people's money can't be
You maintain a wealthy lifestyle at no cost to you. that hard.
6 You believe there 's no such thing as worthless goods.
SECRET SATCHEL
Only unmotivated buyers.
As a rank 3 hoardsperson, your living loot satchel gets
7 You're not a hoarder. More of a passionate collector.
an upgrade to function as the replica chest used for the
Leomund's secret chest spell. becoming a rare magic You can stop anytime you want. Really.
item. You can open the secr et chest through your living 8 Given the personalities of the other party members, it
fool satchel to deposit or withdraw items- even items was mutually agreed that you were the only one who
that wouldn't normally fit in your satchel, but which fit could be trusted
within the chest. Thanks to Head Office strikin g deals
you don't want to know about with extraplanar crea- LOREMONGER
tures you really don't want to know about, there is no
chance for the spell to end. I never forget a detail ... though many wish I would.
- Loremonger mantra
THAT THING You NEED
At rank 3, you can use a bonus action to reach into you r
In formation has value, and the loremonger is that infor-
living loot satchel and make a DC 15 Dexterity (Sleight
mation's keeper. A franchise's lorernonger studies and re-
of Hand) check. On a success. you draw forth an item
cords all lore relevant to its operation, including tracking
of your choice on the Adventuring Gear table in chapter
the economic, technical, and arcane methods by which
5 of the Player's Handbook. The item must be of a size
the franchise can be improved. A loremonger records the
that can fit into your secret chest and be worth no more
deeds and history of the franchise, including the names
than 15 gp. Once you attempt to draw five items from
of places visited and people met during missions. Those
your satchel. you cannot draw forth any more items until
records are then sent to Head Office (often through a
the next dawn.
franchise's documancer) to ensure brand integrity.
PORTABLE HOLE SATCHEL As a loremonger. you are a studious individual. usually
At rank 4. your Jiving loot satchel receives another with an interest in history or technical subjects. You
upgrade. becoming a very rare magic item. The secret might revel in your rol e, working as a central figure in
chest accessed by your satchel now has the storage your franchise as you use your knowledge to promote
capacity of a portable ho/e- 6 feet in diameter and 10 it. Or you might operate from the shadows, resembling
feet deep. As before, you can place any appropriately a clever spymaster and allowing others to be the fran-
chise's public face. You help advance your franchise
by discovering secr ets, tracking important lore gained
during the characters' travels, and reporting on competi-
tors' goals and methods.
The key to the hoardspers • . b . Noteworthy Loremongers: Mabannok Kovri
goods that enter the ~n s JO is cataloging all Essential Functions: Record names. dates. and vital
partys pos ·
•t Iso catalog good th d. session. You mav information
. s at o nor b I v
Somct1111es it works. e ong to the party.

- 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.

THE L O R EMO N GER THIN GS RE CORD ED IN YOU R WHIS P ER jAR


Franchise d8 Recording
Rank Features A live record ing of t he only performance of the mostly
1 Proficiencies and Starting Equipment , fo rgotte n stage play Tabaxi on a Hot Tin Roof
Whisper jar 2 The life's work of the loremonger who owned the jar
2 Need to Know, Whispered Encyclopedia befo re you
3 Construction Permits, Wh ispered Warnings 3 Eve ry courageous thought you've ever had, to cover
4 Efficient Upgrades, Wh ispered Arcana for how scared you are most of the time
4 Everything, because everyone else around you wi ll eat
PROFICIENCIES AND STARTING EQ.UlPMENT thei r wo rds one day!
As a rank 1 loremonger, yo u gain one of the following s The top seve n places to eat fried rat skewers in every
proficiencies of your choice: artisan's tools (choose type), settlement you've eve r visited
navigator's tools, vehicles (land), or vehicles (water).
6 The entire fam ily t ree of every royal line, extant or
Head office also grants you the use of an appropriate
lost, in FaerCm
tool kit if you chose a tool proficiency, as well as ink and
an ink pen. 7 A moment-by-m oment review of your favorite Jim
Darkmagic stage performance
WHISPERjAR 8 The sound of raucous applause, which you play back
Also at rank I, you are the beneficiary of a whisper li berally
jar-a common magic item resembling an ether-filled
NEED TO KNOW
At rank 2, your insight grants you preternatural knowl-
edge of the creatures around you. As an action, select
one humanoid you can see and make a DC 15 Intelli-
gence (Investigation) check. On a success, you learn the
following information: the creature's name, up to three
aliases it has used within the past month, its primary
profession, and its skill proficiencies. Once you use this
feature, you can't use it again until you finish a long rest.
You can use this feature only once on any creature.

WHISPERED ENCYCLOPEDIA
At rank 2, your whisper jar becomes an uncommon
magic item that can tap into the broader lore of 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).

C HAPTER '2 I GROW l"I G YOUR FRA"IClllSI


. . . , uch a hilosophy as it is a p~·actice.
THE OBVIATOR Obv1at1on is as m . p h want to remain ...
d fit for those w o
Franchise lt's not a goo .
Rank Features you know, fu lly alive. _ Qmin Dran
Proficiencies and Starting Equipment,
Read the Opposition
2 Alchemist's Ins ight, Obviator's Lenses
3 Advanced Preparations, Trave l Alchemical Kit Possible details you might learn include the creatu re's
4 Enhanced Lenses, Obviate the Opposition goals or motivation, bonds or ideals, personality traits,
flaws, combat strategy (including common attack meth-
PROFICIENCIES AND STARTING EQUIPMENT ods or tactics). fina ncial information. lair location, allies
As a rank 1 obviator, you gain proficiency with alche- or foes, romantic entanglements, sense of humor, or
mist's supplies. favorite songs.
Head office also grants you the use of alchemist's sup- ALCHEM I ST'S I NSIGHT
plies (two glass beakers, a metal frame to hold a beaker At rank 2, you can use an action to use your alchemist's
in place over an open flame, a glass stirring rod, a small supplies to identify any unknown substance (including
mortar and pestle, and a pouch of common alchemical alchemical items, potions, and other magical sub-
ingredients including salt. powdered iron, and pu rified
stances). Once you use this feature. you cannot use it
water); your choice of a vial of acid, a flask of alchemist's again until you finish a long rest.
fire, or a vial of antitoxin; and a hunting trap.

READ THE OPPOSITION


W H ERE You FIRST DABBLED IN ALCHEMY

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.

C llAl'TliR 2 I G RO Wll\ G YOUR fRA l': C lll SE


TALANATHA THREE-COINS
Tiefling Occultant (Paladin)
Occultants know that the unsettled feeling in the
pit of your stomach comes From somewhere and has
a purpose-and nobody can measure out and use
that purpose like they can. As Talanatha "reads"
fallen foes, she charts her party's cosmic effects and
can even try to smooth out the fabric of causality.
As a tiefling, she often generates a kind of ambient
unease in others, but she is always certain to
account for this carefully, lest it bloom into "the
unforeseen" that is the enemy of every enterprise.

your franchise within the last 24 hours, then grant the


character who s lew it a dlO. Once within the next hour.
that character can add the d 10 to an attack roll, ability
check, or saving throw. If it's not clear who administered
the killing blow, you grant this benefit to a random crea-
tu re involved in the fight. Once you use this feature, you
can't use it again until you finish a long rest.

W AYS TO READ THE KILL


d6 Reading
Using a tiny bellows to pump one last breath into a
corpse.
2 Read ing the entrails with special read ing-the-entrai ls
glasses.
3 Burning a small piece of the body and looking for
shapes in the smoke.
4 A cautious, reasoned, professional guesstimate.
5 Careful measurements. The distance between nos-
trils. The difference between the index finger and the
middle finger. The elasticity of the ear lobe.
6 You take a long, careful look, and then decide based
THE 0CCULTANT
on which fellow franchisee has been nice to you lately.
Franchise
Rank Features
ELDRITCH OCCULTANT
l Proficiencies and Starting Equipment,
Read the Kill
Starting at rank 2, your occu ltant abacus becomes a n
uncommon magic item that can track lives both elimi-
2 Eldritch Occultant, Bring Out Your Dead
nated a nd saved . While holding your occultant abacus
3 Bead of Instant Karma, Death's Omen
within 5 feet of a creature killed within the past 24
4 Bead of Diverted Karma, Correct the Balance hours, you can cast the augury spell. The course of ac-
tion you inquire about with the spell does not need to
PROFICIENCIES AND STARTING EQUIPMENT have any connection to the dead creature. This property
As a rank 1 occultant, you gain proficiency with one of of the occultant abacus can't be used again until the
the following of your choice: cook's utensils, leather- next dawn.
worker's tools, or weaver's tools.
Head office also grants you the use of a tool kit for BRING OuTYouR DEAD
your chosen proficiency, a merchant's scale. five water- Also at rank 2, you regain the use of you r Read the Kill
proof belt pouches in which to store c reature parts or feature after you finish a s hort or long rest.
other tools, and a unique item known as an occulta nt
abacus (sometimes just referred to as an occultant), BEAD OF INSTANT KARMA
whose beads resemble tiny skulls. At rank 3, one of the beads on your occultant abacus
channels the power of instant karma. turning the oc-
READ THE KILL cultant abacus into a rare magic item . As a reaction,
Also at rank 1, your occultant abacus not only tracks you can target one creature you can see that is about
your franchise's kills, it helps you determine the impact to attempt an ability check, attack roll, or saving th row,
of those kills on the franchise's fate. Over a period of 1 either granting advantage or imposing disadvantage on
minute, you can study a creature killed by someone in the roll. The bead crumbles to dust when used, reap-
pearing on your occultant abacus at the next dawn.

CHAPTER 2 I GROWING YOUR FRANCH I SE


WHY BE AN 0CCULTANT?
d8 Reason
You believe in karmic balance, but hate the idea that
"balance" means good and bad things can both hap-
pen to you. Good things happening to you and bad
things happening to other people seems perfectly
reasonable.
2 You love drinking tea and hate cleaning up, so pre-
tending that the dregs in those dozens of empty cups
are there to show ill omens and portents is a perfect
cover.
3 You collected beads carved as skulls as a child. No-
body ever told you there was a career in that sort of
thing.
4 You watched someone close to you die, and were
overcome by the feeling that you should be making
money off it somehow.
5 You've always owned a stuffed cat. You're not sure
DEATH'S OMEN
where it came from, but it's given you great career
Also at rank 3, you gain the ability to read the grim
portents of a creature's demise. As a bonus action, advice so far.
choose a creature you can see that is below its hit point 6 You've always worn a lot of black.
maximum and make a DC 15 Wisdom (Insight) check. 7 You really wanted a job where you can hide a fog
On a success, you determine whether this creature's im- machine under the desk for dramatic effect during
mediate death would have neutral, negative. or positive meetings.
ramifications for you and your franch ise. If the ramifica- 8 You have an obsession with death that clearly marks
tions are different for you and the franchise, you learn you for great things.
this as well.

BEAD OF DIVERTED KARMA


SEC RETARIAN
At rank 4, one of the beads on your occultant abacus J've sold ice in lcewind Dale.
allows you to divert karma to where it ·s needed, turning
-Secreta1ian's boast
the occultant abacus into a very rare magic item. While
the bead is unused. you know automatically when any
creature you can see is about to make an ability check. A secretarian's focus is on people- and all the potential
attack roll, or saving throw with disadvantage. When value that might be wrung out of them. Every person
such a roll is made, you can use a reaction to grant a dlO met outside a franchise is a potential customer to a
to a different creature you can see. That creature can secretarian, who does whatever they can to bring that
add the dlO to any ability check, attack roll, or saving relationship to fulfillment. A secretarian seeks always
throw it makes within the next minute. The bead crum- to promote their franchise and gain greater value than
bles to dust when used, reappearing on your occultant they give. They have the skills to negotiate with subem-
abacus at the next dawn. ployees, temporary hirelings, seasonal staff, and other
humanoid (usually) resources. When staff members
CORRECT THE BALANCE have problems. the secretarian is the one who pa-
As a rank 4 occultant, you learn that sometimes the tiently listens (or at least pretends to) until everything
death of a creature has unintended consequences. calms down.
Within seven days of a creature's death, you can use your As a secretarian. you are respected for having the for-
occultant abacus to divine ways to reverse or mitigate titude to listen to both customers and coworkers with-
events resulting from that death. As an action, make a out going insane. You help advance your franchise by
DC 15 Intelligence (Religion) check. On a success. you keeping staff happy (enough), hiring competent (enough)
learn the relevant information based on the nature of the workers, coming up with slogans and catchphrases,
creature and its place in the world. launching ma rketing schemes, and getting jingles and
If you fail the check, this property of the occultant aba- slogans stuck in customer's heads. And while your supe-
cus can't be used again until the next dawn. If you suc- riors don't officially condone undermining the branding
ceed on the check, this property can't be used again until efforts of other organizations, no one can argue with the
dawn seven days later. effectiveness of that approach.
Noteworthy Secretarians: Certainty Dran, Dun-
bar of Spreck
Essential Functions: Extract information; assess the
I don't really understand occulta nts, a nd to be strengths and weaknesses of others
honest, they scare the Abyss out of m~. I .
- J im Dar{mag1c
DUNBAR OF SPRECK
Sun E lf S ecretarian (Barbarian)
Spreck isn't a real place. but Dunbar knows most
people won't check. They'll see the "of" in there and
think, "Spreck. you say! Sounds fancy." ~\aimaining
a protective patina of efficiency aroun~ h1'.11self, ~he
franchise, and the larger organization 1s his specialty.
Secretarians talk to each other more than rhey r~lk
to their own party members. But that wo;k~ 0~1t 111
the end, because the sccretarian networks l11n1tless
perspectives mean that the network often knows
more about franchisees than they do themselves.

a set of business cards, a metal bell. and a set of


fine clothes.

SEND ING STONE


Also at rank 1, you are given use of an Acquisitions
Incorporated sending stone, an uncommon magic item
that resembles a gemstone in a bold setting. It functions
like a normal sending stone. except that it has no match-
ing stone and allows communication with Head Office.
specific secretarians you know. and the secretarian
nearest your location. You must succeed on a DC 15 In-
telligence (Arcana) check to establish contact. Once the
stone is successfully used. it can't be used again until
the next dawn.
Making contact with another secretarian assumes
that they are in possession of their own sending stone.

QUIRKS OF YOUR SENDIN G STO NE


d8 Quirk
l It 's a fli p stone.
2 It gets great reception everywhere except in your
headquarters.
Pos ition Proficiency: In addition to the proficiencies
3 It som etimes picks up other magical co nversations.
noted below. you can add your proficiency bonus to an
4 It's the perfect size, shape, and weight to be used as
ability check to convince a suspicious crowd of your
good (or at least non-evil) intentions. encourage fran- a skipping stone.
chise hirelings to work faster, or improvise a jingle s It heats up when you use it , to the extent that it once
extolling the virtues of your franchise. burned th rough your gloves.
6 It has an obnoxious ringtone that you can't work out
THE SECRETARIAN how to change.
Franchise 7 It fa ils to notify you of incoming messages except fo r
Ra nk Features a faint pulsating glow.
1 Proficiencies and Starting Equipment, 8 It's voice activated, so that every time you talk to
Sending Stone someone, it tries to send a message to someone else.
2 Portfolio Keeper, Rumor Mill
3 Cards of Sending, Improved Rumor M ill PORTFOLIO KEEPER
4 Always Hiring, Charming Introduction At rank 2, you gain the use of a weathered leather pouch
that is an uncommon magic item. The portfolio keeper
PROFICIENCIES AND START! NG EQUIPMENT holds and organizes notes. brochures, and business
As a rank 1 secr etarian, you gain proficiency with one of cards bearing your contact information. It also has an
the following of your choice: gaming set, musical instru- inexhaustible supply of brochures related to your fran -
ment. or disguise kit. chise's current branding scheme.
Head office also grants you the use of a tool kit for When you meet someone for the first time. their de-
your chosen proficiency, a collection of sales brochures. tails and a rough sketch are magically stored on a small
parchment card in the portfolio keeper. You can access
the details of any such stored card as a bonus action.
< My dau~hter Certainty created the secretarian role.
Proved rt out as a concept. I told her we did n't need
them. I was w rong.
C HAPTER 2 I C RO WIN G YOUR FRAN C HISE
- Omin Oran
of the baseline staff gained through a franchise's rank.
Their pay is not covered by the franchise's normal costs.

C H A RMI NG I NTROD UCTIO N


Also at rank 4. you are able to make a focused effort to
keep a potential customer 's attention. When you provide
a humanoid with a business card from your portfolio
keeper. you can cast charm person on them (save DC
15). T he spell ends prematurely if the character loses
the business card.
SENDING STONE
W H Y BE A SECRETARIAN?
d8 Reason
You believe that people shouldn't work harder; they
should work sma rter. And then they should wo rk
harder.
2 You've always yearned to be in the people business,
RUMOR MILL
because inanimate objects can' t pay you.
Also at rank 2, whenever your franchise begins a maj or
3 Bei ng ab le to ha nd o ut "Em ployee of the Month"
quest or mission, make a DC 15 Intelligence (History)
check. On a success, you can learn up to three r umors stickers has been a life-long d ream.
related to creatures or organizations involved in the 4 You believe that customer loyalty can't be bought, but
mission. which come to you through your sending stone. that it can be rented at reasonable terms and rates.
These rumors refl ect current or historical knowledge 5 Your hab it of cons tantly telling other peo ple how they
possessed by Acquisitions Incorporated or the organiza- can improve makes you a master of performance
tion's many contacts. reviews.
6 Yo u've always believed that the customer is satisfied
CARD S OF SEN DI NG
wh en you say the cus tomer is satisfied, and not a
At rank 3. the pow er of your portfolio keeper becomes
second before.
more potent. making it a rare magic item. When you
7 You love the joy that other people get when you tell
give out a business card stored in your portfolio keeper.
you can choose to have the card allow its recipient to them what to do.
contact you through your sending s tone as if they had 8 Buzzwords was your first language.
cast a sending spell. A business card loses this power
seven days after it has been given out. and no more than
FRANC HISE T A SKS AN D
five cards can have this power at one time.
You can also use your sending s tone to cast sending D OWNTIM E
and contact anyone who has one of your business cards.
As talked about in the Player's Handbook and the Dun-
Once you use this feature of the stone, you cannot use it
geon Master's Guide, downtime activities allow players
again until dawn seven days later.
and DMs to make the breaks between advemures into
a compelling par t of the campaign. In between the
IMPROVE D RU MOR MILL
highlights of slogging through dungeons, i nfi ltrating
At rank 3, when you use your Rumor Mi ll featu re, the
death cults, and being generally heroic. characters can
DM provides you with a sense of which parts of a par tic-
practice professions. engage in research. create special
ular r umor arc inaccurate, if any. You do not necessarily
items, and indulge other activities beyond adventuring.
learn the truth behind those false rumors.
Because an Acquisitions Incorporated campaign is
A LWAYS HIRING focused on the franC'hise, downtime is typically a big
At rank 4, you have little trouble finding the right peo- part of the game. (The adventure that makes up chapter
ple for the j ob. As an action. while in a populated area, 4 of this book ... The Orrery of the Wanderer,'' sets up
you can make a DC 15 Charisma (Persuasion) check to downtime options between adventure episodes as a key
locate an NPC who can provide a service immediately, component of the campaign.) But an Acq Inc campaign
no questions asked, for the standard fee (see .. Services" offers even more robust options for characters who want
in chapter 5 of the Player's Handbook). On a successful to get things done outside adventuring time. because the
check, information regarding the potential hire comes heroes of an Acquisitions Incorporated campaign have
to you as supern atural insight. word of mouth, an ad- something that most adventurers don't- a well-paid
vertisement blowing into your face, or a sim ilarly conve- (okay. an occasionally paid) staff.
nient method. Once you use this feature, you cannot use In addition to the downtime activi ties characters un-
it again unt il you fini sh a long rest. dertake on their own, the hard-w orkin g subemployees
• Hirelings acquired through this feature are in addition and interns of a franchise can carry out orders and fur-
to any fran chise staff. They can be invited to bolster ther the characters' goals through research, crafti ng. so-
existi ng staff or fill a sudden need, but they are not part cial encounters, and so forth. This lets the players direct
behind-the-scenes activities even as the characters focus

C ll APTF. R 2 I CROW I NG YOUR •RAJ\C H ISE


'H
on the more rarefied pursuits of killin g monsters and chise Advancement" section earlier in this chapter. (This
taking their stuff. Before your party sets out for the For- limit is only for franchise tasks undertaken by staff. The
tress of Eternal Peril. an intern can be sent to research characters are free to undenake whatever downtime ac-
that magic book found in a previous adventure. Your tivities the DM allows, as normal.)
majordomo might spend time cu rrying favor with nobles For each available franchise task slot, players can al-
as a means of expanding the fran chise's reputation. And locate one or more staff members to a chosen franchise
what could be more fun (for you) than to have the staff task. Those tasks can include any of the downtime activ-
engage in a bit of dangerous criminal activity? If they're ities in the Player's Handbook or the Dungeon Master's
successful , the franchi se gets the profits! And if they get Guide, the new and revised downtime activities in Xana-
caught, who are these people you barely know? thar's Guide to Everything, and the new activities in thi s
section. When all of a franchise's task slots are filled.
FRANCHISE TASKS I N THE CAM PA I GN one of those tasks must be completed before staff can
be allocated to a new franchise task. (The one exception
By allowing franchise tasks to take place not just during
to this rule is the running a franchise activity. presented
downtime but while the characters are adventuring.
later in this section. That activity must be performed by
it's possible for players in an Acquisitions Incorporated
a franchise, but does not require that specific characters
game to try to push the pace of the campaign. Charac-
or staff members be allocated to it.)
ters might try to avoid taking downtime of their own
Staff allocated to a fran ch ise task arc no longer avail-
in favor of having franchise employees take care of all
able for other needs, including other franch ise tasks.
that boring not-adventuring stuff. But because an Acq
Any costs or resources associated with a franchise ta sk
Inc campaign makes great use of social encounter s,
must be provided by the franchise (which is to say. by
r esear ch. and intrigue, players should be encouraged to
the characters).
not treat downtime as optional. Moreover, DMs can and
For example. a rank 2 franchise can undertake two
will make use of rivalries and complications during fran-
concurrent franchise tasks. If the characters are set-
chise tasks to drag characters into that part of the game.
ting out to explore the Swamp of Lingering Malaise.
BETWEEN ADVENTURES they might order their majordomo to send messages to
Using the traditional approach to downtime. franchise various noble families while they're away, carrying out
tasks can be run at set break points during the cam- the sowing rumors activity from the Dungeon Master's
paign. When the characters return from adventuring, Guide. The task follows the regular rules for that down-
they take on some of the responsibility for bookkeeping, time activity, but is carried out by the majordomo. At the
maintenance, long-term planning, and the like, making same time. the characters might send out another staff
franchise staff available for other activities under the member to engage in the explore territory activity (a new
characters' guidance. In this model. characters and staff activity detailed below).
run downtime simultaneously between sessions of ad-
venturing. This follows the standard approach of using MAK I NG T ASK CHECKS
downtime to advance the timeline of the campaign. When a franchise task requires an ability check. a staff
member can use their own ability check modifier to
ONGOING ACTrVTTTES determine success. (This modifier might depend on the
A more wide-open approach 10 franchise tasks sees the staff member's statistics. if an NPC. or it might be based
character s direct those activities at any point during the on the franchise's rank. See the "Franchise Advance-
campaign. alongside traditional adventuring. During any ment" section.) Alternatively. the staff member can use
game session, the players can decide to focus on what the check modifier of a character overseeing the task
the fran chise staff are up to by selling assignments, giv- and giving the staff member direction. This can encou r-
ing orders, and making checks to determine the success age the characters to develop closer relationships with
of fran chise tasks. If those tasks tie strongly into the ad- franchise staff through roleplaying. and keeps the play-
venture, franchise tasks can effectively become a fourth ers involved in staff-focused franchise tasks.
pillar of an Acquisitions Incorporated game. alongside
exploration. social interaction. and combat. FRANCH IS E TAS K S AS NAR RATIVE
Franchise tasks can be an exciting. story-rich part of a
SELECTI NG FRANC HI SE TASK S
gaming session. Over time, franchise tasks and char-
Whether fran chise tasks arc undertaken during regular acter downtime activities can expand the story of a
downtime or alongside other adventuring activities, franchise and add depth to the characterizations of its
a franchise's rank puts a hard limit on the number of NPC staff members. The successes, failures, and com-
tasks the franchise's staff can undertake. See the "Fran- plications of franchise tasks might even become pivotal
moments in the campaign.
As with all aspects of an Acquisitions Incorporated
campaign. franchise tasks are about creating narrative.
You can't expect to get everything done y ourself. As such, to make those tasks a part of the campaign
Delegation is key. And the consequenc~s for . story, the DM and the players can work together to
fumbling a simple t ask should be r eal. immediate. break tasks down into distinct scenes using the follow-
and serve as a lesson to other s who serve y ou. No ing guidelines.
dessert for a tenday! That 'II t each 'em.
- Rosie Beestinger
C tlAPT ER 2 l O RO Wl"I G YOUR FRAN C HISE
ESTABLISH GOALS
DOWNTIME ACTIVITIES
When the characters select a franchise task, the players
share their goals for that task with the OM. Having clear This section introduces the following new downtime ac-
tivities, all of wh ich can be used as franchise tasks in an
motives helps establish the stakes and provides ideas
Acquisitions Incorporated campa ign: explore territory,
that the DM can weave into the campaign story. The DM franchise restructuri ng, headquarters modification, mar-
might work up a narrative based on the players' initial keteering, philanthropic enterprise, runn ing a franchise,
discussions, and might ask additional questions to help scrutineering, shady business practice, schmoozing, team
narrow down options. building.
As an example, tonsider a group of characters whose Other downtime activities can be found in the fol-
franchise headquarters is a submersible ship. and lowing books:
whose staff are la rgely former pirates. While the char- Player's Handbook (chapter 8): Crafting, practicing a pro-
acters head out for a mission on the main land, they fess ion, recu perating, research, training
di rect the ship's staff-member captain to surprise other Dungeon Master's Guide (chapter 6) : Building a stronghold,
vessels and liberate goods from them. The DM decides ca rousing, crafting a magic item, gaining renown, per-
that such acts of pi racy fit the shady business practice form ing sacred rites, run ning a business, selling magic
activity (introduced later in this section), and quickly items, sowing rumors, training to gain levels
sketches out a few ideas for the task. Xanathar's Guide to Everything (chapter 2): Buying a magic
item, ca rousing, crafting an item, crime, gambling, pit
OPEN I NG SCENE fighting, relaxation . rel igious service, research, scribing a
T he OM describes the beginning of the task activity, spell scroll, selling a magic item, training, work
setting the stage for the NPCs' actions. For the sub-
mersible headquarters discussed above, the DM might
begin to describe how the ship leaves port in search of tasks, and lets the players understand how the success
easy prey. The capta in and crew are in a good mood. or failure of those tasks might drive the campaign. Even
There's a storm in the area, bul it doesn't threaten the after a specific franch ise task has concluded, the DM
submersible. The DM might ask the players to descri be can make notes for how that task might tie to future
a few undertakings the crew can engage in to pass the tasks. For the characters running the submersible
time, or might even ask players to temporarily take on franchise, the ship that fought off the franchise's pirates
the roles of one or more staff members. helping to bring might remember a few details about the franch ise crew.
those NPCs to life through roleplaying. Or perhaps the plundered vessel belongs to a franchise
rival. or even a foreign dignitary the characters will
ABILITY CHECK SCENES eventually meet. setting up a future plot twist.
For each ability check required by a franchise task, the
DM describes what's happening, determines the appli- COMPLICATIONS AND RIVALS
cable ability, and decides whether a skill or tool profi- The franchise and downtime activities introduced in this
ciency is appropriate (usually as suggested in the activity section all incorporate the idea that such activities can
write-up). Whether the check is made by a staff member introduce ongoing complications to the campaign, and
or the character who directed or set up the franchise that anything a franch ise's characters or employees do
task, a player makes the roll. The DM can encourage might bring the franchise into conflict with rivals.
roleplaying by asking about what kind of guidance a If you useXanathar's Guide to Everything in your
character provided to the staff member, or what part of games, you're probably already fami liar with complica-
the staff member's background makes them good at the tions and rivals as part of downtime, but you don't need
task at hand. The OM then describes successive scenes to own that book to make use of these ideas. Rather, just
based on checks and roleplaying as the crew members remember that an Acquisitions Incorporated campaign
locate a likely target ship and commence their attack. is always about story. Each time the characters engage
in downtime or direct their staff in a franchise task. the
CONCLUDING SCENE
players and the OM can think about how those tasks
The DM determines the overall outcome for the fran-
and activities might complicate the ongoing campaign
chise task, then narrates the outcome to wrap up that
narrative, and how the franchise's enemies- or potential
small part of the overall story. If the check for the activ-
enemies- might get caught up in those complications.
ity indicates any degree of success, the DM descr ibes
When a complication or a rival comes into play duri ng
how the franchise's pirates manage to grab some valu-
downtime or franch ise activities, the DM dete rmines the
able cargo, in addition to other benefits as noted in the
particulars. The activities presented at the end of this
write-up for the shady business practice activity. With
section all come with tables of possible complications,
treasure aboard, the ship is ready for the characters'
but the DM is free to come up with even more dastardly
eventual return.
complications to suit the campaign.
ONGOING STORY
Rather than treating franchise tasks as isolated epi-
sodes, the DM can weave the story of one task into the
next, and can tie franchise tasks into the overarching
campaign. Doing so assigns importance to franchise

CHAPTER 2 I GROWING YOUR FRANCHISE


WHO'S WATCHING? part of a franchise task ... and finds the suspicious hus-
An easy way to focus on complications and rivals in a band of the guard at their gaming table! Likewise. if a
campaign is to think about who might be paying atten- franchise has recently tangled with Oran Enterprises or
tion to a franchise·s activities. For example, a successful opposed another Acq Inc franchise. the chance of a com-
philanthropic enterprise (one of the new activities in this plication with either group likely goes up.
section) could draw the attention of a noble who begins
to question the reputation and honesty of the characters
DOWNTIME AN D FRANCH I SE
running the franchise. Or the party might launch a mar- ACT IV ITI E S
keteering campaign (another new activity), only to dis- In addition to the downtime activities found in other
cover that their branding has an accidental resemblance books, characters and their franchise staff can under-
to the logo of an assassins' guild. Complications are an take the new activities presented in this section, either
excellent way to develop rich interactions between the as regular downtime activities or as franchise tasks that
se11ing and the characters. In an Acquisitions Incorpo- can be undertaken at any time. These activities reflect
rated campaign, even the smallest actions can have un- the central role of the franchise in an Acquisitions Incor-
expected (and, ideally. hilarious) consequences.
porated campaign.
Rivals represent any of the factions and organizations The length of time required for these new downtime
that can come into play during an Acquisitions Incor- or franchise activities varies, from a number of days to
porated campaign. Rivals don't have to be villains or one workweek (5 days) or more. All the normal rules
mortal enemies of the characters, though. Other Acq for downtime must be followed by the character or NPC
Inc franchises all compete with the characters' fran- undertaking the downtime or franchise activity, includ·
chise, seeking to expand their own reach and impress ing spending 8 hours each day engaged in that activity
Head Office. Governments. merchants. guilds, religious for the day co count toward the activity's completion.
institutions, and noble families can all take notice as a The one exception to this rul e is that any costs for a
franchise grows in power. And outside the characters' franchise activity are paid for by the characters, even if
immediate sphere of influence. factions such as Oran franchise staff are executing the task.
Enterprises and the Six work dark plots that might Some downtime and franchise activities alter a
make the characters targets for assimilation or destruc- franchise's monthly costs. See the .. Franchise Ad-
tion. (The plots of the Six and the operations of Dran vancement"· section earli er in this chapter for how to
Enterprises both play a part in the adventure "The Or- deter mine a franchise's base monthly costs, and see the
rery of the Wanderer:· chapter 4 of this book.) "Running a Franchise" section below for more informa-
When a complication occurs during a downtime or tion on how that activity modifies the base cost.
franchise activity, the OM determines whether and how
that complication connects to a rival. Certain complica- EXPLORE TERRITORY
tions might be caused by rivals. as when the ore army o matter how densely populated or remote and wild
camping in the characters' territory is revealed to have the territory in which a franchise is licensed to operate.
been invited there by a competing franchise. Other com- that territory has secrets. Characters and franchise staff
plications might draw a rival in, as when a greedy noble can explore their licensed territory in search of useful
decides they want a piece of the franchise's action. features. hidden lairs. resources. and creatures that can
Rival NPCs can be worked up using the rules in chap- be engaged in beneficial service. (Or, you know. sold for
ter 4, "Creating Nonplayer Characters," of the Dungeon parts. If you're okay with that). Exploration can be done
Master's Guide, incorporating schemes, methods, and any number of times in a fran chise's territory, represent-
weaknesses. If you use Xanathar's Guide to Everything ing new ar eas being explored, new discoveries, or ele-
in your game, t hat book provides example rivals and ments that have changed since the last exploration.
talks about establishing a rival's goals, assets, and Resources. Exploring a portion of a licensed territory
plans. See also the "Factions and Rivals'" section in requires at least one workweek of effort and incurs 200
chapter 3 of this book for an introduction to some of the gp per franchise rank in expenses. Spending more time
rival organizations that might appear in an Acquisitions and money increases the chance that the expedition
Incorporated campaign. finds something of use to the franchise.
Resolution. A character or staff member directing
COMPLICATIONS AS STORY the expedition makes a Wisdom (Survival) check to
Complications and rivals make excellent adventure determine the outcome. This check gains a +2 bonus if
seeds. Whenever a complica tion or rival draws the in- a character with the cartographer or occultant position
terest of the players. the OM can make a note of that for is part of the expedition. a +I bonus for each workweek
future development. As the campaign progresses, the beyond the first that is spent exploring, and a +1 bonus
agendas of rivals change over time, just as the charac- for every additional 200 gp spent over the baseline ex-
ters' goals and agendas change as a result of their fran- penses. A maximum bonus of +10 can be applied to this
chise's success (or their efforts to stave off failure). check. The total of the cheek determines the outcome.
The OM can decide how to invoke complications as as shown on the Exploration Discoveries table.
the campaign story unfolds. Perhaps the characters
were forced to slay an evil guard in a raid gone bad.
Later, their majordomo engages in a little gambling as

C H APT ER '2 I GROW I NG YOUR FRANC HI SE


17
E XPLORATION DISCOVERIES with the franchise as long as its costs are cover ed and it
Check Total Discovery is treated well.
1-5 Major threat* Expanded Bene fit. The OM chooses whether the
expedition turns up a natural feature, new customers,
6-10 Minor threat*
or an ally or useful monster, then increases the benefit
11-15 No discovery of note
or reduces the cost of that discovery. Natural resources
16-20 Natural feature
might be found in greater abundance, an ally might pro-
21-25 New customers vide secrets for half the normal fee. a monster might be
26-30 Ally or useful monster of a higher challenge rating than normal. and so on.
31+ Expanded benefit Complications. A result of 1 10 on the Exploration
*Might involve a rival Discoveries table is its own complication, but the DM
can add unexpected side effects to a successful result by
Mlfior Threat. A result on the table indicating a major choosing from or rolling on the Explore Territory Com-
threat represents a discovery, event. or entity that might plications table.
completely undo a franchise's ability to do business-or
destroy it altogether. Such threats might include the dis- E X PLORE TERRITORY COMPLICATIONS
covery of a massing ore tribe. or a dragon entering the d6 Complication
area to raid the franchise's trade routes. The franchise's Within 1 month, the characters find legal documents
monthly costs increase by 50 percent until the threat is indicating the beneficial element is owned by or
resolved, as determin ed by the DM. sworn to serve someone else.*
Minor Threat. A minor threat to the franchise in- 2 One or more staff members go missing during the
volves uncovering a danger that can disrupt the charac- exploration activity. Their fate is a mystery the charac-
ters' abil ity to conduct business effectively. Such threats
ters must resolve.*
might arise from stumbling upon the lair of a monster.
3 The beneficial element has a nefarious past, bears a
learnin g of the machinations of a noble. or discovering
curse, or comes with a dark secret.
a rival's outpost. The franchise's monthly costs increase
by 25 percent until the threat is resolved. as determined 4 The beneficial element is short-lived, ending with
by the OM. little notice. Allies might suddenly leave, or a natural
Natural Feature. The expedition could locate timber. feature could be destroyed by a storm.
precious metals, or other valuable natural resources; a 5 Outsiders are drawn to the beneficial element, get-
feature that serves as a lookout or offers defensive value; ting in the way of the franchise's operations.*
a location that can serve as a safe house; or the like. 6 Bad luck seems to follow anyone interacting with the
Valuable resources lower a franchise's monthly costs by beneficial element.
25 percent for ld4 + I months. Other natural features
can offer material benefits in future gaming sessions. *Might involve a rival
For example, a ta II spire of rock could serve as a w atch-
FRANCHISE R ESTRUCTURI NG
tower. allowing the franchise to gai n advance warning
A growing franchise often needs fine-tuning to improve
of any large-scale forces moving through their territory.
its operations and remain lean and capable. Efficiency
A cave network acting as a safe house could allow the
measures, bold new paradigms, shiny business plans,
franchise to conceal goods or people in times of trouble.
intern al audits, and inventory management can be key
New Customers. A new settlement is discovered i n
to new profits. The best plans often end up creating an
the ter ritory, and the people there are eager to deal.
auxiliary market for "how-to" books, such as Can't-Miss
These could be newcomers settl ing the area or a pre-
Principles of Franchise Reinvisionary Strategery and
viously unnoticed village or group of farmsteads. The
What to inquire about How to Acquire. lo some cam-
presence of new customers low ers franchise costs by 25
paigns. Head Office might periodically require this task
percent for 2d4 months before rivals catch wind of them.
to ensu re that a franchise grows effectively.
Ally or Useful Monster. The dwelling of a useful ally,
R esources. Boldly restructuring a franchise r equires
such as a sage or a former franchise member. is discov-
at least two workweeks of effort. The franchise must
ered. This ally can become a source of lore, providing
also spend 100 gp per franchise rank in expenses.
insights into one or more campaign secrets-for a low,
Spending more time and money increases the charac-
low fee of 100 gp times the franchise tier for each se-
ters' chance to effectively restructure their franchise.
cret. T he party can also make one-time use of the ally
Resolution. Characters or staff members in charge of
to lower franchise costs by 50 percent for ld4 months,
the restructuring make two ability checks with a D C of
after which the ally departs.
13 + franchise rank. First. a character or staff member
The expedition could instead locate a monster that
must succeed at either an Intelligence ( History) or Wis-
is either willing to help the party or can be tamed. The
dom ( Insight) check to select the right vision or identify
challenge rating of the monster is typically equal to fran-
the right areas to innovate. This check gains a +1 bonus
chise rank. and providing for the monster's needs costs
for every character with the loremonger or hoards-
100 gp per month. This monster could serve as a scout
person position in the franchise. and an additional +I
or spy, alerting the franchise to danger in its territory.
bonus if the character making the check has one of
Or it cou ld serve as a mou nt or guardian and be based
those positions.
in the franchise headquarters. Such a monster remains

CHAPTER 2 I CROWIN G Y OU R FRAN C HISE


A character or staff member must then make a Cha- HEADQUARTERS MODIFI CAT ION
r isma (Deception. Per forman ce. or Persuasion) check Major headquar ters modifications are made as a regular
to get all other characters and sta ff on board with the part of franchise advancement (see "Franchise Advance-
prescr ibed changes. This check gains a +l bonus for ment'' earlier in this chapter). But it's sometimes desir-
each decisionist or sccretarian in the franch ise. and an able to update a previous modification in ways that don't
additional +1 bonus if t he character maki ng the check provide any addit ional mechanical benefits.
has one of those posi tions. Characters and franchise staff members can use t his
All checks gai n a +1 bonus fo r every two workweeks activity to modify an exi sting headquar ters feature. This
beyond the initial time that is spent undertaking this change is subject to DM approva l, and is typica lly done
activity. Each check also gains a +l bonus for every addi- within t he sa me fea ture ca tegory, such as swapping
tional 100 gp spent over the baseline expenses. A maxi- one w eapon option for another. In response to pressi ng
mum bonus of +10 can be applied to each check. need. the OM might allow a fran chise to swap options
The total number of successes determines the out- between categor ies, such as losing a weapon option in
come of the act ivity. as noted on the Franchise Restr uc- favor of an arcane option. The OM can limit how often
turing table. this activity is used.
Resources. Once a modification is approved. this ac-
FRANCHISE RESTRU CTURING tivity r equires the involvement of the franch ise's major-
Successes Benefit domo and at least one other character or staff member.
O The restructuring plan is a fa ilure. The fran- T his team must dedicate at least t hree workweeks to
chise's monthly cos ts increase by 20 percent for this activity, and the franch ise must spend 1,000 gp per
1 month. franchise rank to cover expenses. The OM might also
The restructuring plan provides minor benefits. require a side t rek to gather necessary materials or hi re
specialist labor before the activity can be commenced.
The franchise's month ly costs decrease by 10
Resolution. One character or the majordomo acts as
percent for l d4 months.
the lead for this activity, m aking an Intelligence (Arcana
2 The restructuring plan provides strong benefits. or History) check to draft the modifications. A character
The franchise's monthly costs decrease by 20 or the majordomo must then make two abil ity checks to
percent for ld4 months. complete the modi ficat ions, using either Strength (Ath-
let ics) or an Intelligence check using appr opriate tools.
Complication s. A result of 0 successes typically i ndi- W it h OM approval , a different ability and skill appro-
cates that the fai led restructuring r esults in a compl ica- priate fo r the modification can be substituted for any of
tion. At the DM's discretion, even a successfu l outcome the checks.
m ight have unexpected side effects. The DM can choose Each check receives a +I bonus for every two staff
a complication or roll on the Franchise Restructuring participating who are sk illed hirelings. and a +l bonus
Complications table. if any participant has the cartographer, loremonger,
or hoardsperson position. The number of successes is
FRANCHISE RESTRUCTURING COMPLICATION S compared to the Headquarters Modification table.
d6 Complication
The restructuring plan has too many buzzwords and HEADQUARTERS MODIFI C ATION
acronyms. The resu lting confusion sees shipments or Successes Benefit
staff sent to dangerous locations. A side trek adven- O The modification fa ils, and the franch ise incurs
ture is requi red to recover th e lost goods or personnel. cost overruns of 1,000 gp per franch ise rank.
2 The changes to the franch ise alienate an importan t The modification fails, and the franch ise incurs
sta ff member, who takes one of the franchise's best cost overruns of 500 gp per franch ise rank.
practices or secrets to a rival.;i- However, the cause of the fa ilure is apparent,
3 The search for efficiency uncovers a previously un- granting advantage on any fu ture checks to per-
recognized issue, such as corru ption, problems with form the same mod ification.
staff dynamics, or influence from a rival.* 2 The modification succeeds but incurs a cost
4 An audit reveals that one of the s taff mem bers was a overrun of 100 gp per franchise rank. The mod-
spy, feeding secrets to a rival. The spy escapes, possi- ification also has a minor drawback, as deter-
bly inspiring a side trek adventure to catch them.* mined by the OM .
5 The restructuring efforts produce linge ring chaos. 3 The modifi cation succeeds with no cost over-
The next two times a check is made for a downtime runs or drawbac ks.
or franchise activity in the campaign, the check is
made with d isadvantage. Complications. A result of 0 successes or 1 success
6 A staff member becomes outraged by the changes automatically creates a complication. Other results
and secretly begins to underm ine the franchise. The might cr eate a compl ication at the DM's determination.
The DM can select a complica tion or roll on t he Head-
characters must uncover the culprit and decide how
quarter s Modi fication Complications table.
to deal with them .*
*Might involve a rival

CHAPTER '2 I UROWING YOU R F RANC H!Sf


HEADQUARTERS MODIFICATION re ligious ite ms might require an Inte lligence (Re ligion)
COMPLICATIONS c heck to draft the idea and develop the products, a Cha-
d6 Complication ris ma (De ce ption) check to convince local temples to
pro mote the ide a, and a Charisma ( Pe rs uas ion) check to
An accident during the modification injures a fran -
e ns ure the plan receives c ontinue d s upport.
chise staff member. That NPC's family demands Each c he ck gains a +l bonus for e a ch additional
compensation equal to 100 gp per franchise rank. It 100 gp pe r franchise rank spe nt above the baseline
might be possible to instead appease the family by expe nses. Whe n additional gold is s pe nt, the c haracter
performing a service. ma king the checks dete rmines whic h c hecks the bo·
2 A spy makes a copy of the plans for the modification, nuses apply to. Additio nal gold can be s pe nt at any point
learning its function and taking that information back in the process, allowing the fra nc hise to put more e ffort
to a rival organi zation.'~ into s ubseque nt c he cks if e arlie r c hecks a re less than
3 The modification was based on information orig· s uccessful. If the cha racte r making t he check has the
inating with a rival. If the modification failed, the o bvia tor or s ecre tarian position , they receive an a ddi-
plans were intentionally faulty. If it succeeded, the tio nal +l bonus to e ac h c heck. A ma ximum bonus of +5
can be applied to e ach c heck.
characters detected the fau lt, but must decide how to
The DC of e ac h che ck is dete rmine d ra ndomly, re flect·
respond to the attempted sabotage.* ing the a lways -unpre dictable conditions of the ma rke t.
4 A local official insists tha t permits were needed for The DM rolls 2dl0 + 5 for the DC, gene rating a sepa rate
the modification, and demands payment or a favor to result for e ach check. The total numbe r of s uccesses
make the problem go away.~' determines the outcome of the activity, as noted on the
s The work causes the franchise headquarters to de- Marke te ering table.
velop a quirk, such as strange noises, unwelcome
smells, weird vibrations while mobile, and the like.
Resolving the problem might require consulting a
sage or an expert in headquarters construction.
6 The modification work uncovers a previously un known
problem with the headqua rters, such as a struc tural
defect, a dormant mons ter, bodies interred in the
foundations, a concealed cursed item, and so forth.
*Might involve a rival

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

CHAPTER 2 I CROWING YOUR FRANCHJSE


JO
MARKETEERING PHI LA NTH ROPIC ENTERPRISE
Successes Benefit It can feel great to give to charity and help those in need.
0 The marketeering plan fails. The franchise's Pretending to ca re about others can also be a great way
monthly costs increase by 20 percent for 1 to earn favor with governments and nobility, gain tax
month. write-offs, or win over customers. Head Office might
suggest (or even require) that a franchise undertake this
The marketeering plan provides no improve-
activity if it has recently gained negative publicity or
ments or setbacks.
been discovered to engage in shady activities.
2 The marketeering plan provides moderate ben- Franchise member s should select a philanthropic
efits. The franchise's monthly costs decrease by cause related to a nearby area. settlement. o r group of
25 percent for 1 month. people. Example causes include such efforts as picking
3 The marketeering plan is a complete success. up trash from roads or forests, improving schools, and
The franchise's monthly costs decrease by 25 raising funds for victims of a recent disaster. (That last
percent for 2 months. one is an especially good idea if the disaster was caused
by the franchise). Success benefits the franchise by help-
Complications. A rcsu It of 0 successes or 1 success ing the selected cause- or at least giving the appearance
typically indicates that the marketeering plan incurs of having done so. Fa il ure might worsen both the unde r-
a complication. However, even a successfu l result can lying issue and the franchise's reputation.
trigger a complication at the DM's determination. The Resources. The phi la nthropi c exercise activity re-
OM can choose a complication or roll on the Marketeer- quires at lease one workweek o f effort, and in curs 50 gp
ing Co mplications table. per franchise rank in expenses.
Resolution. One cha r acter or staff member involved
MARKETEERING COMPLICATIONS in the philanthropic enterprise makes an ability c heck
determined by the OM. A Charisma check using the
d8 Complication
character's choice of s kill is often appropriate, but the
The marketeering plan attracts the attention of Head
OM might decide that a specific philanthropic approach
Office, where someone absolutely hates it. A NPC is
requires a different ability and skill. A cha racter with
sent to oversee the franchise "for a while," with an the documancer or occultant position gains a +l bonus
outcome determined by the DM.* to the check. The total of the check determines the out-
2 Marketeerrng materials go missing right before come, as shown on the Philanthropic Enterprise table.
launch, forcing the franchise to recreate them at the
last minute. This might incur additional baseline PHILANTHROPIC ENTERPRISE
costs or affect the reduction of franchise costs, as the Check Total Result
DM determines.* 1-5 The philanthropic enterprise is a disaster. The
3 Just as the marketeering plan is released to the pub- cause is left severely worse off, and literally ev-
lic, the characters realize that a competing group eryone blames the franchise.
released a su rpri singly similar plan just a tenday pre- 6- 10 The cause shows no real improvement, and
vious. Customers now think the franchise is copying people are slow to accept the franchise's claims
its rival.1< of wanting to help.
4 The marketeering's message al ienates or offends a 11 - 15 The franchise is praised for its help in improv-
crucial demographic. Protests spring up, an d the af- ing the chosen cause. Donations to the cause
fected group demands reparations. pour in, al lowing the fran chise to skim an hono-
5 A local official or noble begins to look into claims of rarium of 200 gp.
deceptive advertising tactics or questionable hiring 16-20 The cause shows serious improvement, and the
practices related to the marketeering plan.* franchise is heralded for its actions. Donations
6 The marketeering plan creates great interest-but un- to the cause pour in, allowing the franchise to
fortunately steers customers toward similar products skim a management fee of 500 gp.
or services offered by a competitor.* 21+ The cause shows remarkable improvement, and
7 The catchphrase or theme song of the marketeering the franchise is credited for all but fully resolv-
campaign is a surprise hit, and everyone repeats it ing the issue. Local officials provide a tax break,
endlessly! Until they tire of it and begin blaming the reducing the franchise's monthly costs by 20
franchise for mental trauma. percent for 2 months.
8 The marketeering plan is undermined by rumors of a
problem with the product or service, causing it to be Complications. A result of 1- 5 on the Philanthropic
dangerous to anyone using it.* Enterprise table automatically generates a complication.
'"Might involve a rival But the OM can decide that even success might have
drawbacks. either choosing or rolling for a complication
on the Philanthropic Enterprise Complications table.

People give away their money? For no reason? But


how will they buy ale ancl arrows?
-Morgren
PHILANTHROPIC ENTERPRISE COMPLICATIONS RUNNING A FRANCHISE
d6 Complication dlOO +Days Result
The selected cause is secretly the purview of a 01 - 10 The franchise has a ru inous month. Declining
thieves' guild or other criminal organization. The or- sales and rising expenditures increase the
ganization resents the franchise's efforts and decides franchise's monthly cost by 150 percent.
to undermine the characters' future endeavors.* 11-20 The franchise suffers severe setbacks.
2 A local reporter or official becomes co nvinced that Monthly cost increases by 125 percent.
the franchise's efforts are all about the characters' 21- 30 The franch ise struggles. Monthly cost in-
personal gain. The individual begins to monitor the creases by 100 percent.
franchise, and reports on any missteps.* 31-40 The franchise performs poorly. Mo nthly cost
3 A group of individuals objects to the franchise's increases by 50 percent.
efforts, believing that the problem underlying the 41 - 50 The franchise operates normally. Monthly
selected cause is part of the natural order. The group cost does not change.
actively tries to convince others of the terrible side 51- 60 The franch ise sees strong sales and trims
effects (real or otherwise) of the franchise's philan- expenses. Monthly cost decreases by SO per-
thropy.t• cent.
4 Another philanthropic group is already involved in the 61- 70 The franchise improves operations and sales.
fran chise's cause. That group tries to cast the fran - Monthly cost decreases by 100 percent.
chise's efforts as ineffective and i ns i ncere.'~ 71- 80 The franchise has an excellent month.
S Hearing of the franchise's good works, people who Monthly cost decreases by 110 percent.
are affected by some other issue requiring philan- 81- 90 The franchise has a fantastic month. Monthly
thropic assistance show up at franchise headquarters cost decreases by 125 percent.
in huge numbers. 91+ The franchise is a shining example to other
6 Members of the franchise work wit h an established Acquisitions Incorporated franchises.
group to perform the philanthropic enterprise. But it Monthly cost decreases by 150 percent.
soon becomes clear that the group is a sham-and
that local officials are looking into their activities. The Determining Monthly Cost. A franch ise's base
characters need to fix the situation, or risk being im- monthly cost is a combination of the cost for t he fran-
plicated in scandal by association.* chise's headquarters and a multiplier for franchise rank.
The fa ncier t he headquar ters, t he more the upkeep. A nd
*Might involve a rival the bigger the franchise, t he more overhead it has. T he
" Franchise Advancement" section earlier in t his chapter
R UNN I NG A F R ANC H ISE
has more info r mation on determining a franchise's base
Runni ng a business is one of the downtime activities
monthly cost.
presented in the Dungeon Master s Guide, but an Acqui-
Whenever a downtime or franchise activity modifies
sitions I ncorporated franchise is no mere business. This
a franchise's costs fo r a given month, that increase
new downtime and franchise activity covers the many
or decrease is totaled up with all other incr eases and
and varied duties necessary to keep a franchise running
decreases. For example, a success ful m arketeering
smoothly, and determin es how well the character s and
campaign might decrease the franchise's monthly costs
their staff manage those duties.
by 25 percent , but then a major threat as a result of ex-
R esources. Unless the OM decides otherwise, this
ploring fran chise territory increases monthly costs by
franchise task must be run at the end of each month
50 percent- a net incr ease of 25 percent.
of game time. Unlike other activities, results are deter-
Whenever the fin al result indica tes that the franchise's
mined for runnin g a franchise even if specific characters
monthly costs have decreased 100 percent, profits
and staff members are not allocated to the activity. How-
and expenses exactly ba lance each other out, so that
ever. allocating characters or staff members to running
the franchise has no payment to make for t hat month.
the franchise greatly i mproves t he chances for a favor-
Whenever the fina l total is a decrease in mont hly costs
able outcome.
of more than 100 percent, t his means the franchise
During any given month, the player s decide how
has paid its expenses and earned a profit to boot. Cal-
many days t hei r characters and t he franchise staff can
culate the profit based on the amount of the decrease
dedicate to this acti vity. Characters and staff member s
above 100 percent. For example, a franch ise whose
cannot perfor m other activities w hile focused on thi s ac-
monthly costs come out at a decrease of 150 percent
tivity (as nor mal}. and any days spent adventuring or en-
earns a profit equal to 50 percent of the fra nchise's base
gaged in other acti vities cannot be used for this activity.
month ly cost.
R esolution. Percentile dice are rolled by a player
Nonpayment Penalties. At the end of this activity. the
nominated for thi s task by the group. T he number of
fra nchise makes a payment to Head Office to cover its
total days spent by al I characters and staff members on
monthly cos ts. If it does not do so. the franchise begins
this activity arc added to the roll. That total is then com-
to fail. See the rules fo r defaulting in t he "Franchise
pared to the Running a Franchise table to determine
Costs" section, earlier in this chapter. Regardless of
what happens for the month.
what act ion Head Office takes, a franchise's inability

C H APTER 2 CROW I N(; YOUR l'RANC lll SE


to pay its expenses should resull in complications and 100 gp spent beyond 1he baseline expenses. A character
story ramifications. Local folk and businesses start to with the documancer position gains a + l bonus to the
demand that accounts be cleared. The general public check. A maximum bonus of + 10 can be applied to this
might begi n to reject the franchise's products and ser- check. The total of the check determines the outcome,
vices, worried about dealing with dodgy businesspeople. as shown on th e Scrutineering table.
Complications. A franchise automatically suffers a
complication if the check for this activity was 30 or less. SCRUTINEERING
The DM might also impose a complication even when Check Total Outcome
a franchise is doing well. The OM can choose a com- 1-5 No effect.
plication or roll on the Running a Franchise Complica- 6-10 You learn one piece of lore.
tions table. 11-20 You learn two pieces of lore.
21+ You learn three pieces of lore.
RUNNING A FRANCHI SE COMPLICATIONS
d6 Complication Each piece of lore you uncover through scrutineering
The franchise's sales of products and services have might cover specific details about a creatu re or PC,
attracted competition from a rival.* how to thwart the defenses of a stronghold or office, the
2 Regardless of its success month to month, the fran· rituals or magic items employed by a mystical order, and
chise's long-term planning is called into question. so forth. The OM makes the final decision regarding
Head Office demands that the characters engage in what information is revealed by scrutineering.
either the franchise restructuring activity or the team Complications. Whenever thi s activity is undertaken,
building activity. the DM determines whether a complication is war-
ranted. Even if the information you uncover with scru-
3 A person who insists they are in no way from Head
tineering is accurate, additional things you didn't learn
Office suggests that the franchise should run the
might complicate your understanding. Your attempts
shady business practice activity. It really feels more
to uncover secret information might also be thwarted
like a demand than a suggestion. by those intent on keeping those secrets. The DM can
4 Customers are turning away from the franchise. Until choose a complication or roll on the Scrutineering Com-
the characters can determine the cause, each subse· plications table.
quent check for the running a franchise activity takes
a -5 penalty.* SCRUTINEERING COMPLICATIONS
5 A staff member finds signs of sabotage impacting the d6 Complication
franchise's operations.* One of the pieces of information is false and was
6 Staff members start demanding higher pay and planted by a rival.''
threaten to go on strike.* 2 A source of information decides to join a rival organi·
*Might involve a rival zation, becoming an asset for them.*
3 A source was a greedy information broker, who de·
SCRUTINEER I NG cides to also sell information about the franchise or
As a member of an Acquisitions Incorporated franchise, Head Office to a rival organization.*
you scoff at those who limit their intelligence-gathering 4 The target of the information becomes aware of the
activities to m ere research or sagery. The scrutineering franchise's scrutineering efforts, and resents them.*
activity covers basic research easily enough (finding a
S Scrutineering attempts attract the attention of of-
new profitable venlure, learning what pleases Head Of-
ficials , nobles, or another faction or rival who were
fice. amassing lore about a site or monster, and so forth).
previously unaware of the franch ise.*
But it can also expand across a much broader range of
activities. You might engage (''kidnap'' is such a harsh 6 The character or staff member leading the activity
word) members of a rival group, learn the secrets of a comes into contact with a magical effect whose re·
stronghold known only to those who built it, assess an moval might require a side trek adventure.
organization's business model to determine its weak- ''Might involve a rival
nesses, or lay rightful claim to any information that
might benefit your franchise in some way. SHADY B US I NESS PRACTICE
Resources. The DM determines what resources are The quickest path to success often runs straight through
required for any particular scrutineering goal. including the thickets of questionable legality. Franchises that
access to specific people or places. Once that access has can overcome the morally dubious aspects of certain
been gained. this activity requires at least one workweek enterprises- and can deal with the risk of being caught
of effort and 100 gp per franchise rank spent on bribes, engaging in those enterpri ses- might wish to consider
materials, and other expenses. Spending more money such time-honored practices as back-of-the-wagon
increases the chance for successful scrutineering. discount sales. fly-by-night gambling halls, highway
Resolution. The character or staff member overseeing robbery, racketeering, and pyramid schemes. Shady
the activity makes an Intelligence check. and can make business practices can also include corporate espionage
use of a skill appropriate to the scru1ineering activi1y against rivals and other Acq Inc franchises, including
at the DM's discretion. This check gains a +l bonus per stealing goods or sabotaging commercial efforts.

C llAPTl:.R 2 GRO\\ IN G YOUR FRANCHISE


Why would I know anything about shad b .
. 'l Wh y usmess
practices.
k 'Y are you asking· me'>· I' m sure Id on ,t
R esources. An intended shady business practice is . now wh_atyou mean. Plausible deniability certain ly
detailed by the players and approved by the DM. Any is not an important business tip l'd recommend.
shady business practice requires at least two work-
weeks of effort. plus 50 gp per franchise rank in ex- - Rosie Beestinger
penses to set up the scheme.
Resolution. A shady business practice requires three
ability checks, reflecting the ongoing progress of the characters' chosen enterprise. For example, a franchise
chosen scheme. Any of the characters or staff mem- engaged in corporate espionage might gain insight into
bers involved in the shady business practice can make a rival, while a franchise selling black-market goods
a check. The abilities and skills applicable for each might learn the name of a corrupt government official.
check are determined by the DM, reflecting the selected
scheme and the ongoing narrative. For example, an SHADY BUSINESS PRACTICE
attempt to set up a fly-by-night casino might require an Successes Benefit
Intelligence (Investigation) check to case a town for a 0 All participants in the shady business practice
suitable location, a Wisdom or Charisma check making are arrested, and the franchise is fined 250 gp
use of gaming set proficiency to run the operation, and per franchise rank.
a Dexterity (Sleight of Hand) check to get away with the The shady business practice is a borderl ine
profits. At the DM's determination, each check gains a success, providing 50 gp in profits per franchise
+l bonus if the character making the check has a back- rank.
ground appropriate to the shady activity.
2 The shady business practice is a moderate suc-
The DC of each check is determined randomly, reflect-
cess, providing 100 gp in profits per franchise
ing the risky nature of criminal enterprises. The DM
rolls 2dl0 + 5 for the DC, generating a separate result rank. Additionally, the franchise gains a minor
for each check. The total number of successes deter- benefit related to the enterprise.
mines the outcome of the activity, as noted on the Shady 3 The shady business practice is a fu ll success,
Business Practice table. providi ng 150 gp in profits per franchise rank.
Some outcomes of shady business provide an addi- Additionally, the franchise gains a maj >r benefit
tional benefit, chosen by the DM and relating to the related to the enterprise.

Complications. Achieving 0 successes automatically


generates a complication, but the DM might decide that
any illicit enterprise runs the risk of unforeseen circum-
stances. The DM can choose a complication or roll on
the Shady Business Practice Complications table.

SHADY BUSINESS PRACTICE COMPLICATIONS


d6 Complication
One of the franchise's staff members is arrested in
connection with the scheme-and is set to be inter-
rogated about all the franchise's activities.*
2 Characters or staff members meet a corrupt official
or noble as a result of the scheme. Th is brash and
flamboyant individua l threatens to draw attentio n to
any future shady enterprises.
3 A rival uncovers the shady scheme and threatens to
expose it.*
4 A citizens group hears rumors about the franchise's
involvement in the shady scheme, and forms a watch
organization to monitor the characters.
5 An NPC who participated in the scheme tries to
blackmail the franchise, asking for payment or a favor
to keep quiet.
6 A th ieves' guild or other criminal organization takes an
interest in the scheme. They order the franchise to run
this activity every month, and demand a 10 percent
cut. While the franchise does so, all checks for shady
business practice activities are made with advantage.*
*Might involve a rival

CHAPTER 2 I GROWING YOUR fRANCll ISE


SCHMOOZING PCs might provide only a si ngle minor benefit to the
T he schmoozing activity is more than just random ca- franchise before realizing the one-sided nature of the
relationship. Others might hang around wanti ng to help
rousing, chatting people up at society parties, or pump-
the franchise for years-whether the characters want
ing strangers fo r in formation over copious dr i nks. ( Full
them to or not.
disclosure: copious drinks are often still a par t of the
bigger schmoozing picture.) For characters in an Acqui-
Complications. A check of 5 or lower made to
schmooze automatically triggers a complication. Be-
sitions Incor porated campaign, schmoozing is a care-
cause the stakes of schmoozing are often high, the DM
fully focused engagement of bargaining and influence.
mi ght decide to have any successful schmooze au empt
designed to har vest contacts impor tant to a franchise's
come with a potential downside. The OM can choose
interests.
Resources. Schmoozing covers at least one work- a complica tion or roll on the Schmoozing Complica-
tions table.
week of i nter actions. Characters or staff members
under taking this activity must look and play the part
SCHMOOZ ING COMPLIC ATI O N S
of the confident franchisee- dressing well, spend-
ing money, giving gi fts to new friends. and so for th. d6 Complication
Schmoozing with laborers and other workin g-class folk A different gro up notices the characte r's schmoozing
might incur expenses of 10 gp per franchise rank, with attempts. Agents threaten to expose the franch ise's
expenses escalating to 100 gp or more per franch ise ulterior motives un less th e characters perform a favor
rank for schmoozing professionals and business rivals. or pay a bribe.*
Schmoozi ng at the highest level with nobles or rank ing 2 To win over a potential co ntact, the schmoozing
members of a faction might incur expenses of 250 gp or cha racter o r staff me m ber swore to participate in an
more per franchise rank as the character or staff mem- initiation ritual from the contact's group ... without
ber attempts to put on an impressive social d isplay.
fi rst learning the nature of that ritual.
R esolution. The character or staff member engagi ng
3 A contact becomes convinced that the schmoozing
in schmoozing determines whether they want to estab-
character or staff member intends to leave the fran -
lish relations with specifi c NPCs or with any general
representative of a group. T he character makes a Cha- chise and join the contact's organization. It 's clear
risma ( Persuasion) check to determin e the effectiveness that they' ll become hurt or angry when they learn the
of their schmoozing. as noted on the Schmoozing table. truth.
A character w ith the obviator position gains a +l bonus 4 In the attempt to win over a contact, it was necessary
to the check. A character with a background related to to reveal one of the franchise 's secrets.*
those they attempt to schmooze gai ns a +l bonus to the 5 The character or staff member regrets giving a con·
check (a c rimin al schmoozing other criminals, a guild tact a personal item, a drop of blood, or a lock of hair.
artisan schmoozing a guild master, and so for th). It seemed like a g reat idea at the time.*
6 Shortly afte r schmoozing, the character or staff mem·
SCHMOOZING
ber receives a love lette r from a contact- whether
Check Total Result
that interest is reciprocated or not.*
1- 5 The character's failed schmoozing brings the
fran chise into d isrepute. Any further checks *Involves a faction o r rival
made for the franch ise to schmooze NPCs from
T EAM B U I LD I NG
the same group or organization are made with
The frenetic pace of adventuring and runn ing a fran-
disadvantage. chise sometimes covers up underlying issues. Has the
6-10 The cha racter becomes known to those they party 's cleric accidentally started worshiping a dark
schmooze, but gains no immediate benefit. god? Is the maj ordomo at odds with the occultant's habit
If the character undertakes this activity again of displaying entrails in the great hall? l s the fighter
within the same group or social ci rcle, the next questioning their life choices? The team building activ-
check to schmooze is m ade with advantage. ity can help characters work through problems, settle
11 -15 The character successfull y establishes the de - differences. and adjust the w ork-life balance. I n the end,
sired contacts, and is treated as a confidante of everyone ends up with a healthier working relationship.
Or at least that's the plan.
those they schmoozed.
At the D M 's determination. characters might be di-
16- 20 The character establishes the desired contacts
rected by H ead Office to run this activity each time a
and is treated as a trusted fri end.
new franchise rank is gained, or durin g times of excep-
21+ The character establishes the desired contacts tional chaos or uncertainty.
and gains a favor as a resu lt of their schmooz- R esources. Team buildi ng requires the involvement
ing skill. of at least two characters, or a character and a staff
member. Those individuals must dedicate at least one
If contacts are successfully made, the DM determi nes workweek to th is activity, whose particulars are w orked
which N PCs the franch ise is able to ingratiate itsel f out by participating players and 1he DM. The team build-
with. how long those relationships last, and what kinds ing exercise might be a trust-inspiring ropes course, an
of benefits the franchise might ga in. Some schmoozed emotional "resolve your issues" w orkshop, a meeting

GH \l'TE R 2 I c; ROWINt ; YOUR FRANClll~ I·.


15
with an NPC spiritual guide. or any other suitable
endeavor. Setting up the exercise incurs expenses of
from 50 gp to 250 gp per franchise rank. as determined
Wa·t
' • we ·re a te ., I
··
cnt111es w ith t
am. tho ug h
. I we were inde
empora nly a ligned goa ls.
d
p en ent
I
by the OM. -J\lorga-n
R esolution. Each character or staff member partic-
ipati ng in team building chooses another participant,
then creates a negative story connection to a bond, ideal, Team Building Memories. The most potent personal
or si milar element of that participant's backstory. T he changes inspi red by team building can last a lifetime.
players come up w ith such connections for their own Or at least an encounter. A char acter who ear ns a team
characters. T he DM creates connections for franchise building memory gains an extraordin ary ability that can
staff, either on their own or in consultation with the be used once. As a bonus action, the character gains one
players. (Characters and staff member s do not need to effect of the enhance ability spell for 10 m inutes (no con-
pair up. If everyone else in the franchise has a particular centration required).
problem with one character. so be it.) A character can retain team building memories only
Each char acter and staff member then makes a Wis- from the most r ecent instance of this activity. If a char-
dom ( Insight) check . With the OM 's approval, different acter has unused team building memories and under-
abil ity checks and skills might be allow ed if they relate takes this activity agai n, those memories are lost.
to the specifics of the team building exercise. A partic- Complications. At the DM 's determination, every
ipant has adva ntage on their check if the DM decides team building exercise has a chance of creating a com-
the stor y connection was par ticularly clever or w ell plication as thi ngs ger real, yo. The OM can choose a
rolcplayed. All checks gain a +1 bonus i f one of the char- complication or roll on the Team Buildi ng Complica-
acters taking par t in the activity is a decisionist. tions table.
Each check is compared to the Team Building table.
The outcome of the check can help redefine the relation- TEAM B U ILDING COMPLI C ATIO N S
ships between individual characters. and can establish d6 Complication
the tone of roleplay ing between char acter s and fran- The team building activity is revealed to actually be a
chise staff. Some outcomes also involve a team buildi ng death trap, an island of doom, or a similar challenge.
memory that provides a potent benefit (see below).
The OM determines whether this was an honest
mix-up, the act of a disgruntled staff member, or the
TEAM BUILDING
actions of a rival .'~
Check Total Benefit
2 Upon heari ng what took place during the team build·
1- S The participant uncovers deep-seated issues
ing exercise, uninvolved staff members decide that
between themself and their chosen partner.
the franchise is subjecting them to too much trauma.
If this is a character, they have disadvantage
Some staff me mbers might threaten to quit, o r decide
on ability checks made in the presence of the
they want more benefits.
partner until the character undertakes this
3 It's revealed that the team build ing exercise was set
activity again. If this is a staff member, they are
up by a rival as an opportunity to ambush the partic-
traumatized and leave the franch ise unless the
ipants, or to attack the franchise headquarters wh ile
characters can convince them to stay.
the characters were away.*
6- 10 The participant did not benefit from the team
4 The participants learn way too much about each
buildi ng exercise. but avoided serious trauma.
other. Each charac ter participating in the activity
11 - 15 The participant was able to wo rk through one
must select a bond, ideal, or similar background
or more issues. If this is a character, they have
aspect from their partne r and come up with a story
advantage on the next check they make during
explaining how this becomes a conflict for them.
a franchise or downtime activity.
16- 20 The participant sees themself and their connec-
s Staff members who d id not participate in the team
building exercise fee l left out, and morale drops at
tion to the other participant in a whole new way.
the franchise. The characters must fi nd a way to raise
If this is a character, they have advantage on
staff spirits that does not involve running th is activity
the next check they make during a franchise or
again.
downtime activity, and they gain a team build-
6 A staff membe r involved in the activity is secretly a
ing memory (see below).
membe r of a rival organization, or has been duped
21+ The participant has had an awakening, gaining
into doing that organization's bidding. During the
a deep se nse of who they can become and their
team building exercise, the rival organization plans
connection to their partner. The character has
to steal fran chise secrets or destroy the participants'
advantage on the next check they make during
morale.*
a franchise or downtime activity, and gains two
team building memo ries. *Might involve a rival

C llAPt F R 2 I G RO \\'! Nt. YOUR fR \ NC JllS E


I
T ACQUISITIONS l NCO RPORATED, NO ONE Incorporated itself. Worried about whether a specific
ever asks, "Should it be done?" Instead class or subclass has what it takes to make it in a cut-
they ask, "How ca n it be done- and then throat mercantile environment? We've got the advice
how do we turn what we've done into cold, and narrative options you need.
hard cash?" It's this kind of forward think- This chapter also presents a new race inspired by the
ing that brings new power and magica l un- chaotic drive to achieve that underlies every Acq Inc
dt>rstanding to the world - and which keeps ca mpaign, as well as a number of spells with a decidedly
the Acq Inc humanoid resources team constantly on the fina ncial flair. And finally. you'll get to meet some of the
lookout for new talent. rival factions your characters will inevitably crash up
Were you kicked out of your village for experimentin g against in the frenzied r ace for franchise success.
with powers no mortal shou ld dare trifle with? Acqui-
sitions Incorporated has a place for you on its team. BACKG ROUND S
Those pesky, gibbering voices that plague your sleep? Countless people come from loving, nurturing homes.
Acq Inc allows employees to work all night if that fits
Through hard work. clean living, and wi se decisions,
their skill set. And if it was ordained at your birth by
they excel at what they do. They live prosperous, re-
the seers and mystics that your destiny wou ld one clay spectable lives, leaving the world a better place than
see you bathe in the blood of your enemies. Acq Inc
they found it.
has no opinion on personal hygiene as long as the job
You're not one of them.
gets done.
Somewhere along the w ay, something w ent wrong.
The amazing diversity on display across the full
Maybe it was bad luck. Circumstanc es might have con-
range of Acqui sitions Incorporated franchises and
spired to put you in an impossible situation. You could
commercial operations epitomizes the all-inclusive
have Lady Fate's disfavor. Or you might be an incredible
natu re of an Acq Jnc campaign. No matter what your
jackass. But whatever your circumstances, you are now
favorite type of character, there's something for you in entering a new phase of your life. The earning potential
this chapter. Or, if you like, you can engage with the
of an Acquisition s Incorporated franchise has given
entrepreneur ial spirit of the campaign by using this
many wayward and lost souls a new lease on life. Those
material to inspire ideas of your own. Do you want
who scoffed at you or kicked you while you were down
to embrace the fee l of Acq Inc right from the get-go? might soon be kissing up to you.
Consider one of the new back grounds i n this chapter, And who knows? Being an incredible jackass could
all with a special focus on commerce or Acquisitions work in your favor!

c llAPTF.R JI PLAYER OPTI ONS


CELEBRITY ADVENTURER'S SCION
Your family name strikes fear and admiration in the
hearts of the common folk- but that's got nothing to do
with you. Songs and stories celebrating the adventuring
exploits of your famous parent are widely known. Kids
across the land grew up wishing they were you. But
being the child of a famous adventurer wasn't all hugs
and kisses.
You seldom saw your celebrity-adventurer parent, and
when they were around, it was all about them a nd tales
of slaying this demon or vanquish ing that dragon. All
too often, you'd be woken out of a sound sleep by some-
one standing outside your home screaming about the
latest threat to the town, the region, or the world.
In the end, all you have to show for your lineage is
your name. Most of the family's money went for consum-
ables, from potions of healing and spell scrolls to copi- d6 Ideal
ous amounts of dwarven ale. And everyone expects you Power. The only way to get ahead in this world is to
to swing a sword or s ling spells like your famous fore- attain power and hold onto it with all your might. (Evil)
bear, making it doubly hard for you to prove yourself. 2 Peace. Those who can fin d or make peace in the
Ski11 Proficiency: Perception, Performance chaotic world around them have everything. (Lawful)
Tool Proficiencies: Disguise kit 3 Fame. I've seen what fame can bring. And I'll do
Languages: Two of your choice anything to get all that for myself. (Neutral)
Equipment: Disguise kit, a set of fine clothes, and a belt 4 Training. Hard work, sacrifice, and training lead to
pouch containing 30 gp success-and eventually to perfection. (Any)
S Anonymity. I want to be successful. And alone. With
FEATURE: NAME DROPPING
lots of guards and wards between me and everyone
You know and have met any number of powerfu l people
across the land- and some of them might even remem- else in the world. (Any)
ber you. You might be able to wrangle minor assistance 6 Wisdom. Material wealth is an illusion. Wisdom is the
from a maj or figu re in the campaign, at the DM's discre- real treasu re. (Good)
tion. Additionally, the common fo lk treat you with defer-
ence, and your heritage and the stories you tell might be d6 Bond
good for a free meal or a place to sleep. While my parent was out adventuring, a servant raised
me, and I care about that person more than anyone.
SUGGESTED CHARACTERISTICS 2 I consider every member of my parent's former
Scions of celebrity adventurers must deal with fame adventuring party to be fam ily.
that's not theirs, wealth they didn't earn. and expecta- 3 Despite their absences, my famous parent was kind
tions they can never hope to meet. These hardships can
and generous. I love them and want to make them
have adverse effects, but those who cope with them can
arrive at a decent attitude and a grounded worldview. proud.
Those who fail become bitter- or worse. 4 My parent once brought a cursed magic item home. It
is my obsession.
d8 Personality Trait S My childhood home holds all my best memories, and
I will never get out of my famous parent's shadow, and its upkeep is my primary concern.
no one else will ever understand this burden. 6 Growing up, I had an imaginary friend I could always
2 I've seen enough of the adventuring life to have count on. That friend is still with me.
realistic expectations and empathy for my peers.
3 Living up to my legacy will be difficult, but I'm going d6 Flaw
to do it. You don't know what I'm going through. You never
4 I'm used to the very best in life, and that's a hard habit can.
to break. 2 You. Fetch my cloak. And maybe rub my feet for a
S My parent taught me a sense of duty. I strive to uphold while.
it, even when the odds are against me. 3 My comrades are brave, but I must defeat this threat
6 No one can fake a smile, a handshake, o r an interested alone to prove my worth.
nod like I can. 4 Oh, yeah, that spell? Named after my parent's best
7 I've been part of the adventuring life since I was old friend. Let me tell you about them.
enough to walk. Let me explain a few things to you. 5 My best days are behind me. Ahead lies only toil, pain,
8 No risk is too great for the rewa rds of defeating my and death.
enemies ... and taking their stuff. 6 You have to look out for yourself. No one else will.

CHAPTER 3 I PLAYER OPTTONS


FAI LED MERCHANT d6 Ideal
Survival. Where there's life, there's hope. If I remain
Maybe you come from a long line of merchants. Perhaps
alive and flexible, I can succeed. (Any)
you were an entrepreneur. Regardless. your ventures
2 Generosity. People helped me when I was down. Now
ended poorly. Whether it was because of outside influ-
ences, bad luck, or simply because your business acu-
that I'm back on my feet, I'll pay it forward. (Good)
men was weak, you lost everything. 3 Excitement. Caution got me nowhere in my previous
With failure, however. comes experience. You're free business. I'm not going to let it hold me back now.
of that old life, having made some connections and (Chaotic)
learned your lessons. Prepared to pursue the life of an 4 Wealth. With enough coin, I can buy comfort, power,
adventurer, your insight into the world of commerce knowledge, and even eternal life. Nothing will stand
brought you into the sphere of Acquisitions Incorpo- between me and money. (Evil)
rated- and a franchise just might be in your future. 5 Stability. The mercantile trade was too chaotic for
Skill Proficiency: Investigation, Persuasion me. I need a nice stable profession, like adventuring.
Tool Proficiencies: One type of artisan's tools (Lawful)
Langu ages: Any one of your choice 6 Redemption. Too many people consider me a fai lure.
Equ ipment: One set of artisan's tools, merchant's scale, So I need to prove them wrong. (Any)
a set of fine clothes. and a belt pouch containing 10 gp
d6 Bond
FEATURE: SUPPLY CHALN
My family means everything to me. I failed them
From your time as a merchant, you retain connections
before, and I must not do so again.
with wholesalers, suppliers, and other merchants and
entrepreneurs. You can call upon these connections
2 My church provides a connection to my god, so I must
when looking for items or information. ensure that it is protected and funded.
3 My former business partner fell ill, and then our
SUGGESTED CHARACTERISTICS business failed. Part of my new venture involves
Being a merchant involved having a head for numbers, a earning enough to take care of their family.
strong personality. the ability to make deals with hostile 4 If I take care of my possessions, they'll take care of
adversaries, a strong sword arm to fight off bandits, and me. People come and go, but a weapon or a wand is
the intuition for knowing what people want and need. something you can always rely on.
The art of business is the art of finding the best path to
5 Although my business failed , the people of my
profit, and that path might be different with each trans-
community were kind to me. I'll do everything in my
action. It takes a strong mind and a stronger stomach to
succeed. So why did you fail? power to protect them.
6 I owe a dangerous person a lot of money. As long as
d8 Personality Trait they're happy, they let my debt rest unpaid.
I didn't have the cutthroat attitude necessary to
succeed. I won't make that mistake again. d6 Flaw
2 Even my competitors said I was affable and talented. Why spend gold here when you can buy the same thing
Those traits should serve me well. for copper in the next town?
3 To prosper, you have to be in control. 2 I must have the best of everything. Like, right now.
4 The customer is always right. 3 You haven't heard of me? I' m sure that's because of
5 I was cutting corners and breaking deals to maximize you r ignorance and low breeding.
profit. That's why I failed. 4 I failed, but I'm awesome. So when anyone else
6 When I get an idea, I am single-minded in its is successful, it must be because of nepotism,
execution-even if it's a terrible idea. dishonesty, or dumb luck.
7 If I can be everyone's friend, I'll always have support. 5 I find that most people are trustworthy. Hey, where's
8 My heart wasn't in being a merchant, so I failed. I'm my belt pouch?
not all that keen on adventuring either, but I need the 6 Nothing gets between me and danger except my fellow
money. adventurers. So I'll be sure to put them there.

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.

C TlAPTER 3 I PLAYER OPTIONS


Skill Proficiency: Deception, Insight d6 Bond
Tool Proficien cies: One gaming set 1 One person in particular owes me a lot of money, and
Languages: Any one of your choice I need to keep them alive ifl want to be repaid.
Equ ipment: One gaming set, a lucky charm, a set of fin e
2 I'm loyal to the friend or fa mily member who taught
clothes, and a belt pouch containing 15 gp
me how to gamble.
F EATUR E: N EVER TE LL ME THE ODDS 3 The person who saved me from my gambling
Odds and probability are your bread and butter. During addiction is the only reason I'm alive today.
downtime activities that involve games of chance or fig- 4 A patron once fronted me money in exchange for
uring odds on the best plan, you can get a solid sense of a percentage of my winnings. I owe the m a debt of
which choice is likely the best one and which opportuni- gratitude. And a lot of cash.
ties seem too good to be true, at the DM's dete rmination. 5 A criminal syndicate I once played for isn't happy I
left the game, and its enforcers are looking for me.
SUGGESTED CHAR ACT ERISTIC S
6 Urchins once helped me find marks for my games.
Some gamble out of necessity. Others do so out of
boredom. Still others become addicted to the thrill of Now I'm driven to help them escape the streets.
winning or losing everything on a turn of fortune. For
some, gambling is less a matter of chance and more a d6 Flaw
matter of s eeking every advantage to ensure the out- I don't know when to quit. Es pecially when everyone
come. The best gamblers can lose everything, and the else is telling me to.
worst gamblers sometimes win. Regardless, you can 2 I save my sympathy for my friends, and I have no
always tell gamblers by the look in their eyes. Lady Luck friends .
haunts them. 3 You think we're in trouble now? Let me tell you how
bad th ings are li kely to get!
d8 Personality Trait
4 You can loa n me a little, right? I've got a sure thing.
I plan for every contingency. Leave nothing to chance!
I'll double your money, guaranteed .
2 Every copper wants to be a silver. Each bet is an
5 I was once a terribly flawed person, like you. Let me
opportunity.
tell you how you can save yourself.
3 I'm one of Lady Luck's favored. Anything I try is
6 I'm a great gambler. I' m just bad at math and logic.
destined to succeed.
4 I've lost so much to gambli ng that I refuse to spend
money on anything anymore.
PLA INTIFF
S Nothing is certain. Planning is a coward's act. S ure, accidents happen. But they seem to happen an aw-
6 I can' t be sure who I've swindled, cheated, or ful lot when Acquisitions Incorporated operatives are on
defeated, so I keep a low profile in public. the scene. Naturally, nothing ever happens when there
7 The perfect bet is out there somewhere. I just have to a re no witnesses left behind. But sometimes one casu-
a lty is left a little less than dead, just wa iting to discover
keep my eyes open.
what a lucky break that accide nt actua lly was.
8 I have beaten my add iction, but all it takes is one
You were a victim of a legal incident that was oste nsi-
weak moment and I'll be back at the card table. bly the fault of Acquisitions Incorporated. At least that's
what the local magistrate said. But before a final ruling
d6 Ideal could be handed down. Acquisitions Incorporated of-
Knowledge. Knowledge is power, and knowing which fered you a job! Don't know how to s wing a sword? They
ho rse to back is the key to success. (Any) promised to teach you! Think you have what it takes to
2 Fate. Whatever ha ppens is fated, regardless of any s ling s pells? They've got masters who'll have you throw-
planning or striving. (Lawful) ing fire in no time!
3 Bravery. If you want to succeed, you have to take With the promise of untold treasures and realms of
risks. (Chaotic) magic and mystery just a dungeon away, you left your
4 Survival. You can't wi n if you're dead. Live to fight old life behind. Now a world of adventure is yours. Jus t
initial here and sign here and here. Absolve Acq Jnc of
another day- when the odds might be more in your
all former claims, and acknowledge you understand pas t
favor. (Any)
outcomes don't guarantee future results .
S Reliability. When I was in need, I was able to rely
on others. Now I want to be the one others rely on. S kill Proficiency: Medicine, P ersuasion
(Good} Tool Proficiencies: One type of artisan's tools
Languages: Any one of your choice
6 Victory. Winning is the real measure of a person.
Equipment: One s et of artisan's tools, fine
In the end, the only thing that ma tters is the
clothes, 20 gp
scoreboard. (Evil)
FEATU RE: L EGALESE
Your experience with your local lega l syste m has given
you a firm knowledge of the ins and outs of that system.

CHAPTER 3 I PLAYER OPTIONS


50
d6 Bond
Others hurt in the same accident that hurt me are my
new family. I'll make sure they're taken care of.
2 The rulers of this place were kind to me, and they have
my lifelong devotion.
3 My parents worry about me, but I'll make them proud.
4 The only bond that matters is the one holding my
money pouch to my belt.
5 The other new hires at Acquisitions Incorporated are
my allies. We have each other's backs.
6 My legal counsel is my best friend. I owe all my
forthcoming opportunities to their hard work.

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).

CJl/\Pl ER 3 I PLAYER OPTIONS


'ii
d8 Personality Trait 5 There's right and there's wrong, and there's no gray
My previous employer didn't respect me, and now I'll area in between.
do whatever I can to gain respect. 6 Our superiors might not like what you're doing. I'm
2 The job is importan t, but th e relationships I fo rge with going to have to pu t that in my report.
my coworkers are even more so.
3 The job is everything to me. Who needs relaxation,
hobbies, and a social life? PLAYING WITH CLASS
4 I know I'm not the best and brightest, but if I put my In the many fantasy worlds of Dungeons & Dragons, typ-
best self forward, I can overcome anything. ical adventurers succeed by the dint of copious amounts
5 My former boss was an idiot. So was my boss of hard work, luck. natural talent, and extensive train-
before that. And before that. I'm sure those were all ing. But then, who wants to play a typical adventurer?
And who wants to merely succeed?
coincidences.
Franchisees of Acquisitions Incorpor ated wan t to
6 This company is so much better than my previous one.
thrive. They want to dominate. They wan t to pillage lairs
It will always be the best until they stop paying me.
and loot the treasure that m akes all their dreams come
7 I know this dagger belongs to the company, but I'm true. Whether it's unlocking the secrets of the multi-
sure they won 't miss it. Or this flask. Or this armor. verse, living in the soft and supple lap of luxury, holding
8 It's only a matter of time be fo re I'll be upper sway over hordes of adoring follower s. or maybe even
management. I just have to ki ss up to my superiors helping people and saving lives, Acq I nc franchisees do
and kick down those beneath me. ever ything grandly, epically, and with pa nache.
Or if they fa il and die horribly in the attempt, they do
d6 Ideal so wi th style.
Advancement. Money and power can be gained more This section discusses how to subtly massage (or rad-
easily within an organi zation. I plan to gain as much as ically mutate) the feel of the standard character classes
possible. (Evil) to make them the best possible fit fo r the chaotic and
creative majesty of an Acquisitions I ncor porated game.
2 Structure. Life goes much more smoothly when you
This includes both general advice on playing a character
follow the rules and work wi thin a system. (l awful)
of a parti cular class. and thoughts on how some of the
3 Uncertainty. The more chaos that swirls around me,
many subclasses for the game (includi ng subclasses
the more opportunities I can find to profit. (Chaotic) from Xanathar's Guide to Everything) can be reframed
4 Justice. I can't stand people being treated unj ustly. I do for an Acq Inc campaign.
whatever it takes to stop injustice and those who flout Each class section offers up suggestions for addi ng
the law. (Lawful) detail and narrative flair to your character. W her e tables
5 Pleasure. What's the use of working hard and making are presented as part of those suggestions, you can
money if you can 't enjoy the finer things in life? (Any) choose or random ly select from the options presented
6 Power. Money is fi ne, but real power means never therein, or use them as inspiration for your own stylish
having to say you're sorry. (Evil) ideas. The effects noted on a table are always benign.
and don't grant any benefit or impose any penalties.
d6 Bond
I have a family member in need. I consider them in B A RBARIAN
everything I do. You don't need to be the smartest person in the room. You
2 My peers keep me grounded. just need to be able to kill eve1yone else in the room. so
3 My past mistakes cost someone else dearly. I have to
you 're the smartest person left.
rectify that.
4 A childhood mentor put me on my current path. If I
Rage is overrated. Sure. being covered wi th the blood,
succeed, I want to repay that mentor in some way. sweat, saliva, and entrails of one's enemies might be
5 I value an oath ofloyalty I took to a group of friends fun from time to time, but the cleaning costs alone can
over everything else in my life. eat up a big chunk of a franchise's profits. Running
6 Although I don't get along well with people, my pet half-naked through grimy dungeons? Cathartic for sure.
means the world to me. Hygienic? Not so much .
S tr ength, endurance. and fighting don't necessarily
d6 Flaw have to come from unresolved childhood issues or a
l I know what's best. Trust me. brooding, roiling well of anger. Primal instincts are valu-
2 Flaw? I have no fl aws. I'm perfect. able, but ther e are plenty of primal forces in the w orld-
including the unrestrai ned drive for wealth, power, and
3 My loyalties are ... flu id.
every thing that comes with it.
4 If anything goes wrong, it must be someone else's
fau lt. Let me explain that in det ail.

CHAPTER 3 I PLAYER OPTIONS


project, you leave an item at the scene to claim the work
as your own.

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

CH .\Pl ER 3 I PLAY ER OPTIO N S


W ALK I NG A D IFFERENT P ATH CLASS ACTS
Acquisitions Incorporated barbaria ns walk a different In addition to a number of subclasses from the Player's
path than their kin of the wild lands. Or, more precisely, Handbook, this section makes reference to the fol lowing
they walk familiar paths in unique and novel ways. subclasses from Xanathar's Guide to Everything:
Barbarian: Path of the Ancestral Guardian, Path of
PATH OF THE ANCESTRAL GUARDIAN
the Zealot
Rather than calling upon the spirits of your ancestors, Bard: College of Glamour, College of Whispers
you are in communion with the franchise executives and Druid: Circle of Dreams, Circle of the Shepherd
corporate raiders who have traveled your path before. Fighter: Arcane Archer, Cavalier, Samurai
These paragons of commerce still exist in the spirit Monk: Way of the Drunken Master, Way of the Kensei, Way
world, bemoaning their losses and looking to balance of the Sun Soul
their debts in the afterlife by providing guidance tooth- Paladin: Oath of Conquest
ers. Sometimes these spirits appear as officious clerks Ranger: Gloom Stalker, Horizon Walker, Monster Slayer
reminding yo u of expense accounts and budgets. Other Rogue: Mastermind, Scout, Swashbuckler
times, they are fellow heavies and knee breakers who Sorcerer: Divine Soul, Shadow Magic, Storm Sorcery
died in the line of duty, sarcastically calling out yo ur Warlock: Celestial, Hexblade
mistakes in a misguided effort to be of assistance. Wizard: War Magic

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.

CHAPTER 3 I PLAYER OPTlONS


55
Name a more iconic profession I'll .
· wa1L
CLERIC - Omin Oran
I have faith in the power of the marketplace, and I see a lot
of nonbelievers out there with money to spend. CLERICAL ROUTINE
You might pray for your spells each day at dawn, by the
If you think wading through scores of undead in a dark of the moon, or whenever the fighter kicks you
hau nted crypt or channeling divine power to keep your awa ke to tell you your long rest is done, get healing
par ty alive gets the adrenaline flowing, you shou ld try already! Either way, it's good to incorporate a regular
keeping the peace at a corporate board meeting. Or ritual into your dai ly devotions.
managing the hostile takeover of a rival. Try negotiating
mer chandisi ng rights. It's not for the faint of heart. MED I TATI VE R IT UALS
Thankful ly, your business acumen draws on i nsight d8 Ritual
that's literally out of this world. As an emissary of di- 1 Fifteen minutes of deity-mandated calisthenics
vine will, you possess the guiding wisdom that every 2 Handwriting a detailed agenda for the next 24 hours
franchise needs, and the knowledge that your busi ness 3 Sitting in silence fo r 15 minutes, while screaming
plans are always the best ones. Because the gods would "Shut up!" at anyone who makes noise
never let you down, right? 4 Sleep another hour; your deity says it's fine
HAVE FAITH IN DIVERSIFICATION
S Burning incense and lighting a candle on a makeshift
Despite their supposed wisdom. many common clerics altar while you recite your vows
fail to grasp the simple concept of using the best tool 6 Practicing battle forms and stances
for the job. To the devoted priest ofTempus, every prob- 7 Creating a new likeness of your deity out of whatever
lem is j ust begging to be solved by a formal declaration materials you have on hand
of war. A cleric of Bane has never met a minion they 8 Drinking a lot of wine (sacramental, of course)
couldn't wait to kick around. Lathander's clerics are all
sunshine and happiness. even when they should be hid- THE WAYS OF FAITH
ing i n dark places to avoid danger. Every cleric has a uniquely persona l connection to their
As a cleric in an Acquisitions Incorporated campaign, deity. You are no exception, though you like to think
you'll car efully choose your deity so that the domai ns of you bring your own special flai r to the relationship, and
your divine patron synergize seamlessly w ith the goals vice versa.
of your franchise. But at the same ti me, you understand
that the greatest thing about the gods is their proli ficacy. RELATIONSHIP W I T H YOU R DEITY
W ith so many deities in so many pantheons, all of them dl 0 Relationship
have their own stock to sell. As such, even though you You r de ity possesses you and speaks through your
have your own personal favorite, you've also learned the
lips, and you need someone else to take notes.
value of d iversifying your d ivine portfolio, keeping an ar-
2 You see your deity's signs in the movements of crea-
ray of holy symbols and icons on hand for any occasion.
tures, the changing weather, the shapes of buildings,
DIVINE DEALS other stuff.
From the most notable nobles to the most humble mem- 3 In secret, you curse the burden your deity has placed
bers of the work ing class, everyone needs faith and on you.
spi r itual guidance. And what better way to teach the 4 You wonde r often if you're worthy of your deity's gifts.
val ue of faith to others than to make sure the value of s You're convinced your deity isn't all-knowing, because
fa ith is measured in gp. In addition to your franchise's they clearly have no idea what you rea lly get up to.
regular operations. you always keep a sideline going in
6 Your deity gives you power and you give them glory-
religious par aphernalia. selli ng specialized signature
at any cost.
i tems co select markets. By showing the world that faith
7 Those othe r cleri cs don't love your deity like you do.
is your business, you can ensure that busi ness is al-
ways booming. 8 You were ra ised religious, but you only real ly go to
church on the high holidays.
RELI CS OF FA I T H 9 Your deity's grace gives you peace. Their anger drives
d8 Relic you r fury.
l Saint's-thighbone walking stick (SO gp) 10 You've got buyer's remorse, and you're wondering if
2 Do-it-yourself indulgence kit (10 gp} this is rea ll y the deity for you.
3 Holy-water-brewed ale (20 gp)
4 Deva wing-feather bookmark (10 gp) ACQUISITION AS A H OLY CHO RE
S Deity-autographed holy symbol (100 gp) Faerun is full of pantheons and deities, some of more
6 Scratch-and-sniff icon (5 gp} relevance and power than others. All those deities and
7 Planetar shaving set (1 S gp) their servants can be found in an Acquisitions I ncorpo-
8 Unexpu rgated holy texts with all the rea ll y naughty rated campaign, but a few select gods, goddesses, and
bits (10 gp) otherworldly powers might play a larger role.

CHAPTER 3 I PLAYER OPTIONS


ABBATHOR franchis e will eventual ly have many secrets of its own
This dwarven deity of greed gets a bad rap. Because that you desperately need to keep quiet.
seriously. greed is just another form of the fundame ntal 0CHMA
urge for survival. If gold is power and power is life, then
Everyone knows the adage that knowled ge is power, but
the more gold you accumul ate. the better and longer
no one believes it more than the worship ers of Oghma.
your life will be. Why is it that people wh o have money
As a follower of the god of inspirati on, invention . and
and power are admired and respecte d, yet people who
knowledge, you seek knowled ge for its own sake. But as
stop at nothing to attain money and power are "avari-
cious·· or "materia listic" or ''felons"? Abbatho r might a member of Acquisit ions Incorpor ated, you understa nd
furt her that knowledge is jusc the first compon ent of any
be looked down upon and called evil for the lengths his
business plan, and that turning knowled ge into power
followers sometimes go to in the pursuit of wealth, but
requires a consistent amount of the follow-up action that
the power he r epresents is the end goal of many an Ac-
your franchise is famous for.
quisition s Incorpo rated franchise.
SUNE
ASMOD EUS
The wise know that people are defined by their desires
When they coined the phrase "making a deal with the
al'i much as anything else, and the Princess of Passion
devil." this is the devil they were talking about. The
is the patron of desires. In the battle of logic versus
L ords of the Nine Hells are the original CEOs of some
passion, it's passion that guides mortals and gods more
of the multiver sc's most profitabl e megacor poration s,
often than not. As an Acquisit ions Incorpor ated cleric
and Asmodeus is their master. lfyou want a model for
of Sune. your intimate understa nding of passion- or,
efficiency and motivati on in an organiza tion, look no
better yet, your skill at manipul ating the passions of oth-
further than the infernal expanse of Nessus. You want
ers- can be a huge boon to the operatio n of a successfu l
to talk about a perfect sales pitch and a diabolica lly
franchise.
intricate contract? Asmodeus has you covered. Many
civilized nations don't even count worship ing Asmodeus TY MORA
as a crim e. unless you get into those nasty side trips of Luck is a lady tonight! And, as it turns out. every night.
humano id sacrifi ce and the like. But as long as you re-
The goddess of fortune is known as Lady Luck, and ev-
main cognizan t of not wanting to throw away potentia l
ery adventu rer knows the importance of keeping luck on
customers that way, how much risk of going down that
their side. As a pragmat ic Acq Inc cleric ofTymor a, you
path could there be?
know that only stupid people ask the rh etorical question,
jERCAL "Would you rather be lucky or good at somethi ng?" Be-
cause no matter how good you are, you'll eventua lly have
Death is a serious business. Literally . jergal is a lesser
the bad luck of facing off against someone who's a whole
deity who works alongside Kelemvor. the god of the
lot better. When that happens. good luck is the only
dead. But whereas Kelemvo r sees to the more meta-
thing that's going to save you.
physical side of death. jergal sees to the details. Where
did sweet Nana want to be buried? What rites did your WAUKE EN
dearly departed love want performe d? And how much of
The Coinmai den is the de facto patron of anyone who
a donation to the church will you be making to sec those
trades goods or services for payment. And thankful ly,
things done? As an Acquisit ions Incorporated cleric de-
her relative ambivalence toward the laws underlyi ng fair
voted to Jergal, you underscand that there are only two
trade and honoring deals makes Waukeen a perfect fit
sure things in this world: death, and getting paid to do
for an Acquisit ions Incorpor ated cleric. Regardless of
somethi ng with the body.
your best intention s. ensuring the success of your fran-
LLllRA chise means eventual ly having to gingerly step across
some ethical or moral line. Or having to hide the fact
The Lady ofjoy brings merrime nt, happiness. and fun
that your franchise compan ions have been busy erasing
to the world. And there's nothing people will pay more
the line completely.
for than merrime nt, happiness. and fun. As a cleric wor-
shiping Lliira. you open yourself up to become a vessel
for the goddess·s j oy- for a price, of course. Because DRU ID
surely. if joy sustains the soul just as food sustain s the
My plan for creating an intern tier consisting of nothing but
body, then there·s nothing wrong with making a bit of
profit from happiness. giant ants should allow us lo increase productivity by 37
percent. Who'.s with me?
MASK
The Master of All Thieves is an importan t deity for At first glance, druids might not seem the best fit for an
Acquisit ions Incorpor ated characte rs to be aware of. Acquisit ions Incorpor ated campaig n, with its frequent
Mask is the god of acquisition. after all, and governs forays into urban settings and its focus on treasure pro-
the secrets that any successf ul Acq Inc fran chise will curemen t and business consider ations. But the primal
be dealing in. Whethe r persona l. professional. or busi- power wielded by druids reflects the relentless cycles
ness-rela ted, secrets are an importa nt compon ent of of nature, which in turn make a remarka bly prescien t
gaining leverage over others. Moreover. your successful model for business. Growth and stagnatio n. Boom and

CllAl'T I R 3 I f'l.-\YER OPTIONS


'ii
bust. It's a ll there, writ large in the passage of the sea- U RBA N SAN CTUARIE S
sons and the ancient dance of bigger creatures consum- dlO Sanctuary
ing smalle r creatures. And let's face it, those smaller A cemetery that acts as a de facto park
creatures probably had it coming to them. 2 A museum hosting rare plants and animals from
NATUR E'S ENVOY other lands
Some of the most lucrative ruins and monster lairs hap- 3 A swampy patch, unsuitable for building, teeming
pen to be located inconveniently in the uncivilized wilds with marsh flora and fauna
of the world. As an Acqu is itions Incorporated druid, 4 A la rge copse containing the habitats of tree-dwelling
your specialty is getting your party into and out of such animals
areas with maximum profit and minimum bloodshed. 5 A community garden whose bounty is shared by local
(Well. your blood anyway.) When a veritable army of residents
natural things that want to eat you stands between your 6 A ruined section of the city that has been reclaimed
franchise and profit, you're the one the other party mem- by nature
bers are looking to for guidance. 7 A zoo overseen by a strange but powerful fellow
Almost as importantly. every adventuring group bent
druid
on exploiting the natural world to gain resources and
8 A private park tha t charges a fee for entrance, ensu r-
power needs a conservation expert to tell them when
they've gone too fa r. After all, only fools would destroy ing that only the wealthy can enjoy its serenity
their environment in the name of vast profits. Right? 9 A nature reserve stocked with scared and confused
animals that are hunted for sport
R UNNING 'WILD 10 A business that grows and harvests rare and exotic
Branding is everything. Whenever you take on a wild plants and animals for creating magical and mun-
shape form , you do so with a unique bit of personal style dane products
that Jets folks know you're a beast to be reckoned with.
STEWARD OF NATURE
DISTINGUISHIN G F EATURES O F W ILD SH A PE
Though you might split your franchise life between the
d6 Feature rural and the urban worlds, you never forget the wilder-
Your pelt is rich hues of gold and silver so bright that ness where you came from. Because you've brought a
they reflect light. piece of that wilde rness with you. An unusual creature
2 When you take wild shape form, it's a painful, that came under your care when you were younger
squelchy process that usua lly leaves your fe llow ad- remains a part of your life. whether because you've de-
venturers queasy. cided you're the only person who can properly look after
3 Your wild shape forms all wear an identical ceremo- it. or vice versa.
nial bracelet on one limb, decorated with teeth.
CREATU R ES TO CARE F O R
4 A dark patch on your body is recognizable as the sil-
dl 0 Creature
houette of Om in Oran
You always have twigs, leaves, and other refuse tan- 1 A carnivorous plant with a taste for line foods
5
2 A colony of bees whose hive once hung from a tree in
gled in your fur or hair.
When yo u switch back to your normal form, one hand your homeland
6
always manages to retai n its fu r or feathers for a 3 A seven-legged pygmy giant spider once used as a
pixie's mount
short while.
4 A baby death dog that shows no evil tendencies (yet)
NATURE IN UNLIKELY PLACES S An orphaned owlbear cub-chick with a never-ending
Even the most urban of locations feature s ites of natural cold
beauty a nd primal energy. You quickly become familiar 6 An unhatched silvery egg that is ice-cold to the touch
with all such locations in the towns and cities you fre- 7 A very small, very old awakened shrub
quent, making them places for prayer, meditation, and 8 A grouchy badger that lives under your bed
arboreal solace. In addition to hanging out in parks or 9 A feral cat that thinks it's much tougher than it is
a rboretums (or creating parks and arboretums in vacant 10 A friend ly stirge that nests in your backpack and
lots when no one's looking), you might also be called drinks only fru it juice
upon to tend to struggling foliage or s ick animals, elimi-
nate th reats to natural spaces. or serve as a font of horti-
C LO SI N G T HE C I RCLES
cultu ral and biological lore to folk in the area.
Though many druid circles are inspired by and focused
on the natural world, even the most woodsy circles can
fit into an Acquisitions Incorporated campaign with sur-
Druids a re natural-born leaders. We a re beasts
prising ease.
of war and shepherds of balance. People might
underestimate y ou for you r "si mple" ways, but y our
teeth will fi nd their fles h all the same. Not th at 1
condone eating your party members, of cou rse. Only
w hen absolutely necessary.
- W a lnu t Dank.g rass
CrRCLE OF DREAMS loses its direction or collective nerve, you stand taJI with
Normally, druids who come from the Circle of Dreams the power of you r convictions a nd a n even more pow-
have a connection to the dreamy lands of the Feywild. erful assortment of weapons to keep things on track.
As an Acquisitions Incorporated druid, you maintain If that sometimes inspires a need to crack some rival
this connection and expand it, embracing the marketing s kulls, that's just the way of war. And if those skulls
potential of dreams and positive energy. This effluence of sometimes turn out to belong to people on you r own
radiance and light is meant to be harnessed, shaped, and s ide of the ledger, weJI, that's just business.
shared with as many people as possible. And if they're You are anything but reckless, however, recognizing
willing to pay for that sharing, so much the better. the effort that goes into doing a job right. Berserkers
flail ing about the battlefield and challenging all comers
CIRCLE OF THE LAND have a certain amount of flamboyance, sure. But you
Any organization that wants to make an imprint on the can't spend the coin you've been promised for a job if the
world needs to employ an environmental cons ultant, en- job leaves you dead.
su ring that they're engaging with the land in a sustain-
able and e fficient manner. As a druid of the Circle of the KEEPING THEM GUESSING
Land, your role in your franchise makes extensive use of No combat tactic is too down-and-di rty when your
yo ur knowledge of nature. Your expertise ens ures that life and the welfare of your franchise are on the line.
the exploits of the fra nchise don't disturb nature-and Smart fighters use any means necessary to gain the
just as importa ntly, prevent nature from disturbing the edge in battle, whether those tricks were learned from
fran chise. a long-gone drill instructor, first used by an opponent
against yo u, or an original tactic perfected by long hours
CIRCLE OF THE MOON of training.
Circle of the Moon druids are known for the myriad an-
imal forms they wear, but those forms need not tie you M ARTIAL TRICKS
to the wilderness. In rat fo rm, you can s lip past the sen- d6 Trick
tries of a well-guarded guildhall to secure trade secrets. You are an expert at pretending you've been injured
On a risky urban operation, you can adopt the form of a to the point where you can' t possibly go on. By goad·
pigeon or an alley cat to be your party's chief scout and ing foes to fin ish you off, you keep your allies safe as
spy. And in a pinch, you r most combat-focused animal you reveal how much fight you still have in you.
forms make you an exceJlent hand at black ops, able to
2 You always keep a small pouch of salt or sand at you r
infiltrate, extricate, or e radicate with equal verve.
belt. If you can blind an opponent, even momentarily,
CIRCLE OF THE SHEPHERD you can usually end a fight quickly.
The world is a dangerous place, and the innocent always 3 You fight with your off hand at the start of a battle, so
need champions to keep the figurative and literal wolves that your opponent sets their defenses and attacks to
at bay. Others in your circle focus on protecting the one side. Then you quickly switch hands at the most
helpless creatures of the wild from natural and unnat- opportune moment, making your foe wonder what
ural threats. But your vow of protection extends to the other tricks yo u might play.
common folk as well, recognizing that they are just as 4 Swearing, name-calling, political satire-you do it all.
much a part of the natural world- and are often just as
You make use of a range of down-and-dirty fighting
sca red and helpless as any creature left to the mercy of
epithets that would make an ogre barbarian blush.
that world.
5 You constantly converse with your opponents during
the battle, doing whatever you can to distract them
FIGHTER or get into their heads. It's surprising how many com·
The best thing about blood money is that it spends just as batants enter a fight not knowing whether their boots
readi/y as any other kind of money. have come untied .
6 You have a belt pouch specially made to re lease ball
Some fight to slake bloodlust. Others fight for the thrill bearings or caltrops in the thick of the fight, forcing
of besting an enemy. Some fight for a code, a faith, or your enemies to avoid those hazards while fend ing
an ideal. But a true pragmatist fights only for coin, un- off your blows.
derstanding that battle is a means to an end and not an
end in itself. A fighter in an Acquisitions Incorporated WIELDING THE BEST
campaign often fights for money above all else, whether ft might seem ridiculous to say that your weapon, armor,
focusing on a primary role as a combat specialist or pro- or shield is your best friend and most stalwart com-
viding martial backup for the franchise as needs be. panion- but you'll take that risk. lfyou had to choose
between entering a battle without your favorite combat
MISSION ACCOMPLISHED gear or without the party's bard, Singy McLuteface can
Whether your intention is to end a ta rget's threat or s it this one out. You and your equipment have got this.
simply deliver a message (violently or otherwise), those Your piece of signature equipment is more than a tool
around you can take comfort in knowing that when you that has never let you down. It lets others know who
take on a job, the job gets done. When your franchise you are on the battlefield. Even when your features are

C HAPTER 3 I PLAYE R OPT I O N S


obscured by the blood of the fallen, the dust of a well- ARCANE ARCHER
trodden arena, or the fog of war, allies and enemies Those elves really know how to bring the hurt from a
alike take notice when you stalk the battlefield. distance, don't they? Fortunately for the arrow-slinging
world. they were willing to share their arcane archery
SIGNATURE EQUIPM EN T knowledge with friends, and now every Acq Inc fran-
dl2 Equipment chise can have its very own magical cannon! As an ar-
1 Handcrafted arrows whose heads bear the mark of cane archer, you're incredibly useful during those tense
a lightning bolt, and which give a distinctive whistle discussions when someone needs to be able to whistle,
when fired and then moments later, arrows appear out of nowhere
2 A shield made from the shell of a giant turtle to stick out of the ground between the feet of the people
3 A matching shortsword and dagger, decorated to they're talking to. Roll that next check to negotiate with
advantage!
look like the uppe r and lower jaws of a carnivorous
dinosaur BATTLE MASTER
4 A battleaxe with its head shaped li ke the flowing hair As a battle master involved with an Acquisitions Incor-
of a dwarf warrior porated franchise, you understand that your maneuvers
S A suit of armor made from the discarded chitin of might not do as much damage as the focused attacks
giant arthropods of a less subtle fighter. But the needs of a franchise of-
6 A pair of boots fashioned to look like the paws of a ten call for subtlety and precision over simply busting
large feline heads. Add in your knowledge of the more cerebral as-
7 A sword whose pommel is shaped in the form of a pects of combat, including a ll-important insight into the
strengths and weaknesses of the enemy. and it's clear
hand, so that you shake the hand when you wield it
why you make a great addition to any franchise.
8 A hammer forged to resemble a giant's fist on one
side and a dragon's head on the other CAVALIER
9 A helmet shaped like the head of a hare, with tiny An Acquisitions Incorporated franchise is a heady mix
diamonds for eyes of adventuring and business. and both those pursuits re-
10 A bow carved with images of the phases of the moon quire travel. Who better to lead a long road journey than
11 A dagger with a handle made of bone, etched with an experienced cavalier with a reliable mount? As a cav-
worn and unreadable runes alier, you're one of the best warriors around for protect-
12 A backpack made from the leather and fur of a skunk ing less hardy allies, even off your mount, making you a
mobile fighter, a team player. and a valiant protector.
VICTORY l s YOURS CHAMPION
When the battle is done, enemies and allies alike stare Accepting the wisdom of the old adage "Somecimes less
in awe at the sight of your personal ritual of celebration. is more" is an excellent way to go broke. Because less is
less, obviously. just look at the balance sheet. But there's
VICTORY CELEBRATI ON
one exception to that nonrule that can make a big dif-
dlO Celebration ference in the successful operation of a franchise- the
1 A finely honed, well-choreographed dance focused, no-frills approach to combat of the champion
2 Ale! And then more ale! fighter. As a champion, you quickly master your role
3 Seizing a trophy from a vanquished foe within your franchise, because that role is simple. Lift
4 Composing a poem extolling your valiant combat heavy things. Stand in front of monsters. Hit them till
prowess they drop.
S Adding a commemorative square to your battle quilt
ELDRITCH KNIGHT
6 Adding a decorative stencil to your favorite weapon
Fighter? Wizard? Why not both?! If a franchise's re-
or armor cruiting efforts result in a party lacking either fighting
7 Paying the town crier to proclaim your victory or magical ability- or, Tymora forbid, both- you make a
8 Commissioning a painting of the battle great addition to the team as an eldritch knight. Your fo-
9 Praising surviving enemies for a job well done, no cus on abjuration a nd evocation ensures that your fight-
hard feelings ing style is supported by magic that can either defend
10 There is no time to celebrate, for your war is eternal! allies or deal massive damage to your foes. And if your
franchise operation runs true to form, you'll have plenty
B REAKING THE ARCHETYPES of opportunity for both.

To the uninitiated, fighters are the simpletons of the ad- SAMURAI


venturing world, Railing away with their weapons while Even if samurai are rare in the lands where Acquisi-
taking repeated blows to the head. But those folk know tions Incorporated offers franchise opportunities, their
precious little about the specialties and subtleties of this fighting spirit makes them invaluable additions to any
class. Many flavors of fighter exist in the world. and all franchise- especially if that spirit encompasses the fight
can fit into an Acquisitions Incorporated franchise in for profits. As a samurai, your impressive combat skills
their own way. are matched by your social grace and wisdom, providing

CHAPTER 3 I PLAYER OPTIONS


bo
In my experience, hirin a k .
a boon to your franchise's standing in the community. of peaceful arbitrat1·0 .g hmonl skilled in the art
r n is t eon
Any franch ise could do worse than having you as its d eruse the rathe . ~ way to attempt to
r concussive meth d r
public face- especially when your sense of quiet resolve employed by manv Ac . . . o s or negotiation
is needed to quietly resolve some unexpected busi- rranch isees
r ' A d .;·r. qu1sit1ons Inc orporated
. n J it comes to it k .
ness disaster. ensure that the co . 'a mon will at least
ncuss1ons are fairly distributed.
MONK -Rosie Beestinger
Some call the unseen energy flowing through all things "ki. ··
I call it the invisible hand of the marketplace. Now let's ne-
STANCES FOR SUCCESS
gotiate your surrender. Part of your martial training as a monk sees you adopt-
ing a variety of stances during combat. These stances
Ki is a magical energy that fills the space between all help focus your mind, confuse your enemies, and relieve
th ings in the multiverse. Monks tap into that energy that strain on your lower back.
through spiritual and martial training, meditation.
and contemplation. And punching and kicking. And SUBTLE STANCES
more punching and kicking. And maybe a head-butt for d8 Stance
good measure. Incontinent Elder- Standing straigh t, knees together
Monks in an Acquisitions Incorporated campaign (excellen t for surviving those long queues)
find a way to integrate a typical ascetic life with the
2 Add led Adder- Lying flat on the ground (perfect
grandeur, majesty, and over-the-top business focus of
when attempting to hide)
their franchise. History (real and fantasy) has shown
that monasteries don't always shy away from engaging 3 Ponderous Pudding- Collapsed in a heap (useful
in profitable enterprises. As such, your Acquisitions when trying to disguise yourself as a drunken foo l)
Incorporated monk likely brings their old monastery's 4 Frightened Gnome- Curled in the fetal position (ex·
entrepreneurial spirit with them- along with new ideas cellent when about to take a lot of damage)
to energize that spirit even more. S Ambi tious Student- Standing with one armed ra ised
(useful wh en trying to be seen)
6 Boisterous Brewmaster-Hand raised as if making a
toast (excellent at preventing being slapped)
7 Hardy Harpy-Arms fla pping wildly while singing
T"'E Bus•NESs OF APPL 1eo Ki
(inspires people to leave you alone, and good for
cooling off on hot days)
8 Broken Bridge-Face down on the ground with knees
bent and posterior up (reduces visibility to foes in
front, and makes a useful ramp for allies to jump off)

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?

CHAPTER 3 I PLAYER OPTIONS


ASCETfC BUSINESS PRACTICES WAY OF THE fOUR ELEMENTS
Plenty of monasteries turn out business-minded monks. .Most enemies who take on a monk expect to get a few
After all. it's not money that's the root of all evil: it's the punches or kicks for their trouble. So when flames,
love of money. So if you just like money- you know. as cold. and thunder come streaking toward them instead,
a friend- then it's all good! Many Acq Inc franchises ac- they'll never know what hit them. As a monk of the Way
tively try to recruit monks into entr epreneurship. know- of the Four Elements, you combine the striking power
ing of their reputation for versatility both in and out of of a typical monk with the versatility of a wizard. Espe-
combat. lfyou hail from a particularly profitable monas- cially in a franchise without a dedicated combat spell-
tery, you won't need to be convinced of the benefits of a caster. you r elemental affinity comes in handy.
w ell-run business- you'll already be on board.
WAY OF THE KENSEI
COMMERC IAL MONASTERIES Monks following the Way of the Kensei often appear
to care more about their weapons than they care about
dlO Monastery
the people around them. Because they do. As a monk
Monastery of the Eternal Spirits (legendary distillers)
following that tradition. you make a perfect fit for a mar-
2 House of the Upright Arches (creators of quality
tial-focused franchise. Your skill with weapons makes
footwear) you an asset in combat, and your practical knowledge
3 Dome of the Curious Quill (makers of parchment, makes t rading in arms a natural sideline. For you. battle
ink, and writing quills) is business and business is always booming.
4 Crystal Bastion (makers of crystal goblets and
ornaments) WAY OF THE OPEN HAND
5 Monastery Actuary (underwriters of reasonably It's always nice to have someone in a franchise who
priced insurance policies)
can slap an enemy so hard that they shrivel up and die
several days after the characters have left town and
6 House of Hot Ki (delicious barbecue take-out)
arranged their alibis. As a monk following the Way of
7 Sage's Retreat (custom research services)
the Open Hand. you know that others think of you as a
8 Monastery of the Wayward Grape (vintners of fine mysterious figure. You might sit by yourself for hours
wines) on end, humming strangely. You might say weird things
9 Spider's House Retreat (drow trainers of giant spi- that you expect others to treat as great wisdom. Frankly,
ders as mounts and companions) as long as your fellow franchi sees can count on you to
10 Hall of Mysteries (investigators for hire) break skulls when necessary, you can probably get away
with anything.
NONTRADITIONAL TRADITIONS
WAY OF THE SUN SOUL
The diversity of monk traditions makes those traditions Many benevolent monks have a reputation for being all
different from each other in abilities as well as in atti- punching and sunshine. As a Sun Soul monk. you epit-
tude. And since an Acquisitions Incorporated franchise omize this reputation. Except for the benevolent part.
runs mostly on attitude, it's important for the philosophy Whenever a fight is in need of area-effect damage. your
of a monk's monastic tradition to mesh with the philoso- fellow franchise members understand that you're their
phy of the franchise. best friend in the world. And if your reputation for ex-
ploding in anger (literally) makes for easier negotiations
WAY OF SHADOW
with suppliers and business rivals, so much the better.
Monks following the Way of Shadow fi ll an important
role in an Acq Inc franchise: that of an infiltrator. As
a shadow monk, you're likely more adept than even a PALADIN
rogue at moving around without being seen, slipping My companions did what!? The screams could be heard
into dangerous places unnoticed, and getting away with
from howfaraway!?
no one the wiser as to what you've stolen. And it's a
safe bet that your fellow franchisees will quickly learn
to search the shadows before they say something they When many hear "paladin," they can't help but envision
don't want you to hear. a knight in shining armor, helping innocent people in
distress and living a life of utmost virtue and chastity.
WAY OF THE DRUNKEN MASTER Yawn. In the world of Acquisitions Incorporated, at least
The most dangerous adventurer in the room is the one some small part of a paladin's dedication is focused on
that no one knows is an adventurer. As a monk who the code of business. Morals and ethics are all good. But
follows the Way of the Drunken Master, you excel at an Acq Inc paladin knows that nothing puts food on the
keeping your true threat level under wraps. Your ability plates of the poor and roofs over the heads of the dispos-
to literally spend days hanging out at the tavern and sessed better than cold. hard cash.
never be noticed makes you a valuable addition to any And virtue and chastity are more guidelines than
franchise that needs to keep its collective eyes and ears rules anyway. Right?
on happenings in town. Plus. you're a guaranteed riot at
Stand up as straight as possible. Being a p~ladin.is
company parties!
mostly about posture, and most people don t realize
that. Evi l drow sl ouch , but in t his house, we are
C llAPTE R 3 I PLAY ER OPT I ONS turgid to the point of discoml'ort ! . ,
-Donaar Slit zen
PERSONNEL BODYGUARD fix those problems as only you can. You excel at remain-
All life is sacred. Well, some lives are sacred. Okay, fine. ing calm and attacking each challenge logically and
The people you protect are sacred. On certain days, deliberately. Especially comforting to your teammates
everyone else is negotiable. As an Acquisitions Incorpo- is your insistence on using a witty catchphrase to raise
rated paladin, you are dedicated to the protection of your their spirits in the midst of the greatest danger. Your
fellow franchisees out of loyalty and duty- and because companions take great pride in your catchphrase, even if
you can't earn all that sweet coin on your own. they're too shy to admit it.
ln your role as the party's bodyguard, your unmatched
training and sense of honor drive you to take untold risks LEGENDARY CATCHPHRASE S
as you put others' lives before your own. Your heavy d8 Catchphrase
armor is as fearsome as your heavy morals, and your Looks like this is the end. So let's go back to the
healing ability, bonuses to saving throws, and lack of fear beginning.
create a trifecta of comfort. Your natural leadership role 2 There's only one way out of this pickle, and that's by
also comes into play, as the squishier members of your breaking a few jars!
party come to rely on your presence and protection. 3 Looks like trouble has some vacation time coming
T HINGS BEST L E FT U NSAID up. So let's book it a nice inn.
Every character has a few private matters they'd rather 4 We've got a real game of cat and mouse here ... so
not share, but the truth-and-honesty stakes usually ar- it's time to eat some cheese.
en't as high for others as they are for a paladin. If there's 5 Is that al l I've got?!
any extra drama in your life, chances are it stems from a 6 It's always darkest before the dawn, except when the
terrible secret in your background that you need to con- moon is fu ll. So let's moon!
stantly struggle to keep. What'll happen if your friends 7 We might be beaten, but we're not beaten! Because
and allies learn of your dark past? How might a sadistic "beaten" means different things in both those con-
DM put pressure on you throughout the unfolding story texts!
to keep your secret at all costs? 8 "Surrender" is my middle name, but it was a family
thing and I never use it!
TERRIBLE SECRETS
d6 Secret
Before taking your paladin oath, you accidentally
publicly humiliated a good friend. You have sworn to
THE PALADIN AS FIXER
make it up to them, desp ite them wanting nothing to
do with you.
2 You took another person's identity to escape the law
in your younger days-and quickly came to realize
that this person was far cooler than the real you. If
anyone finds out your true identity, your reputation
will suffer.
3 You were the child of nob les who were found guilty of
stealing vast sums from the ir subjects. If your iden-
tity is discovered, you might be hu nted down. But you
might also be in line for a massive inheritance.
4 You once belonged to an organization that was even-
tual ly banned because a typo in its name made it ap-
pear seditious. If anyone discovers this, you run the
risk of being mistaken for an enemy of the realm.
5 You made a deal with a fiendish creature to escape
troub le or save another character's life. Emissaries
of this fiend appear occasionally to tell yo u that the
paperwork regarding the debt you owe is temporarily
lost, but they're working on it.
6 You owe an enormous amount of money to a fo rget-
fu l and amoral person. So far, that person has made
no sign of wanting you to repay the debt, and you
have no idea what to do about that.

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

CHAPTER 3 I PLAYE R OPTION S


.
Rangers like to work alone • but it is c onvenient h
oth w en
ers are around to d r aw the arrows to themselves.
SOW I NG YOUR OATHS
- Morga:m
The oath that you take (or break) as a paladin defines
your character as a center of moral authority in the
world. And that works just fine in an Acquisitions Incor-
channel your natural proclivity for protectiveness into a
porated campaign, albeit with a few minor adjustments.
razor-sharp focus on the franchise. Pure profit is never
OATH OF CONQUEST an end in and of itself, but whatever deep-seated per-
Most paladins who take the Oath of Conquest consider sonal goals you only ever talk about in the dead of night
martial subjugation the ultimate form of defeat for an over a dying fire, those goals need financing.
enemy. You have a wider view, though, and are able Your role as a defender and a controller of problems
to embrace monetary or business-related conquest as makes you a natural leader for sure. Your sense of
equally fulfilling activities. Ts a business rival really all selflessness and integrity can help shape and guide the
that different from a rampaging dragon? Both are dan- more unscrupulous business plans of your allies. Like-
gerous and antisocial, and both sit on a hoard of wealth wise, the other members of your franchise might panic
that could be yours i f you're brave enough to take i t. when that crate of figurines of wondrous power you ac-
quired turns out to all be self-activating obsidian steeds.
OATH OF DEVOTION But you bave the steady nerves and earnest resolve to
As a paladin devoted to the ideals of order and justice, revert and revise any pear-shaped plans.
you're in a perfect position to guide your franchise to
ANIMALS ARE EVERYWHE RE
great ends-even as you make an excellent foil for the
less-savory plans of your fellow franchisees. Your insis- The balance of nature is no less strong within civiliza-
tence on dealing with business partners fairly, honoring tion than it is in the wilds, and the streets and sewers of
legally signed contracts, and promoting the general wel- towns and cities are their own thriving ecosystem. As a
fare of the world helps you cement your franchise's repu- ranger who spends par t of your time in urban settings,
tation as a group worth dealing with. It might just take a you quickly learn to seek out the companionsh ip of some
little bit of convincing for your fellow party members to of the many beasts that inhabit those settings.
see things your way.
U RBA N BEA ST FRIENDS
OATH OF VENGEANC E dlO Beast
The fury brought to bear by an Oath of Vengeance Rat
paladin fits well into most Acquisitions Incorporated 2 Pigeon
campaigns. Those who break contracts, renege on 3 Skunk
deals, fai l to repay debts, or otherwise break their word 4 Crow
can expect a visit from you in your role as the executor 5 Raccoon
of vengeance. And if your fellow franchisees can make
6 Possum
a bit of profit by picking up the pieces when your job is
7 Snake
done, then everyone's happy.
8 Toad
9 Giant beetle
R ANGE R 10 Lizard
All that is gold does not glitter. But frankly, ifyou've got the
choice, take the glittering gold every time. That nonshiny No WEAPONS ALLOWED

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)

C HAPTER 3 J PLAY ER O PTTO'IS


P LACES TO Go HUNTER
As you do those rangery things you do. you've had the Whether in the wilds, in the cities, or in the wide ex-
opportunity to travel to many exotic and exciting locales. panses in between, your specialized combat training as
But there's one place you just keep coming back to. a Hunter ranger makes you a stalwart defender of your
franchise and your party. On a mission, you take a lead
P OINTS OF I NTEREST role in dispensing with threats. Jn a social encounter,
d8 Point of Interest you stand at the back of the room and look dangerous.
A secret cove a few hours' north of town that is a Just focus on a bit of sensitivity training to counter your
predator's instincts and you can be the definitive Acqui-
known meeting spot for pirates.
sitions Incorporated employee- looking smart in a busi-
2 A sewer system underneath the local guardhouse.
ness suit one day, and hacking up enemies the next.
3 The quaint settlement where you grew up, and where
you send most of what you earn adventuring. MONSTER SLAYER
4 A caravan of merchants and sellswords that follows a The nightmare creatures that haunt the world are more
regular route across the land. of a threat to an Acquisitions Incorporated franchise
5 A temple built to honor a dark god, long abandoned. than they are to other people. Because frankly, other
6 The final resting place of the ranger who trained you. people have less to lose. Sometimes monsters guard vast
7 The shady market known as Gort Jorkle's Afflicted amounts of treasure just waiti ng for acquisition. Other
Finery. openly and proudly selling the most illegal times, they're in the employ of a business rival looking
to acqu ire your wea lth, your blood, or your soul. No mat-
things imaginable.
ter how dark the adventure gets. your role as a Monster
8 An unnamed hill where a ruined tower appears at
Slayer makes you the best offense and defense against
midnight, then vanishes again at dawn. whatever stands in your franchise's path to success.

A WIDE R ANGE OF T A L ENTS ROGUE


No matter whether a ranger ranges in the crowded city
Tknow you went through all those documents pretty
streets, the trackless wilderness, or the most desolate
and confounding planes, all ranger archetypes can find quickly. And now you're probably askingyourself. "Wait ...
a place in an Acquisitions Incorporated campaign. did Tsign six addenda or only five?" So you've got to ask
yourself one question. "Do I feel properly contractually rep·
BEAST MASTER
Any Beast Master understands that a beast companion resented?" Well? Do you. punk?
is far more diligent, friendly, and reliable than most
people. This might be doubly true in an Acquisitions In- A rogue is often the backbone of any successful adven-
corporated campaign, where if you fall in combat, your turi ng party, providing an ample amount of martial
companion isn't going to assess the resale value of your prowess, a diverse skill set. and a pat on the back for a
gear versus the cost of the potion of healing it'll take to job well done (with or without a dagger in it). In an Ac-
revive you. Even in an urban setting, a beast companion quisitions Incorporated franchise, a rogue's talents are
makes a solid ally, serving as a guard or a scout when even more in demand. Not only is the rogue the first one
you're skulkin g around places you shou ldn't be. into the dragon's lair and the last one out (after securing
away the choicest bits of treasure first), but their keen
G LOOM STALKER eye for deta ils and their practiced social skills make
Gloom Stalkers are often best known for their work in them equally invaluable in the boardrooms, the tap·
the Underdark, but shadows are shadows wherever they rooms, and the back alleys where business gets done.
occur. As a Gloom Stalker ranger, you find solace and
refuge in dark alleys. dimly lit back rooms, and the shad- CORPORATE ESPIONAGE
owy corners of any corporate boardroom. Moreover, In the world of Acquisitions Incorporated, dangers are
your expertise as a skulker and an ambush predator fits as likely to be contractual as physical. Avoiding a trap's
right in with most franchise business models. pressure plate in a dungeon is good. Avoiding an awk-
ward social situation might be even more important.
HORIZON WALKER Explosive runes warding a treasure chest go off once,
Every Acquisitions Incorporated franchise needs to be maybe no one spotted them. big deal. But a rogue who
ready to travel at a moment's notice. with franchisees notices a carefully worded legal trap in a contract can
always rushing headlong into the next amazing oppor- save their franchise from lasting harm- and a rogue
tunity. As a Horizon Walker, you're a master of travel, who can insert such details into someone else's contract
blazing trails into unknown realms by passing through is worth their weight in performance bonuses.
the even-more-unknown realms of the planes. Whatever
path your franchise walks. your combat and magical SIGN OF SUCCESS
skill helps ensure a safe journey for you and your com- Every rogue has a story about that one big score. With
panions. Moreover. the unknown reaches of the world enough ales and a bit of prompting, you can easily be
are the best places to find new resources, and no one convinced to tell the tale, highlighting all the drama and
knows more about the unknown than you do.

C H APTER 3 I PLAY E R OPTIONS


"·s a little misleading
I h t "rogue '
Personally, 1 fee t ah h e of us who follow a More advanced talents, however, are generally taught
· \" t at t OS d
as a term. lt i~p ies ward life can all be groupe through one of the many criminal guilds that crop up
more . . : eclectic path t~hat works with m~st other in towns and cities throughout the land. As an Acquisi-
into a single category. ' ood at one thing. But tions Incorporated rogue, you definitely left your guild
" . ns because they re g in order to join a franchise, for no rogue can serve two
proress10 h.
? l'm good at everyt ing. lk the town guard? masters. At least not officially.
rne. t sweet-ta
You need someone o ti e governor? Easy peasy.
1 personate 1 ? FORMER GUI LDS
l'm your guy. m . \?Tl row a dinner party.
Hit the streets for int~ . r~ erty reassignment? d8 Guild
.E gage in a clandestine p p • ·vingyou trouble? The Tumble Dumplings, an all-halfling guild whose
n . And if someones g1 cover identities are acrobats
Done and ?one. h 'II be no trouble to me. . .
Well, let's iust say t . ey _ y tan 2 The Char Hawks, whose front operation is a well-
known cleaning service
3 The Flattering Butchers, known for their sales of dis-
count meat of un known provenance
4 The Profane Pilferers, who leave lewd calling cards at
derring-do. But the tale is so much better for the tell ing
if you can highlight it with visual aids. the scenes of their crimes
You carry a trophy from that big score, which you 5 The Undead Rangers, whose cover is that they have
pull out when the occasion demands or when you need nothing to do with rangers or the undead
a reminder of your own skill and luck. Sure. if anyone 6 The Loyalists, ironically known for breaking contracts
found the item on you, there's a good chance you could at an alarming rate
be arrested and convicted of the crime that procured it. 7 The Robust Vultures, who make use of flying magic
But that's part of the excitement. right? fo r specialty jobs
8 The Quick and the Fred, who all use "Fred" as an
FAVORITE TROPHIES
alias
dlO Trophy
The handkerchief of a noble's paramou r, with thei r ROGUES OF A D IFFERENT FEATHER
initials sewn into it as well as the date and the place
Each of the many archetypes of the rogue offers a vari-
the gift was given. Perfect blackma il fodder.
ety of features that can prove a boon to any Acquisitions
2 A silver goblet from the kitchens of a castle in a
Incorporated franchise. You might enjoy making a
wealthy land. It still smells of the wonderful burgundy
scene, or you might prefer to pass unseen. You might
that was in it when you stole it. eliminate your foes in the most public way possible,
3 A gold-tipped foun tain pen stolen from the breast or prefer to deal with all problems behind closed (and
pocket of a royal wizard. preferably soundproofed) doors. Either way, your talents
4 A piece of intricately woven curtain you had to cut to make you the invaluable linchpin of your franchise's
escape a mayor's manor after stealing their valuables. operations.
5 A gray cat with white feet, once the pet of a rich mer-
ARCANE TRICKSTER
chant's spoiled child. She almost blew your cover.
What does an adventurer who has all the tricks of a
Now she knows when to keep quiet, and she's great
rogue need? Even trickier magic! As a rogue of the
at catching mice.
Arcane Trickster archetype, you supplement your
6 A small statue of a ballerina, broken off from a mar- dexterous abilities with spellcasting derring-do. Es-
ble fountain in a city from which you're now banned. pecially against competitors and enemies who don't
7 A serpentine lapel pin set with tiny diamonds, which know the full extent of your abilities. you make a most
you s lipped off the chest of a noble whose fete you daunting foe.
finessed your way into.
8 The solid-gold hammer holy symbol of that one rude As SAS SIN
blacksmith who refused to fix your sword. Working as an assassin within an Acquisitions Incor-
9 A ful l potion bottle from the temple of Oghma, porated franchise can be rewarding. Because even as
good as the rest of your franchise mates are at killing
marked "Drink in case of emergency." So fa r, no one
things. you take that art to the next level. Your top-notch
has dared you to drink it.
infiltration and disguise skills mean that you'll always
10 A cracked mirror from a mystic's tower, which some- be keeping busy. But if you're one of those "You know
times shows you a glint of another realm in one of its too much, I have to kill you now, it doesn't matter that
shards. 1 was only asking for directions"-type assassins, you
might find that your inherent bloodlust needs to be fo-
OLD BUSINESS TIES cused to the subtle enterprises undertaken by the best
Many rogues learn their initial skill set through the franchises. So keep calm. Or if you can't, at least keep
school of necessity, forced to steal or kill to survive. the killing quiet.

CHAPTER 3 I PLAYER OPTIONS


lNQUISITIVE
SORCERER
As an inquisitive, your eye for detail and insightful
demeanor complement the skills of the more martial Yes, that's a fine idea. We should totally put that to a vote.
members of an Acquisitions Incorporated franchise. Hey, that's weird- my hands are starting to glow. ls anyone
Your powers of deduction make it clear that you're the
else seeing that?
obvious choice to lead your franchise, and you are an
able operative in the field as you provide valuable infor-
mation for ongoing operations. You also have a knack A sorcerer's use of magic runs the range from chaotic to
for finding weaknesses in enemies- not only in combat, catastrophic- which suits the style of many Acquisitions
but in a rival's business plans as well. Incorporated franchises alarmingly well. When a loud
and emphatic marketing statement needs to be made
MASTERM f ND using magic, trust a sorcerer to do the talki ng. And with
Planning, tactics, misdirection, intrigue, sneak attack: natural charisma powering their magic, a sorcerer also
it's like the rogue mastermind was specifically built for makes a good public face for a franchise, with their
an Acquisitions Incorporated campaign. Your formida - darker or more chaotic tendencies either hidden or am-
ble social skills translate perfectly well from the street plified depending on need.
to the boardroom. and your ability to read your foes and
THE BURDEN OF LEADERSHIP
rivals clearly makes you the best choice for franchise
leader. Unfortunately, your equally practiced ability to Your natural charisma makes you the obvious choice
read your allies means you'll know which of them see to be the leader of your franchise. Others look to you
themselves as leader. Good thing that's a problem you're constantly for inspiration, even if they're afraid to show
perfectly equipped to handle. it. And that's a good fit for you. because if you can tell
others what to do and have them listen to you. it's easier
SCOUT to give the most dangerous frontline tasks to them while
Though many scouts are more comfortable in the wild. you cast from the back and reap the rewards.
the lessons you've learned in the wilderness offer a sur- With great profit comes great responsibility. however,
prising amount of utility when you're working in cities and it's important to let the other members of your fran -
and towns. Whenever the party needs to go out and chise know that they have a place where their opi nions
engage in some acquisition work, you're al the front of matter. lt's a place beneath you, sure, but good ideas
the group, literally and figuratively. Your skills in sur- often trickle upward. It's surprising how often a sug-
vival and ensnarement translate nicely to the civilized gestion made by an underling turns out to be exactly
world, where it's just as much of a challenge to ambush what you were planning on thinking all along. And your
a competitor's caravan as it is to deal with a goblin understanding of chaos tells you it's easier by far to deal
raiding party. with the so-called law when you have a strong team at
your back. Or, even better, at your front, so they're the
SWASHBUCKLER ones drawing attention to themselves if things go bad.
The one-on-one fighting style of a swashbuckler is a
perfect fit for the stylish bravado that befits an Acq Inc FOCUSING WITH FLAIR
franchise. Your mobility, audaciry, and charm offer ver- All sorcerers rely on an arcane focus through which
satility in any number of situations. from infiltration, to they channel their magic, but traditional focuses lack a
theft, to fleeing the city guards when the infiltration and singular style. Staffs. orbs, wands, blah, blah. You like to
theft goes bad. Moreover, your social skills make you do thi ngs differently.
equally effective in and out of combat. However, your
love of showing off means that you might have to work UNUSUAL ARCANE FOCUSES
at not turning every social encounter into a combat en- dl O Focus
counter just because you can. A stuffed weasel with fake diamonds for eyes
2 A rare gold coin that sparkles as you cast
THIEF
3 A copper belt buckle created in your own likeness
For most people, Lo be called a thief is among the grav-
4 A pair of silver spectacles whose lenses change color
est of insults. For an Acquisitions Incorporated rogue,
based on the school of spell you're casting
it's a compliment. You're able to look out for yoursel f in
combat, but arc smart enough to instead style yourself S A well-preserved sausage that smells delicious to you
as the expert who gets out of trouble just as easily as and any other creature nearby
rhe rest of rhe party gets into it. Whether you're picking 6 A gold harmonica that cranks out a dramatic tune
locks at speed on the way out of a noble's estate or mas- when you cast
tering the operation of a strange magic device before it 7 A shrunken gnome head that blinks and sticks its
burns your headquarters to the ground, you r fellow fran- tongue out occasio na lly
chise members always know how lucky they are to have 8 A polo mallet carved in the shape of the tarrasque
you around. And with your special skills, you'll be able 9 A flask of liquid that changes color each time you cast
to make sure they show their appreciation financially- 10 The antler stub of a peryton, decorated with nymph
whether they know it or not.
hair and pixie dust

CH \PTF.R 3 I PLAYER OPTIONS


P ERSONAL MAGIC master of everything you set your mind to. Adventuring,
When you cast a spell, you go all in, channeling that espionage. taking credit for your franchise·s success-
magic through body and soul. Often, leftover magic from you do it all. And if you ever find yourself out of your
a casting manifests as a residual effect that can build depth. you're quick to establish that you·re not actually
up over repeated uses of your spel Is and can trips. Some out of your depth at all. You've totally got this!
residual effects are subtle. Others are obvious to the
SHADOW MAG IC
point of distraction. But any such effect might eventually
become a kind of spe!lcasting signature, ensuri ng that As a shadow sorcerer, your mysterious connection to the
Shadowfell makes you a master of social encounters.
everyone knows the tenor of your magic as well as they
know your name. The sinister laugh, the glowing eyes nothing makes a
clutch negotiation session go quicker. And when negoti-
RESIDUAL MAGIC
ations reach an impasse. your connection to the shadow
world makes you a valuable t0ol for spying, infiltration.
dlO Effect
security. and. of course, killing.
A smell just slightly less noxious than troglodyte
musk wafts off you from time to time. STORM SORCERY
2 At random, your voice shifts three octaves higher or Harnessing the energy of wind and lightning makes you
lower than normal. great fun in combat. But as a storm sorcerer, you have
3 You r hai r changes color for 1 hour. If you don't have even greater utility when your franchise travels overland
hair, you grow silver hair that las ts fo r l hou r, then or across water for business, as you shield allies and
fal ls out. important cargo from inclement or dangerous weather.
And sure, those allies harp sometimes about your oc-
4 At random, your speech and movement suggest that
casiona l bouts of rage and your proclivity for blowing
you are blind drunk.
things up first and asking questions later. But you take
5 Your eyes glow for 1 minute, cycling intermittently
it all in stride. because it's not like you have a temper
through red, blue, and green. or anything.
6 Sometimes when you deal damage to a creature, a
disembodied voice near you shouts out, "Boo yah!" WILD MAG I C
7 Blood momentarily drips from your ears and eyes. In business, an element of unpredictability is the best
8 Your fingernails grow out to gnarled talons. This means of keeping your franchise one step ahead of the
new growth falls off after 10 minutes or if you touch competition- and nobody brings unpredictability like
something. you do. Business plans and long-term strategies are all
good, and kudos to your teammates for all their hard
9 Intermittently, any somatic components for spells
work on that stuff. But when a plan needs subtle refine-
you cast take the form of violent coughing.
ment based on unexpected developments in the market-
10 For 1 minute, you are 6 inches shorter or taller than place. you·re the one who'll thoughtfully tear that plan
normal. up. burn it to ash. and just wing it.

ORI G I N S MAKE THE S O RCERER WARLO CK


Each sorcerer draws their power from different sources,
No.you don't understand. My magic exists outside of any
based on their lineage or their connection to the m ulti-
verse. Your own lineage defines much about your place known reality. I wield the power of an entity that dwells be-
in the world and your approach to magic, and can help yond space and time. Clear!)!, none of the profits created by
you establish your connection to your Acquisitions In- that magic are taxable in this realm.
corporated franchise.

DIVINE SOUL A warlock can be an authoritative as!>et to an Acquisi-


As a divine soul, you have a special place in your fran- tions Incorporated franchise, as their known association
chise.just as with the child of a wealthy business owner with powerful otherworldly forces makes for a great
or an heir to a noble throne, your lineage and breeding starti ng point in tough business negotiations. Like-
demand respect, and it's your job to make sure your wise, a warlock·s pact is the definitive binding contract,
franchise mates understand that. Your success is or- providing a unique insight into matters of debt and
obligation.
dained by the gods themselves, and you embrace that
destiny by mastering the ways of busi ness and adventu r- The only thing you need to watch out for is making
ing, becoming the best you ca n be. sure your work-li fe balance is in order. You want to be
seen by your staff as the suave, fashionable master of
DRACON!C B LOODLINE your franchise's occult services. not the creepy weirdo
You know those people who seem to just automatically with the glowing eyes always chuckling maniacally to
succeed at everything they do, tearing through life like it yourself. As convenient as it might seem. remember that
might be cheap parchment? Of course you do-because interns are not automatically potential sacrifices. Always
you are one. As the scion of mighty dragons. you are the check the individual contract first.

CllAPTER 3 I PLAYER OPTI O NS


A di ligent, results-minded individual is contracted
to perform services for a higher-up, in exchange for
chise's operations. Wrapping yourself in mysterious
career advancement. I lave I described the perfect defensive power or tagging an enemy in the face with el-
employee, or a warlock? Yes. dritch blast are just as valuable for corporate espionage
- K'thriss Orow'b as for tomb raiding.
How you present yourself to the world at large is often
a subtle reflection of your patron. Being a member of an
ELDRITCH AFFECTATIONS Acquisitions Incorporated franchise means you have no
Being beholden to a strange, otherworldly entity gives trouble wearing suitable business apparel to make the
you a certain style that none can match. Sometimes this right impression. But whether that stylish suit is made
style takes the form of an interesting quirk that makes from fine Calimshan silk or the flayed skin of fiends is
you the memorable master of the dark arts you are. totally up to you.

OTH ERWORLDLY QUIRKS


MARKETING ls EVERYTHING
There's an old Luskan saying: "They could sell water
dlO Quirk
to a sahuagin and it would come back for a refill." And
Every meal you eat mus t involve copious amounts of
that's you in a nutshell- using the connections of your
raw onions. pact to sell your ski lls . your services, and your legend.
2 When you are in a stressful situation, you shout every The right people need to hear about you, and the wrong
fourth word you speak. people need LO be completely unaware of your e xistence.
3 You have a second set of ears that emerge and retract A good motto for you rself (and your franchise, if the
whenever you are actively listening. other characters are worthy) can be the difference be-
4 You can't bear lo touch anything valuable without tween wasted days in endless taverns waiting for oppor-
wearing gloves. tunities, and constantly filling your bag of holding with
5 When you wash or bathe, anything less than uncom- the sweetest loot.
fortably hot water feels cold to you.
6 You have to slap some creature roughly before you
COOL Monos
can get a good night's sleep. d6 Motto
7 You're just not comfortable unless your clothing fea- "I don't break even; I get even."
tures garishly contrasting colors or patterns. 2 "I'm the prophet of profit, and I've got a prediction
8 When you cast a spell, the verbal or somatic compo- for success."
nent must involve a mild obscenity. 3 "Victory is the finest perfume, and I smell delightful."
9 Your hair grows so quickly that you must cut it during 4 "Your treasure is my business."
every short or long rest. 5 "To err is human, so I'm not."
10 When people call you by your correct name, you con- 6 "I get the job done rather than thinking up fancy
stantly admonish them by telling them your correct mottos."
name.
R OBUST P ATRO N A GE
MASTE R O.F I DIOM
No matter what your pact, the process of binding your-
As a warlock, you bring every dark aspect of your dark self co power has prepared you we ll for life in an Acquisi-
path and darker calling to bear darkly on your fran-
STAND ARD DARK SPELLCASTER
FRANCHISE RULES side. And when your plans turn to profit, your franchise
• No summoning circles in the ba~hroom. partners are thankfully there to take care of all that bal-
• No "tentacle talk" during mealtimes. ance-sheet-and-coffer practical stuff. You're more about
• You must wear a gag at bedtime. That constant the big insane ideas. really.
. akes it hard for everyone else to
screaming m THE HEXBLADE
fall asleep. ~ h · As a warlock of the Hexblade, you dwell always within
• Other party members' rations are or t e1r own
. t for sacrificing to dark forces. the realm of the disturbing and the unknown. But wow,
consumption, no . I 1" is it worth it. Your ability to focus power through your
.· "The sacrament is compete.
• No more d ecIa11ng. . weapons makes you a perfect franchise enforcer. Your
. t the conclusion of every meetmg. . c. aptitude for cursing, hexes, and dark magic makes you
a b t anytime outut.
• The bloodstained ro es are no an. a skilled negotiator. And your ability to create spectral
. . f very wall in the interns makes you a personnel manager's dream.
• The i llus1on o eyes on e k 1 . ff
Now ·noc ( 1t o ·
headquarters was scary once.
WIZARD
tions Incorporated franchise. Gathering secret informa- Yes, I can getyou inside that vault. I can locate that secret
tion from the operatives of rival organizations, a bit of treasureyou·re all hyped up about. I can getyou out with
well-timed sabotage on some manufactu ring equipment, no collateral damage. I'm fine ifyou care less about the "no
or intimidating contractors into turning their backs on a
rival are all regular business for an Acq Inc warlock. collateral damage" thing. Now lets get down to business.

TuEARCHFEY The utility that a wizard brings to an Acquisitions In-


Many folk think of the fey as mysterious sylvan creatures corporated operation is obvious to franchise members,
that occasionally get up to harmless pranks. As a war- staff, clients, and rivals alike. Defensive spells, arcane
lock of the Arch fey, you know better-and are perfectly travel rituals, eldritch utility magic- a wizard does it
suited to lay the truth down whenever you can. You and al l. Plus, they'll blow things up when needed. And not
your magic exemplify the duality of light and dark, and surprisingly, things in an Acq Inc campaign need to get
your motivations are often as inscrutable as those of your blown up a lot.
fey master. This can be an advantage when rivals are try- It's easy to make the case that arcane magic is the
ing to suss out your plans. But it can be frustrating when most valuable component in any franchise business
allies start harping about, "What are you up to?", and plan or strategic road map. And as a wizard, you're the
"Why won't you talk to us?", and "Why did you kill those premium vendor of advantageous arcane services. Just
people?" Just tell them anything. It keeps them happy. make sure that staff and intern contracts have strong
language regarding the risk of friendly fire. But in the
THE CELESTIAL small print, way down there at the bottom.
As a warlock of the Celestial, you meld the powerful
magic of your class with the heavenly attitude of the ELDRITCH UTILITY
Upper Planes. Your light-infused, radiant-based power Though wizard encompasses a single class. the study of
makes it easy to establish trust among franchise mates arcane magic lends itself to a broad range of specializa-
and customers alike. That false sense of security then tion. As such. it's not enough to simply dedicate yourself
comes in handy whenever it's necessary to remind people to being the best wizard you can be. It's about figuring
that being good doesn't necessarily mean being lawful- out which wizardly path best addresses your franchise's
and that even being lawful leaves a lot of wiggle room. potential needs.
Enchanters and illusionists in the service of a fran-
TuE FIEND chise can boggle the minds of enemies and allies.
When people speak of doing deals with the darkness, Transmuters, conjurers, and necromancers ensure that
you know just what they're talking about. As a warlock franchise members always have the right tool or mon-
of the Fiend, you have a ton of experience walking the ster for the job. Abjurers and diviners can help avoid cat-
fine line between light and shadow. Or, you know, walk- astrophic events before they happen. And evokers and
ing the shadow but being pretty sure the light is over war mages? No one needs to be reminded of the simple
there somewhere. As such, you're the perfect person to yet devastating majesty of a fireball spell. Well, they
take point w hen your franchise needs to get down and don't need to be reminded more than once.
dirty to succeed.
NIGHTMARE MAGIC
THE GREAT OLD ONE Your use of magic is always clean and precise. Still, tap-
Everybody's met that one mind-addled poet at the end of ping directly into the Weave to reshape reality or burn
the bar spouting all kinds of nonsense. But only you can it to the ground has an eventual effect on the mind, and
really appreciate the truth of what they're talking about. your sleep is often haunted by a recurring nightmare
As a warlock of the Great Old One, you harness the whose indelible images you cannot shake.
power of unreality and madness for the benefit of your
franchise. You are known for consistently offering up
plans and advice that go outside the box. Way, way out- No wizard will ever take offense to a polite round
of applause from the rest of the party after a
CHAPTER 3 I PLAYER OPTIONS particularly well-crafted spell.
- Jim Darkmagic
0 LEARNING FROM THE BEST
Over the long years of study it took you to become a
wizard, the arcane master you studied under left an
indelible mark on you. Possibly a physical one. Kind or
cruel, exacting or eccentric, this teacher shaped you
during your apprentice days in profound and probably

() 0 disturbing ways. Whether a typical mage wearing a


pointy hat and dwelling in a remote tower, a bespecta-
cled bookworm lurking in a dusty library. or an eldritch
maniac with personal habits you're not comfortable
talking about, your master made you the wizard you
are today.

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

CHAPTER 3 I PLAYER OPTIONS


71
some spell slots before the rest of the party has been concealing incursions, or manifesting imaginary staff
made sufficiently invulnerable? Hey, that's what po- members to Lake the fall for your partners' misdeeds,
tions are for. your magic helps put the best possible illusory face on
your franchise.
C O NJURATION
The ability to make something from nothing is the great- NECROMANCY
est business plan ever developed- and that plan has As a necromancer. you've always had an easy time mak-
your name a ll over it. As a conjurer, your utility to your ing friends. Hah! That's hilarious because your friends
franchise knows no bounds, whether you're creating the are undead. But not everyone else in your franchise
right tool for the job, summoning creatures for scouting sees the lighter side of you r magical craft. Clearly, the
or guard duty, or using dimension door to slip away from labor-to-paid-benefits ratio of undead interns can't be
a deal gone bad. The hard part of that last one is always beat, but you need to be cognizant of the potential pub-
figuring out which of your franchise mates you'll bring lic-relations nightmare of franchise-branded zombies
with you. Who's been particularly nice to you lately? running amok. Still, if things get bad, there's nothing
like a general marketing campaign reminding local
DIV l NAT ION folk that necromancy means raise dead. Even if you
Seers and soothsayers abound in the world, but most can't cast it.
ply their trade only to take advantage of the credulous
and the desperate. You possess the true gift of the di- TRANSMUTATION
viner, able to tap into the flow of time to read portents As a transmuter, you practice one of the most subtle
of the future. Your divinations help negate the risks for forms of magic- the transfigu ration of one material sub-
your franchise, whether in business deals or dangerous stance into another. But let's be honest, your role in your
treasure extractions. And sure, working on the credu- franchise is going to be mostly about combat and ability
lous and the desperate is sometimes part of the plan. buffs, and, "Hey, why haven't you learned how to turn
But when you do it, ifs done with professional flare. lead into gold yet?" You take it in stride, though, because
you understand that the long game is entirely about you.
ENCHANTMENT This franchise needs to be transformed from a chaotic
Trust. Community outreach. Social awareness. These mishmash of dysfunctional personalities and clashing
things are important to every business, and as an en- goals into a well-tuned engine of commerce. And no one
chanter, it's your job to ensure that your Acquisitions does transformation quite like you do.
Incorporated franchise is synonymous with these con-
cepts. Whether they're actually present in the franchise WAR M AG IC
or not. When it comes down to it, having friends is an Success in business requires prudent caution and take-
equally valuable asset in adventuring and business, and charge offense in equal measure. As a war mage, your
being able to turn enemies, rivals, and angry mobs into focus on abjuration and evocation is thus a good fit for
friends even for a short while can make a difference. success. Many war mages feel it their duty to waste their
lives (sometimes literally) on the battlefield. But you spe-
E VOCATION cialize in the more subtle conflicts of the marketplace,
As an evoker, you understand the wisdom of the adage. where you can take your skills to a whole new level. You
"Speak softly and carry a big wand." As a member cast spells under pressure, never blinking in the face of
of Acquisitions Incorporated, you also know that the death or financial ruin. And when it's necessary, you can
speaking softly part is entirely optional, contractually blow up an adversary like nobody's business.Just make
speaking. When your franchise needs firepower, you sure your franchise's collateral damage insurance is all
bring the damage and spread it in flashy. dramatic fash- up to date.
ion. This works out great in the dungeon, and some-
times even at outdoor social events that don't feature
a lot of flammable buildings nearby. fn the boardroom
NEW RACE : VERDAN
or the council chamber, your skills are likely in less The verdan owe their existence to chaos. Descended
demand, but just knowing you're there can help keep and transformed from a large clan of goblins and hob-
the noble or the business magnate across the table fully goblins, those who became the verdan were simply liv-
engaged. Because as long as you are there, they know ing their lives, doing goblinoid things. But then passing
they're safe from having you burning their holdings to through the shadow of That-Which-Endures changed
the ground. them forever. Now the newest race to call Faerfin home,
the verdan do their best to find their way in an unfa-
ILLUSION miliar world.
Success in business, as in combat, can often hinge
on split-second decisions. As an illusionist, you have
mastered the art of confounding the senses, leaving . . into chaos punctua. t ed by brief
.
enemies, rivals, and customers uncertain as to what's Reality is a descent - e and so imagine
. d . whence we ai os
real and what isn't. Once you convince those around Oashes o f or e1, I h a distant outlier.
you that they can't trust what they see or hear, that's a it to be the norm rat 1e~ \danntropy back for a mere
perfect opportunity to give them your preferred version That-Which-Endures e e d I'm sorry, was that
of what's going on. Whether it's obscuring contracts, . .d the Verdan emerge .
instant. an
.
the question. ?
-K'thriss Drow'b
CHAPTER 3 I PLAYER OPTIONS
CREATED BY CHAOS THAT-WHICH - ENDURES
When the power of That-Which-Endures mutated the That-Which-Endures is a nameless, faceless, mysterious
vcrdan, their skin was turned the color of jade and their entity, something between a multiverse-spanning pri-
blood began to flow black. Their ears grew pointed, and mord ial spirit and an over-god. It represents the amoral
they gained a limited form of telepathy- but at the cost and all·encompassing power of entropy- the force that
of forgetting their history. The underground homes of unknowingly and uncaringly changes order into chaos,
and that breaks matter and time down into its component
the goblins were places of terror to the new creatures
parts so that all can be rebuilt. Some who study this entity
those goblins became. and the verdan quickly fled to the claim that it is clearly evil and destructive. Others call it
surface and into the sunlight. simply a necessary part of the cycle of death and rebirth. In
When they arrived in the new lands of the surface, the the end, though, That-Which-Endures shows precious little
verdan found that they were often mistaken for smaller, interest in what people say about it.
green-skinned half-elves. Attracting cu riosity but no real
questions, they have thus been able to make their way
emerged in culturally diverse locations. Some found
reasonably freely in the world.
themselves near dwarven strongholds. others near el-
ONGOING M U T ATIO NS ven enclaves, and others near the widespread human
settlements of FaerOn.
Because the verdan have not dwellcd long in the world,
they are still discovering new things about themselves.
Chief among these discoveries is that their physical
forms change as they age, signifying that the mutative
power of That-Which-Endures is not done with them.
The first verdan emerged from the Underdark as
creatures of goblin stature. But they soon learned that
VARIETIES OF
their kind were fated to eventually undergo a dramatic,
ADULT V£ROllN
painful, and random growth spurt that sees them trans-
formed to hobgoblin size over a period of days.
At the same time, many verdan undergo changes in
coloring as they age. Male verdan typically have little
to no hair, while females sport shocks of wiry hair that
they try to tame in a variety of styles. But the color of
any verdan's hair, skin. and eyes can transform from
their original jade tones to pale white, deep ebon, or any
other shade in between. A verdan's ears also undergo
numerous spontaneous alterations over their l ifetime,
from the typical range of point and peak seen
among the elves, to huge ears that sweep back
from the head like wings. and which are of-
ten pierced behind the head with a single
ring to keep them from flapping about.
Changes in gender are also a known
and accepted part of verdan life. These
fluid aspects of form and identity are
seen as blessings, allowing an indi-
vidual to experience more of the
world and grow in empathy and
understanding. There is no pat-
tern to any vcrdan's mutations,
as verdan from the same family
can shift in drastically different
ways. The verdan assign no cul-
tural or biological relevance to
any particular coloration. physical
features, or gender.

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

c1111r·1 rR 3 I PLAYER OPTIONS


71
Without a cultural identity or memory of their own.
VERDAN TRAITS
the verdan quickly adopted the cultural practices of
the areas into which they migrated. Still, a sense of not Verdan characters have a number of traits in common
truly belonging is felt even by verdan who have been with others of their kind.
welcomed into other cultures. They are often stricken Ability Score Increase. Your Constitution score in-
with wanderlust, keeping their possessions limited and creases by 1, and you r Charisma score increases by 2.
easily portable. It is not unusual to see individual verdan Age. Verdan reach adulthood at around the age of 24,
or whole fami lies trooping along the roads of the world and it is thought that they might live to nearly 200 years
with their tents and belongings strapped to their backs. old. However, because no verdan has died of old age
Even when they are happily steeped in a culture, the since the race's initial creation, their upper age limits
verdan remain on the lookout for oppression and curtail- remain subject to speculation.
ment of freedoms. They understand the need for laws Alignment. Verdan are generally good, although their
that protect, but they rail against laws that restrict and absence of racial identity and shared history can some-
oppress-especially those designed to protect the power times see individual verdan become untethered from
and wealth of the elite. When Jiving among enlightened any moral or ethical framework.
folk, verdan are still the first to speak out against cul- Size. Yerdan start out similar in size to the goblins
tural restraints on individuals, particularly those based they were created from, ranging from 3 to 4 feet in
on physical characteristics such as gender, race, or height. But at some point after reaching maturity, each
appearance. verdan undergoes a sudden growth spurt of 2 feet or
more. At 1st level, you are a Small creature. When you
WIDE - EYED AND CURIOUS reach 5th level, you become a Medium creature.
Speed. Your base walking speed is 30 feet.
Verdan are hungry to undertake new challenges and
Black Blood Healing. The black blood that is a sign of
absorb new experiences. When they meet other verdan
your people's connection to That-Which-Endures boosts
who have traveled to different parts of the world, they
your natural healing. When you roll a 1 or 2 on any Hit
drop everything to spend as long as possible sharing
Die you spend at the end of a short rest, you can reroll
stories and observations from their respective travels .
the die and must use the new roll.
However, their inexperience in the world and their racial
Limited Telepathy. You can telepathically speak to
amnesia sometimes lends the verdan a ki nd of inno-
any creature you can see within 30 feet of you. You
cence that works against them. Some a re credulous and
don't need to share a language with the creature for it to
easily fooled by hucksters, but most verdan have an in-
understand your telepathy, but it must be able to under-
tuition bred by empathy that helps them eventually sort
stand at least one language. This process of communi-
out those who are sincere from those who are not.
cation is slow and limited, allowing you to transmit and
VERDAN NAM ES receive only simple ideas and straightforward concepts.
Persuasive. Your people's Jack of history makes you
The oldest verdan names spring from goblinoid tradi- trustworthy and humble. You have proficiency in the
tions. but more recent names reflect the character of Persuasion skill.
the d ifferent cultures these folk have encountered s ince Telepathic Insight. Your mind's connection to the
coming out into the sunlight. When a group ofverdan world around you strengthens your will. You have advan-
live near dwa rves, they might take on more dwar- tage on all Wisdom and Charisma saving throws.
ven-sounding names, only to change those names when Languages. You speak, read, and write Common,
they wander into a human area. A verdan is also not hes- Goblin, and one additional language of your choice. This
itant to change their name as their physical appearance language typically has some connection to one of the
changes-or, indeed, whenever the mood strikes them. areas or cultures that has been part of your life.
Verdan make no differentiation between male, fema le,
and family names, and often eschew family names
altogether.
NEW SPELLS
Magic is power and power is profit- which makes
Verdan Names: Bronn, Crahma, Dola r, Dreeda, Duglee, spellcasting just another part of the expansive business
Gruvald, Hulm,Jeal, Kato, Klesh, Korm, Lathi, Ovlig, model of Acquisitions Incorporated. Magical research
Paracii. P its, Praet, Promul, Reezni, Ri n, Shylk, S lyra, and development is a big part of day-to-day operations
Soito, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, at Head Office, whose spellcasting staff toil day in and
Tubyna, Varr, Veriga, Wraq, Wu ral, Wurxee day out to come up with the very latest in eldritch im-
provements.
UNDERLYINC IMPROVEMENTS Many of their developments remain closely guarded
When a verdan character gains an ability score improve- secrets, known on ly ro the company's highest-ranking
ment at certain levels, that increase can be tied to a phys- employees, and ready to be whipped out at a suitably
ical mutation at the player's determination. A boost to dramatic moment. But every once in a whi le, a unique
Strength might be accompanied by a growth spurt and the spell makes its way through the ranks of the company's
develo pment of rippling muscle, while an increase in Intel-
ligence might produce a stylishly large forehead.

I don't do magic. I am magic. .


CHAPTER 3 I PLAYER OPTIONS -Jim Darkmagtc
71
./1i 11:1 m11.111(· m1°.J.J1"/e is an anc ient and powerful
casters and into the world at large. Some of these sp~ll. as w ell as being the name of my band in
spells are alterations of old classics, wh ile others Wizard Academy.
bend the magical energy of the multiverse in new and
- Jim Darkmagic
exciting ways.

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

C: ll1\PTER 3 I l'U\YE R O PTIO NS


75
· I ondered how he
When I met Jim Dar k magic, w . I d
n thiner done in that outfit. I have since ear~e
got a y o . I . I e standing and talking. ROYALTY COMPONENT
that most ofh1s ta ents anvo v
His outflt is perfect for that. Jim Darkmagic's unique brand of spellcasting mixes ar-
-Morgren cane expertise with a particular kind of pecuniary fervor.
New spells originally developed by Jim spawned a new
type of spell component, which has since spread to other
spells created by employees and franchisees of Acquisi-
GIFT OF GAB tions Incorporated: the royalty component.
2nd-level enchantment To cast a spell that employs a royalty component (in-
Casting Time: I reaction, which you cake when you cluding using a spell scroll or other magic item that stores
such a spell), a caster must have sufficient funds on their
speak to another creature
person. The cost of the casting is set by the caster who
Range: Self creates the spell, but is typically l gp per spell slot level.
Components : V, S, R (2 gp) When the spell is cast, the royalty is magically transported
Duration: Instantaneous to a coffer or other object designated by the creating spell-
Jim Darkmagic is said to have invented this spell, origi- caster. This payment is made whether the caster using the
spell is aware of the royalty component or not. If the caster
nally calling it I said what?! Have you ever been calking
does not have sufficient funds, the spell is not lost but it
to the local monarch and accidentally mentioned how cannot be cast.
their son looks like your favorite hog from when you Though many casters have tried to circumvent the roy-
were growing up on the fami ly fa rm? We've all been alty component, none have ever fully succeeded. However,
there! But rather than being beheaded for an honest slip it is said that a character can attempt a DC 15 Intelligence
of the tongue, you can pretend it never happened-by (Arcana) check while casting a spell with a royalty compo-
ensuring that no one knows it happened. nent. With a successful check, the payment is taken from a
When you cast this spell, you skillfully reshape the random creature within 10 feet of the caster, without that
memories of listeners in your immediate area, so thac creature's knowledge.
each creature of your choice within 5 feet of you forgets
everything you said within the last 6 seconds. Those choice that you can see within 30 feet of the coin must
creatures then remember that you actually said the succeed on a Wisdom saving throw or be distracted for
words you speak as the verbal component of the spell. the duration. While distracted, a creature has disadvan-
tage on Wisdom (Perception) checks and iniciative rolls.
INCITE GREED
3rd-level enchantment JIM 'S MAGIC MISSILE
Cas ting Time: 1 action /st-level evocation
Range: 30 feet Castin g Time: I action
Components: V, S, M (a gem worth at least 50 gp) Range : 120 feet
Duration: Concentration, up to I minute Components: V, S, R (I gp)
When you cast this spell, you present the gem used as Duration: Instantaneous
the material component and choose any number of crea- Any apprentice wizard can cast a boring old magic mis-
tures within range that can see you. Each target must sile. Sure, it always strikes its target. Yawn. Do away
succeed on a Wisdom saving throw or be charmed by with the drudgery of your grandfather's magic with this
you until the spell ends, or until you or your companions improved version of the spell, as used by Jim Darkmagic!
do anything harmful to it. While charmed in this way, You create three twisting, whistling, hypoallergenic,
a creature can do nothing but use its movement to ap- gluten-free darts of magical force. Each dart targets a
proach you in a safe manner. While an affected creature creature of your choice that you can see within range.
is within 5 feel of you, it cannot move, but simply stares Make a ranged spell attack for each missile. On a hit. a
greedily at the gem you present. missile deals 2d4 force damage to its target.
At the end of each of its turns, an affected target can lf the attack roll scores a critical hit, the target of that
make a Wisdom saving throw. If it succeeds, this effect missile takes 5d4 force damage instead of you rolling
ends for that target. damage twice for a critical hit. If the attack roll for any
missile is a 1, all missiles miss their targets and blow up
JIM'S GLOWING COIN
in your face. dealing I force damage per missile to you.
2nd-level enchantment At Hiiher Levels. When you cast this spell using a
Casting Time: I action spell slot of 2nd level or higher, the spell creates one
Range: 60 feet more dart, and the royalty component increases by 1 gp.
Components : S, M (a coin), R (2 gp) for each slot level above I st.
Duration: I minute
Of the many tactics employed by master magician and
renowned adventurer Jim Darkmagic, the old glowing
coin trick is a time-honored classic. When you cast the . eech by Jim and it w~s
spell, you hurl the coin that is the spell's material com- rd a motivational sp 1·" \.Vhat does Omin
ponent to any spot within range. The coin lights up as I once Iiea . scconds of my 11e.
if under the effect of a light spell. Each creature of your the worst ninety 'l . s
see in him. anyway. _Walnut Dankgras
C H A PTE R 3 I PL\YtR OPTIONS
. ..
At Acqu1s1t1ons I ncorpora te d '.you inquire-and we
MOTIVATIONAL SPEECH .. "'. For more than a decade. other ,people have
acqu11e
3rd-level enchantment had things you've really wanted, a1~~ we ve ~o~e
Casting Time: I minute over there to get those things eve~ ii they d1dn ~ want
Range: 60 feel us to do that. i:vpically, t?ey do~.. t. ~~t we do~ .t d
Components : V work for them. we work for you . ~eve acqu11~ d
Duration: l hour
it all, but we specialize in staffs. gems, and stone
You address a llies. staff, or innocent bystanders to ex- .
weapons of great 1ineage..ve
\u do applv • a reasonable
hort and inspire them to greatness, whether they have surtax for rods. because rods. It's been a pro?lem.
anything to get excited about or not. Choose up to five This is Acq lnc in a nutshell: [~elenses_11egot1able.
creatures within range that can hear you. For the dura- JV\.erchandisc plentiful. Franchises available ..
tion, each affected creature gains 5 temporary hit points -Omin Oran
and has advantage on Wisdom saving throws. If an
affected creature is hit by an attack, it has advantage on
the next attack roll it makes. Once an affected creature
loses the temporary hit points granted by this spell, the
spell ends for that creature.
DRAN ENTERPRI SES
At Higher Le vels. When you cast this spell using a
spell slot of 4th level or higher, the temporary hit points Dran Enterprises is the biggest rival of Acquisitions In-
increase by 5 for each slot level above 3rd. corporated- and has the strongest possible connection
to that august organization. Founded
FACTIONS AND RIVALS by a false version of Auspicia Dran
(Omin Dran's sister. claimed by the
Other books detail the many power groups and factions creatu re known as the Wandering
that operate in FaerOn and the Sword Coast (including Crypt), Dran Enterprises has a
the Sword Coast Adventurer's Guide). But a number of well-established goal of wanting to
new factions and entrepreneurial enterprises are centra l take over Acquisitions Incorporated
to an Acquisitions Incorporated campaign- starting at any cost. even as the organization
with the group that an Acquisitions Incorporated cam- profits from the endeavors of Acq Inc
paign is actually named after. employees and associates. Dran En-
terprises' strategy for accomplishing
ACQUISITI ONS INCORPORATED this goal is built around providing adventuring services
Sometimes a group of heroes comes together in a way even more ruthlessly and efficiently than Acq Inc. Hos-
that changes the paradigm forever. A group so magnif- tile takeovers, brutal rounds of downsizing, corporate
icent, so powerfu l, so larcenous, that adventuring has espionage, and highly unethical behavior are just the
never been the same since. For most obvious of the company's many tools.
years now, that group has been Ac- With the death of the false Auspicia, Dran Enterprises
quisitions Incorporated. was taken over by Omin's other sister, Portentia. who
The brainchild of company had operated in the shadows of the organization for
founder Ominifis Hereward Dran, some time beforehand. Certain personal secrets no
Acq Inc has cons istently maintained doubt drive Portcntia's single-minded focus for Dran
a position at the bleeding edge of Enterprises, but those have yet to be revealed. (To most
adventuring technology, processes, people, at least. DMs can check out appendix A for more
and marketing. The staff of Acqui- information.) In the meantime, the organization focuses
sitions Incorporated. including the on besting Acquisitions Incorporated at its own game
company's highly varied roster of while growing ever more powerful and eventually
inexpensive interns. engage in all reaching the point where a corporate takeover of Acq
aspects of adventuring. Salvage, infiltration, legally lnc can no longer be thwarted.
sanctioned life shortening, property redistribution, pro-
tection, removing protection, me rchandising- Acq Inc
does it all.
As Acquisitions Incorporated has grown, so too have
the opportunities provided by that organization to They_ say acquisition is a family business, and it's
certainly true for those of my house I h d ,
neophyte adventurers looking for an advantage in the m · A • · a n t seen
rough-and-tumble world of professional dungeoneering. y sister, uspicia Dran, for years. Decades . /'
From its humble beginnings in the basement of the
A d th r ·
b n . en out o no.where, she returns with fresh
· m act
.
Silver Unicorn Inn in Fallcrest, Acq Inc has become ran~mg and_d_c~p1cably evi l backing, trying to
the only place to intern. boasting franchise opportu- acquire Acqu1s1t1ons Incorporated · Be'mg acquire . d
.
nities that can propel struggling adventurers into the ourse.Ives rs definitely not on br·'nd d I h ave
d 6 u ,an
big leagues. e n1tely refused this offer. But I would like to know
what the dental plans are like at Dr E .
r, I l an nterpnscs
or a comp etc .V separate and unrelated reason. •
-Omin Oran
77
Members of the Noble Knife are said.. to b: abl~ to.
carve their symbol into surfac~s ~nd pry reality in
such a ...vay that they can hide in it or.escape ttrough !hel~ix. are a ne\v player on the scene, which to me
it. Though that seems pretty sus~ect if you a~ ~mp ies •n~~~erience. Do you want to entrust.your ,
me They often work in pairs, with an assassin.or. ex~ acqu1s1t1on to an agile new team? Actual!
ob~erve~ paired with a "tame mimic." T~ose m:m1cs don t ~~~wer that. They have some kind of beef:.Vi th
Acqu1s1tions Incorporated I k
h h h b
can take any object shape, as is normal fo.r the'.r . now t at ecause
abnormal kind, but are also able to transform mto t ey' and out pamphlets with my face on them d
theres one of those circles with the slash throu, ;~I.
strange dogs that say "woof." Not that they bark.
They say "woof" like a person wo~ld. Unless you Seem,s ~ad. Also, there's something about their~o o
were a member of the faction, you d almo~t never ~ee I ~.on t
!•ke ... ~ut I can't put my finger on it. Peo 1e
a1 e saying ~hey re weird and gross, and who am ft
two teams .in the same place at the same. time-un ess ~~bw~ o
they had been given opposite tasks l~r some reason.
l f ;hat's the case, get out of there quick, because -Omin Oran
whatever happens next isn't going to be plea~ant.
-Om1n Oran
is dangerous, because you can't trust anyone who won't
sometimes do a dishonest day's work for an honest
day's wage.
T HE N OBLE K N IFE
The Noble Knife is a somewhat mysterious organization THE S IX
known for its high level of engagement with the cultures Any successful adventuring party makes enemies along
and societies within which its members work. Having the way. Defeated foes. unhappy or jealous allies, disil-
made such engagements, the loyal- lusioned associates or hirelings- it's
ists of the Noble Knife are watchful a long list. And a group as storied
for signs of leaders and power bro- and reckless as Acquisitions In-
kers making the first transition to corporated was always destined to
tyranny- at which point, those newly break more than a few eggs while
minted tyrants are quickly assassi- making their delicious brand of ad-
nated for the greater good. The orga- venturing omelet.
nization doesn't "take jobs" as such. The Six is a group of just such
Rather, its leadership assesses the enemies- characters who were left
moral and political landscape of the hurt, underappreciated. or even
realm and selects targets thusly. dead in the wake of Acq Inc's mag-
The Noble Knife is named for its nificent achievements. Whether the
members' weapon of choice for their Six are really six, or fewer, or more,
trademark deed. Similar to an arrow remains to be seen. The organization's primary public
of slaying, a noble knife is a weapon whose magic is goal appears to be revenge in the form of the downfall
focused on killing a specific individual. The crafting of a of Om in Oran and Acquisitions Incorporated, but who
noble knife is undertaken by a collective of artisans, and or what is truly behind the group- and what other sin-
requires a range of exotic materials and components. ister vendettas they might cling to- remains a mystery.
Additionally, the act of creation takes twenty or more Still, there's a good chance it's got something to do
years off the lead artisan's life. It goes without saying with destroying the world by unleashing the power of
that the Noble Knife is chock full of true believers. the Far Realm. (Sorry; "Spoilers!")
THE S I LVE R SLIVER
In a world driven by gold, magic, and power, organiza-
tions that fly in the face of all three of those things are I feel like making your company's name a tongue
hard to understand. Doing good and seeking justice . . a bold move in this marketplace.
twister 1s . I
is all well and fine. But if there's no money changing
Id 't have done that. I've told the S1 1ver
hands. how do you measure the wou n · ·1 bl
value of the work? Sliver on multiple occasions that Im ava1 a e
The Silver Sliver exemplifies for consulting on things like this. No response,
what goes wrong when good thou h. The organization is said to be headed up
people fail to grasp the com- bv s!neone named Glimmr Vio!ent~: a. woman
plexities of the world. They d.evoted to not just the cause of 1ust1ce. in ~he
go around wearing masks, abstract, but the literal application ?f Justice
acting all heroically willy-nilly, . a sc1m1
via . 'tar. Her band oft rue believers do
,
righting wrongs and defending the whole shiny mask thing and don t c~arge
the weak ... for no profit what- For their services ... which is anorher thing 1
soever! That brand of zealotry
wouldn't do.
-Omin Dran
C ll APTE R 3 I PLAYER OP1 IONS
CHAPT ER 4: THE 0RRER Y OF THE WANDE RER

H IS CHAPTER PRESENTS A COMPLETE


Acquisitions lncorporated adventure di-
vided into six episodes. Episode 1 is for
players using shiny new 1st-level charac-
ters. They're ready to take on the world
and hoping to become part-owner s of a
share in a valuable, prestigious Acquisi -
tions Incorporated franchise- or at least gain a coveted
internship with the organization.
At the end of each episode, characters gain a level.
Each episode is an appropriate challenge for a party of
four char acters of the indicated level, but that challenge
can be modified to accommodate your group. At the
end of the sixth and final episode. the characters attain
7th level. But even more importantly, they will be fully
vested in an operational and maybe even profitable Ac-
quisitions I ncorpor ated franchise. After that, the players
and characters can take thei r treasure-hunting activities
in any direction that you and they desire.
Between episodes, characters will use downtime to
undertake a variety of activities to better themselves
or their franchise. By later episodes, choices of down-
time activities m ight alter the flow and challenge of
the story. After all, there·s no rest for the wicked, so
there shouldn't be rest for heroes either. (Logically
then, wicked heroes would need to work twice as hard.
Budget the time.) Familiarize yourself with the new ac-
tivi ties presented in "Franchise Tasks and Downtime··
in chapter 2 of this book, and with the standard D&D
downtime activities discussed in that section.
The Monster Manual contains stat blocks for most of
the creatures found in this adventure. All the necessary
stat blocks are included there or in appendix B. When a
creature's name appears in bold type, that's a visual cue
for you to look up the creature's stat block in the Mon-
ster Manual or the monster appendix in this book.
Spells and equipment mentioned in the adventure are
described in the Player's Handbook. Magic items are
described in the Dungeon Master's Guide, except for the
Orrery of the Wanderer and its components, described
in appendix D.

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 ...

CHAPTH I I THE OR Rf RY or THE WANDFRER


burned the town down, and given the dangerous quest
RUNNING AN ACQUISITIONS out of animosity. Humor plays a big part in an Acquisi-
INCORPORATED CAMPAIGN tions Incorporated campaign, so make use of unheroic
irony whenever the players and characters provide it.
The grand buffet that is an Acquisitions Incorporated
campaign features plenty of the exciting locations and LI FE GOES ON
high adventure common to all great fantasy campaigns.
But an Acq Inc game adds a unique helping of humor By its most basic nature, a roleplaying game campaign
and corporate intrigue to the mix, creating a rich narra- focuses on the actions of the characters. However, it's
tive familiar to anyone who's watched an Acquisitions important to remember that the world goes on without
Incorporated livestream game. To take full advantage of them. The heroes can't be everywhere at once. If they
the potential of an Acq Inc campaign, keep the following establish a base in one town but spend a lot of time
concepts in mind. away, anything could happen to that base. Hirelings
might grow disenchanted in the characters' service if
FAMILIAR FACES abused, neglected, or left to their own devices for too
long. Ramp up the drama and the humor of a campaign
This campaign provides many NPCs for you to do with
by occasionally focusing on what the characters ne-
as you please. They all have roles to play in the encoun- glected or left behind.
ters and events of the adventure, but what happens
to them after that is up to you. Every NPC could be a L ET THE FRANCHISE SHI NE
potential ally, enemy, or foil later in the campaign. If the
players take a shine to one, bring that character back- An Acquisitions Incorporated franchise is like a new-
or better yet, make the NPC an integral part of the ongo- born baby that the characters aJI had a hand in conceiv-
ing plot. All franchises need servants and hirelings to do ing, delivering, and raising. lt needs constant care and
mundane jobs, and NPCs the characters already know feeding as it grows to its full potential, but there'll be
are a great fit for these roles. Employ these NPCs to a lot of risks, drama, and dirty diapers along the way.
make the world feel more familiar and real to the play- (Okay, that might be taking the analogy too far. but you
ers and characters alike. get the idea.) Running a franchise can be difficult, but
the potential rewards for the characters are tremendous.
RIGHT AND WRONG And for the players, making the franchise the focal point
of the campaign provides a joint goal and a shared ves-
Even the most heroic heroes sometimes fall short. And sel of creative input.
in many cases, adventurers aren't even within longbow
range of "virtuous" in their motivations. As such, what
the characters fail to do, do poorly, or do wrongly can STORY OVERVIEW
be just as important as what they accomplish. Don't let This adventure touches on a number of classic tropes in
fai lure and setbacks derail an adventure or a campaign. its setup and execution. Artifact of incalculable power ac-
Rather, look for ways that failure or partial success cidentally stumbled upon? Check. Evil faction with plans
might lead to new ways to reach a campaign goal. to end the world? Got it. But even against potentially
You might be absolutely confident that the characters world-shattering events and plots, an Acquisitions In-
will save those townsfolk and earn their trust, letting corporated campaign is always centered around humble
you use the townsfolk to reveal an important quest goal. characters making choices-including one unfortunate
But if the town burns down despite the heroes' best NPC whose choices have set the adventure in motion.
intentions- or because they had better things to do- let A year ago, a group of adventurers led by a dwarf
them be mistaken for local authorities come to lend named Caerhan Coalsmith found a strange object
a hand in the aftermath. Or let them be unexpectedly buried in the remains of a ruined tower. The relic ap-
arrested after being mistaken for the evil forces that peared to be a golden orrery housing, missing its geared
clockwork components. It was obviously a magic item of
ADJUSTING THE ADVEN TURE some kind, but arcane lore wasn't the party's strong suit,
so the orrery was set aside while Caerhan investigated
Wow. Can you believe the advice your players are getting in
that sidebar on the last page? And after all the time you're its provenance and history.
going to put in getting ready to run this adventure? Outra- The dwarf heard a few tales about devices that
geous! Someone needs to teach these people a lesson. matched the relic's description. Though he never
If you're running the adventure for larger or smaller learned the full scope of its powers, rumors told of how
groups, you can adjust the encounters using the guide- those powers would increase if a magic orrery's missing
lines given in chapter 3, "Creating Adventu res," in the components were collected and placed within it. Unfor-
Dungeon Master's Guide. Or maybe you' ll adjust them any- tunately, Caerhan also never learned about the curse the
way to keep things interesting. And never forget that you orrery carried- and his party paid the price.
can change up any aspects of the adventure to make them As an artifact, the Orreryofthe Wanderer comes
a better fit fo r your campaign. Swap monsters around to
with a random major detrimental property (see the
keep the players guessing, or make use of the adventure's
many suggestions for side treks and additional encoun- "Artifacts" section in chapter 7 of the Dungeon Master's
ters. That'll keep these so-called heroes in line. Guide). The specifics of that property when the orrery
housing was found are l.e ft up to you, but whatever it was
(compulsion to evil for someone in the party, hostile life

CHAPTER 4' I THE ORRERY OF THE WANDERER


80
MAP I•: CAMPAIGN AREA

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-

CHAPTER 4 I THE ORRERY Of THE WANDERllR 81


S ure, I get it. You r first t ime m eeting O m in O ra n
can be in t im idating. But just remember, u nder all
LIF E IN WATERDEEP that a rm or is a m er c iless psychopath infused w it h
Before d iving headlong in to the events of "The Orrery of the p ower of a god .
the Wanderer" campaign, you mi ght wish to spend some
-Jim D a rkmag ic
time having the characters experience and explore the city
ofWaterdeep. The adventure Waterdeep: Dragon Heist and
the "Volo's Waterdeep Enchiridion" section of that book
(available at the DMs Guild as a separate download- opened up in Wa te rdeep after a small ear th qua ke struc k
www.dmsguild.com) provide a ton of information about t he city- the s ide effect of Caerhan Coalsmith's fa ile d
the City of Splendors. at tempt to destroy t he Orrery of the Wanderer. If t he
Additionally, you can make use of the fol lowing rumors characters can co nclude th e investigation s uccessfully,
that characters might hear on the streets or in the taverns
Acquis itio ns Incor porated CEO Omin Dran pr esen ts
of that great metropolis. Some of these rumors tie to
them w ith a u n iq ue ch ance to rise withi n the ranks of
the adventure, wh ile the t ruth of others depends on your
wishes for the campaign. Either way, feel free to use these the organi zatio n.
rumors as inspiration for new encounters or side treks.
A DISORIENTING ORIENTATION
Omin Oran is one of the fabled Masked Lords ofWa·
terdeep. His presence on the council is the impetus for The a dventure begins w ith the characters seeking fran-
beneficial changes sweeping across the city. chise opportunities or interns hips at the Water deep
• Om in Oran is definitely not one of the Masked Lords of offices of Acquis itio ns Incorpor ated. A ll the characters
Waterdeep. The addition to the council of such a pow- should know the popula r tales of t hat well-known o rga-
er-hungry and ruthless individual would spell the end of n iza tion a nd mig ht have ties to Acq Inc (especia lly ch a r -
the rule oflaw in the City of Splendors. acters with on e of the backg ro unds from c hapte r 3).
• The earthquake that hit the city two days ago wasn't
For a ne rvous ly lo ng le ng th of time, the c ha racters a re
natural. Strong magic unleashed underground caused
kept w a iting in a con fere nce r oom at Head Office. Read
it-maybe even magic from Undermountain.
or para phrase t he following to begin:
• Acquis itions Incorporated is making a play for control
in the city, and the other power groups ofWaterdeep are
not going to let that happen without a fight. The recent
Your inquiries into internships and franchise opportuni-
hostilities between groups such as the Xanathar Gu ild
and the Zhentarim have been made even worse by the ties at Acquisitions Incorporated have gone even better
increasing sway of the company. than you'd hoped. Ridiculous rumors talk about how
• A noble merchant in the South Ward survived an assassi- prospective interns of Acq Inc aren't always treated with
nation attempt last night. A female ha lf-elf was seen Aee-
ing the scene, bearing a deep cut on her shoulder from a respect, dignity, or care. Even more ridiculous tales of
bodyguard's blade. A 50 gp bounty has been offered for interns dying at an alarming rate are told throughout the
bringing her in alive for questioning. city. Thankfully, you don't believe a word of any of that.
• A killer is stalking the streets of the North Ward, mur-
dering people in broad daylight. The victims' feet are So far, everyone at Head Office has treated you with
chopped off, as if by a powerful blow with a sharp blade. kindness, and even a bit of deference. You were shown
Then they're decapi tated. The heads are left behind, but into this elegant conference room, given fine food
the feet are taken!
and drink, and asked to wait to speak with none other
• The famous Waterdavian actor Tystanya Creed has
not been seen since leaving the theatre after her last than Om in Oran-founder and CEO of this august or-
performance several days ago. Her adoring fans fear ganization.
she is dead.
• Towering forms in black cloaks have been seen around
the City of the Dead at night. A number of witnesses Tf th e ch a r acters a lready know each other, they we re
swear that those cloaks and their deep hoods concealed usher ed in to t he conference room as a group. If they
skeletal forms. came to Head Office sepa rately, they were each br oug ht
• A green dragon was spotted flying over the Sea of in a lon e and ask ed to wa it with the others, and h ave a
Swords just west of the city. The Blackstaff and her team
chance to introdu ce th emselves before Omin appea rs .
are on high alert in case it ventures closer or harasses
ships in the area.
One of the great walking statues ofWaterdeep has been It isn't long before the door to the conference room
reported to be crying over the last three days. No one is
sure about the cause of this watery discharge from the opens, and an intense-looking half-elf in plate armor en-
eyes, but some say it means the destruction of the City ters. He wears a holy symbol ofTymora, the goddess of
of Splendors is imminent! Others are certain it's a sign fortune, around his neck. It's Omin Oran! With no intro-
of great fortune on the horizon. Still others say it's just
the humidity. duction, the CEO of Acquisitions Incorporated speaks.
Members of the Guild of Chandlers and Lamplighters
are going on strike, leaving the streets ofWaterdeep dark
and dangerous around the next new moon. The th ieves
and assassins of the city are already getting prepared for W hen v isiting H ead O ffice, never approach O m in
a night of carnage.
d irectly . Use th e proper forms and fi li ng pro~edu res.
After a brief fou r-mon t h w a iting time, you b~
."'"II
granted a very ge nerou s s ix_ty-second meeting. It ll
CHAPTER 4 I TH F. ORRERY Of TH£ WANDER.ER be t h e best mi nute of you r life.
- Walnu t Dan kgr ass
"Thank you for answering my call so quickly. When the
earthquake struck the city two days ago, damage was
limited, but a sinkhole opened up a fissure beneath an
aba ndoned warehouse in Dock Ward. Two City Watch
guards entered the fissure to investigate, but never came
out. They're now feared dead, and the City Watch has
asked me to take over the investigation. But my schedule
is complicated at the moment, so I'm delegating that job
to you. As an experienced adventuring group, I have no
doubt that you can handle the task."
Before you have any chance to respond, Omin drops
a hefty bag of coins onto the table. "The pay is 500 gold
dragons for the group. with a 20 percent commission
going to Acquisitions Incorporated as the broker. Go to
the warehouse next to Jolly's Lamp Emporium down by
the docks. Tell the City Watch guards stationed the re
that I sent you. Explore the fissure, learn the fate of the
guards who went missing, and then come back to me
with the signed City Watch papers confirming your com·
pleted work."
Then without another word, Omin Oran turns and
leaves the room.

Through a crazy and never-to-be-explained misunder-


standing, Omin believes tbat the characters are a group
of experienced adventurers that he put out a call for just
the day before. If the characters attempt to correct this
misunderstanding. he ignores them. The CEO of Ac-
quisitions Incorporated has important business to deal
with, and can't be bothered with such trifles. Jim looks around to make sure no one else is listening
in, then leans forward to deliver a conspiratorial whisper.
JIM DARKM AClC SETS THINGS STRAIGHT
"You want my advice? Do the job. If you can pull it off,
With absolutely no idea what they're meant to do or how
Omin will be so impressed that you'll have a leg up on
they got into this position. the characters migbt try to
seek out assistance before they leave Head Office. Or everybody else trying to gain footing with the company.
they might just w ander around lost for a bit. Either w ay, You've heard the phrase "opportunity knocks?" Well,
Jim Darkmagic approaches the group with some words opportunity is heading right at your door wit h a batter-
of ... well, let's call it wisdom. When it's time for Jim to ing ram. Stand in that doorway, friends. Let opportunity
make his appearance. read or paraphrase the following:
smash its way in."

A puff' of smoke erupts out of nowhere. As the haze dis·


Jim's reasons fo r interceding with the characters arc left
perses, a handsome figure steps forward. It's Jim Dark-
to your determinati on. He might have intercepted the ex·
magic of the New Ham pshire Dark magics! Except he's perienced adventurers Om in called for. then sent them
wea ring a set of glasses that he apparently thinks is an off on a secret personal mission on his own behalf. Or
effective disguise as he bows before you. he might have accidentally set them on fire wben they
"I'm no one you know," he says. ''But I couldn't help arrived at Acquisitions Incorporated Head Office. What-
ever the case. he needs the players' group to attempt
but notice that you seem a little flustered. I believe Omin
Omin's mission. and he's keen to get them on their way.
just offered you work. And I also have a feeling you might If the characters have any questions about the assign-
not be the adventurers he thinks you are." ment, Jim can be the vessel through which you answer.
Those who appear enthusiastic, appreciative, and defer-
ential to Jim might even be gifted a spell scroll ofjim's
magic missile. However, before an arcane caster can use
the spell scroll or copy it into a spellbook. they need to
Ii d understand the new royalty component for spells. See
Jim Dark magic is ... uh
uh ... hmm. Let me get b ...I ow o I put this? He's, "New Spells" in chapter 3 for more information.
ac <to you.

- Omin Oran C: llAP1 ER 4 I THE OR RF RY OF THE WANDER l R


If the characters attempt to sort the case of mistaken juration. Each day, a kindly druid who 1hinksjerr is an
identi1y out, Jim tells them Om in is unavailable. and honest soul gives the gnome a goodberry for his health.
concedes that they don't have to take the job. He points Rather than eat the berry.jerr crushes it up and adds a
out that the characters are welcome to leave Acq Inc and drop of juice to each pot. Jerr sells maps for 1 gp and the
never come back. But Omin might want to have words potions for 10 gp. He also tries to sell other useless or
with them later about the dastardly way they misrepre- counterfeit objects at your discretion.
sented themselves. If the adventurers askjerr lo be a guide, he happily
After finishing up at Acquisitions Incorporated Head takes the job for 1 gp. He then leads the characters
Office, the adventurers can set off to perform their ap- straight into an ambush by a gang working for the Zhen-
pointed mission. larim (see the "Skeleton Crew" encounter below). A suc-
cessful DC 15 Wisdom (Insight) check is needed to see
DocKWARD through the skilled lies of the gnome.
Omin's assignment takes the characters to Dock Ward If you wish.jerr can become a recurring character
in Waterdeep. a maze of seedy tenements, rough streets. in the campaign. He might keep tabs on the characters
and even rougher alleyways. If the characters have as they grow famous. showing up in cities where they
spent time in the city, they might have heard that much travel. trying to sell more useless goods, or eventually
of this ward is set up as safe houses, meeting places, spying on them for the Zhentarim. Or if paid and treated
and fronts for a variety of criminal organizations, in- well, he could become a valuable source of information
cluding the Xanathar Guild and the Zhentarim. None of for the characters when they need someone to infiltrate
these groups are particularly happy right now. since the tough a reas.
s inkhole caused by the earthquake opened up smack
SKELETON CREW
dab in the middle of their territory. The sinkhole also
As the characters make their way farther into Dock
brought the Waterdeep City Watch to the ward, a move
Ward, they encounter street thugs growing increasing
welcomed by no one-least of all the members of the
resentful of the presence of the City Watch. These thugs
Watch, who must now stand guard over the site until it
need to earn some quick coin. then lay low until the
can be investigated and closed.
Watch leaves the ward. And mugging the next group of
A character whose background entails knowledge
distracted strangers to wander down the wrong street
of the ward knows the general layout of its streets and
seems like just the ticket.
alleys, but findingjolly's Lamp Emporium and the aban-
The four bandit members of the crew are run-of-the-
doned warehouse requires asking for directions at some
mill criminals looking to get ahead in the world through
point. Use the following encounters as a general setup.
treachery. Their leader,jelayne, was similar ... until she
but you can add additional encounters as the characters
was killed a year before. Jelayne wasn't one to let death
make their way through the ward as you see fit.
keep her down, however, and she continues to lead the
MAPS AND POSHUNS group as an unusual skeleton with these changes:
As the adventurers make their way through the streets • She has Intelligence and Charisma scores of 14 (+2).
of Dock Ward, they come upon an unlikely commer- • She can speak Common.
cial venture.
Jelayne isn't aware that she's undead. Even though
the last of her flesh is constantly sloughing off her, she
A ramshackle stall set up along the street bears a s ign dismisses that effect as "allergies." The rest of the crew
that reads: "Maps and Poshuns." Wo rking the stall is a don't know what to do, s ince j elayne has kept her intel-
lect, knowledge, and personality. They have always fol-
filthy but cheerful gnome urchin. Several pieces of parch-
lowed her and done fine for themselves, so why let death
ment are on dis play in the stall, with six small ceramic interfere with a good thing?
pots placed next to them. When the encounter begins, read:

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,

C ll A PT lR .J. I Tll E O RR ERY O J· llH. Wi\NUERFR


but sets up the existence of such riru als as foreshad- After this suitably dramatic and stylishly vague
owing for later events. See the ..A Horse is a Corpse, of telegraphing of the adventure's archplot. Kai reverts to
Course" section and "The Magic of Convenience'' side- his normal abnorm al state of mind for good.
bar in episode 2 for more information. Treasure. Gustava wears a set of stylish silver ear-
Treasure. In her belt pouch, j elayne carri es a potion rings worth 40 gp.
of healing, I 0 gp, and the bones of four of her toes that Devil Dog carries nothing of value, but in exchange
have fallen off. She used to be really attached to them. for her life, she promises to take her captors back to
her apartment. where she says she keeps her money.
THE MYSTIC Instead of doing so, however, she leads the characters
Continuing on through Dock Ward. the characters catch on a merry walk through the worst parts of Dock Ward ,
unexpected sight of a kidnapping. where she knows six bandits who will attack them and
allow her to fl ee.

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

C H APTER·~ I THf ORRfRY OJ 1 HE WANDER!!R


people enter the area. At the same time, they ensure that What Was Your Name Again? Captain Truff's scroll
nothing terrible escapes from the fissure into the city. contains the names of the members of the adventuring
The leader of the trio is Captain Mergen Truff (NG party that Om in Oran thought he hired to do this job.
female elf veteran), a laconic figure who would rather The number of names conveniently matches the number
be doing "real work" than standing here warning off va- of characters, and can include any of the following:
grants too foolish to avoid falling into a massive hole in
Ozgood the Ugly
the ground. Her companions are Orvis Torval (N male
Carlot "Squeaky" Wicke!
firbolg guard) and Rosko Bosh (N male haltling guard).
"Great Maul" McTickleton
Orvis and Rosko are new constables, not the sharpest
• Lord Pompy Fuggelstruck
swords in the armory, and as lazy as wizards who've
• Squinty Pip
used all their spell slots. Local thieves pay them to look
• Mad Haddey Flagon
the other way when ordered to do so, which becomes
Fippance Gibberjaw
important later in the episode.
When the characters approach, Captain Truff steps To gain access to the warehouse and the sinkhole
forward, tells them that the area is off-limits, and orders fissure, the characters must pretend to be the named
them to move a long. When the characters get across the adventurers. Assume that the City Watch members
purpose of their presence (most easily by stating that know the names and reputations of some of the adven-
Omin Dran sent them). Truff is clearly relieved, though turers on the list, but have never met them in person.
still not entirely fri endly. If a character pretends to be Lord Pompy Fuggelstruck
and speaks to the guards, Captain Truff might think it
odd that they aren't speaking with Fuggelstruck's well-
The captain sighs. "Took you long enough," she says. "So known lisp, or predilection for using rhyming couplets,
let's get this done so we can get on with our lives." or what have you. You can let roleplaying determine the
She pulls a scroll from a leather pack and squints at its outcome, or call for DC 10 Charisma (Deception) checks
barely legible writing. "So which one of you is Ozgood for the characters to pass off any outright lies.
Captain Truff is eager to get someone- anyone- to in-
the Ugly? I need you to sign before you go in. Nothing
vestigate the fissure as soon as possible, allowing her to
but paperwork and signatures since the newest Masked go back to her normal duties. Even if she becomes suspi-
Lords got seated on the council, but what can you do?" cious that the characters aren't the adventurers named
on the scroll, as long as someone signs as Ozgood, she's
content to allow them to investigate.
Useful Information. Once the characters' identHies
are "confirmed," they might have some questions for
MER GEN TR UF'F', the guards. Use the following points to steer the conver-
ORV IS T O RVl\L, sation-and make sure to work in the first three points
/\NO ROSKO BOSH as a warning from the guards, even if the players fail to
seek more information:
• The fissure opened beneath the warehouse during
the earthquake two days ago. The partially collapsed
building has been deemed structurally sound, so it
shouldn't fall into the fissure unless someone inside
does something fool ish, such as knock down a support
beam or bang against the remaining walls.
• The fissure has exposed access to a number of myste-
rious tunnels beneath the warehouse. It's not known
how long the tunnels have been there, who created
them, or what might be lurking within.
The contract the characters sign is fulfilled only if they
investigate and clear every tunnel the fissure exposed.
After they finish, a city surveyor will be assigned to
map the area, and an engineer needs to assess the
integrity of the tunnels to ensure that no further col-
lapses are imminent. If either professional is injured
or killed because of negligence on the part of the
adventurers, the party and Acquisitions Incorporated
can be held liable.
Two members of the City Watch-Sergeant Ava
Teeshe and Constable Yander Boot-descended into
the fissure a day earlier to make sure it held nothing
dangerous. From the bottom of the sinkhole, they
followed an underground passage north. They haven't
been seen or heard from since.

CH APTE R 4 1THE ORRERY OF THE WANDERER


86
Sergeant Teeshe is a tall, strapping female human
who has seen her share of scuffles and doesn't back
down from a fight. If something took her out, it must
be powerful.
• By contrast, Constable Boot is a runty male human,
and infamous for his cowardice. However. anything
that caught him while he tried to flee must be fast.
The three guards have been ordered to remain on site
until the exploration of the fissure is complete. Cap-
tain Truff is clear in articulating her hopes that the
adventurers can wrap up the investigation quickly. Ev-
ery second she spends in this unruly section of Dock
Ward grates on her nerves.

jOLLY'S LAMP EMPORIUM


If the characters enter this shop at any point during
their time around the warehouse, they find the short, ro-
tund proprietor standing behind a rough-hewn counter.
Jolly (NE male half-ore thug) maintains this business as
a front for the Xanathar Guild. The number of lamps in
the so-called Lamp Emporium totals exactly six. From
the looks of those wares, it's not clear that any of the
lamps actually work.
Stolen coins, valuables, and other black-market goods
are stored in a secret room in the back until they are
ready to be sold. Guild members use the shop's other
back rooms to hide from the authorities or plan jobs. At
the moment, the only person in the building other than
Jolly is a Xanathar Guild agent who goes by the moniker
Feather ( E female half-elf assassin).
Feather is lying low after a failed assassination attempt
in the South Ward the previous night (see the "Life in one point, part of the Waterdeep sewer system crossed
Waterdeep" sidebar earlier in this episode). and pre- into the tunnel network. ot long after. the subterranean
tends to beJolly's assistant. A successful DC 15 Wisdom spaces were abandoned.
(Medicine or Perception) check allows a character to As a result of the earthquake, many of the tunnel sys-
notice that Feather moves stiffly, as if her shoulder is tem's side passages have been blocked by rubble. The
badly injured. limited zone that is sti ll traversable leads the characters
Jolly does his best to get the adventurers out of his from the fissure to the lost shrine of destruction- and
shop as quickly as possible. If asked about the earth· through a number of dangerous areas in between.
quake or the fissure beneath the warehouse next door, When the adventurers enter the warehouse, read:
he says only that he heard the ground shake and felt the
warehouse cave in. I f lhe adventurers threaten force
and succeed on a DC 10 Charisma (I ntimidation) check, In the areas where the walls and ceiling didn't collapse,
they can convince Jolly to give up the one useful piece of this warehouse contains no crates, no boxes, no barrels,
information he knows. The tunnels beneath the ware- and no wares of any other kind. Directly in front of the
house were used by thieves at one time, but they w ere missing door, the walls, ceiling, and floor have fallen
abandoned because of unknown dangers that came up
away to reveal a deep sinkhole fissure. Inside the ruin, a
from the darkness below.Jolly has no idea what those
dangers might be. hempen rope anchored firmly in the rubble dangles down
into the darkness. The tear in the earth descends at an
THE F I SSU RE angle, making it impossible to see how far down it goes
When the fissure opened up at the bottom of the sink- or what waits at the bottom.
hole, it exposed a number of tunnels used for a variety
of purposes and by a multitude of people over the years.
The first of the tunnels beneath the warehouse were dug Descending into the fissure is easily done by charac-
as smugglers' byways. Later. worshipers ofThat-Which- ters using che rope, but requires a successful DC 10
Endures (see the sidebar in the "New Race: Verdan" Strength (Athletics) check by anyone climbing down
section in chapter 3) excavated chambers beneath the the rough stone walls. On a failed check, a character
ground to hold clandestine meetings and worship at a tumbles down the sloping fissure and takes 3 (ld6) blud-
secret shrine of destruction. Various thieves' guilds em- geon ing damage.
ployed the tunnels to move from place to place secretly. Maps 1.2 and 1.3 show the layout of the caverns and
Renegade wizards did terrible experiments there. At chambers beneath the fissure.

CHAPTF.R 4 I Tile ORRERY OF T H E WANDERER


Area 1: Rats Area 3: Traps

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).

The sinkhole fissure ends at a level floor of worked 2. TRIALS


stone. Dust, debris, rocks, and pieces of wood that once The earthquake sealed many of the passages that once
made up the walls and ceiling of the warehouse above
made up this unde rground maze. As the characters
explore, they pass through worked tunnels, natural
are spread across the floor. An underground passage is
caverns. and functional sewers at different points. Most
blocked to the south, but it continues into darkness to s ide passages are blocked by rubble, making the path of
the north. Two pairs of human-sized boot prints, easily the two Waterdeep City Watch guards easy to follow.
spotted in the dust, head northward. Smaller fissures, The next area of interest on the adventurers' journey
holes, and cracks riddle the passage, though even a hal- is a chamber that the followers of That-Which-Endures
once used as a testing ground for new recruits.
fling would find the largest of them a tight fit.

This rectangular chamber shows no earthquake damage,


The floor of the corridor is difficult terrain for 20 feet
possib ly because of the buttresses and columns support-
around the point where the characters descend.
Creatures. After the first character has been at the ing the walls and ceiling. Four pools of liquid are set into
bottom of the fissure for 2 rounds, a group of six giant the floor-one blue, another green, a third clear, and the
rats notices the potential feast. Any character at the last clo udy. Carvings on the walls seemingly depict the
bottom of the fissure who succeeds on a DC 12 Wisdom pools, and show robed figures submerging themse lves
(Perception) check can hear the approaching rats, and
within. At the far end of the chamber stands a double
isn't surprised when three rats emerge from cracks in
the walls and attack. Three more rats arrive and attack door with a large, ornately ca rved lock.
1 round later. All the rats are dyed a bright green from
trap C in area 3.
The pools represent the trials the characters must un-
Treas ure. When the final rat dies, it coughs up a
dertake to pass the test of That-Which-Endures. Each
humanoid finger bearing a platinum ring worth 20 gp.
pool is 10 feet deep and has sheer sides. To trigger the

CHAPTER 4 I THE ORRERY OF THE WANDERER


88
effects of a pool, a creature must completely submerge
itself in its liquid. The pools and the double door radiate RESTING
transmutation to a detect magic spell or similar effect. No pressing matters force the characters to complete their
Double Doors. The lock on the double doors opens investigation quickly. This episode is for 1st-level adven·
with a key granted by passing the trials of the pools (see turers, and the characters are at their most vulnerable at
this level. As such, it's important to allow them to take
below). If the characters have that key, they can open the
rests. However, if the players become overly cautious and
doors without consequences.
attempt to take a long rest after every encounter, have
Opening the lock without the key requires a success- wandering monsters interrupt their attempts to sleep. Any
ful DC 17 D exterity check using thieves' tools. Any un- low-challenge cavern-dwelling beasts are perfect for prod·
successful attempt to pick the lock triggers a trap (see ding the adventurers along.
below). The door cannot be broken down or otherwise
smashed, and attempting to do so triggers the trap.
A successful DC 18 Intelligence ( Investigation) check Constitution saving throw. On a fai lure, a creature is
allows a character to spot faint runes etched among the transformed into a poisonous snake for ld4 rounds. as
if affected by the polymorph spell. The snakes are com·
ornate carvings on the lock. A subsequent DC 16 Intel-
pelled to attack any other creatures in the room.
ligence (Arcana) check to study the runes reveals that
they can emit a wave of transmutation magic through- Treasure. In addition to opening the door, the key is
worth 25 gp.
out the room.
Blue Pool. A character fully submerged in the blue 3. TRAPS
pool must make a DC 10 Charisma saving throw as
This part of the underground complex contains a num-
images of horror overwhelm their mind. On a failure,
ber of traps installed by the previous occupants. The
the character has visions of terrible calamities such as
traps were set up to scare people away rather than kill
rotting flesh, crumbling edifices. and political speeches.
them. Mostly.
This trauma imposes disadvantage on initiative rolls.
When the characters enter this area, read:
On a successful save. these visions put the character on
edge. granting advantage on initiative rolls. Either effect
lasts until the end of the character's next long rest. As the passage runs east, it widens to thirty feet for the
Green Pool. A character fully submerged in this pool next ninety feet. At the far end of the area, the chamber
must make a DC 10 Constitution saving throw as poison
narrows to ten feet again, with an ornate double door
courses into their body. On a fai lure, the character takes
5(ld10) poison damage and gains vulnerability to poison sealing it off
damage. On a successful save, the character takes no
damage and gains resistance lo poison damage. Either Four different traps protect this room. with each of their
effect lasts until the end of the character's next long rest. areas of effect marked on the map. The magic of traps A
Clear Pool. A character fully submerged in this pool and C can be dispelled. or can be suppressed for 1 min-
must make a DC 10 Intelligence saving throw as the ute with a successful DC 10 Intelligence (Arcana) check.
infinite possibilities of the multiverse seep into their Trap A. With a successful DC 12 Wisdom (Percep-
brain. On a failure. overwhelming theoretical possibili- tion) check , a character notices that the floor in this area
ties impose one level of exhaustion on the character. On shows signs of charring that obscures faint runes. A
a successful save, the character gains a clarity of mind wea k fire trap triggers if any crea ture enters the area,
that grants advantage on Intelligence, Wisdom, and Cha- which radiates evocation to a detect magic spell or sim-
ri sma checks and saving throws. Either effect lasts until ilar effect. Each creature in the area when the trap trig-
the end of the character's next long rest. gers takes 2 (ld4) fire damage.
Cloudy Pool. A character fully submerged in this Trap B. This pit trap triggers when weight is put on
pool must make a DC 10 Wisdom check to endure the it. Locating the trap requires a successful DC 20 Intel-
intense itching caused by the acid that fills it. On a fail- ligence ( I nvestigation) or Wisdom (Perception) check,
ure, the character takes 5 (ldlO) acid damage and gains but the check is made with disadvantage unless the
vulnerability to acid damage. On a successful save. the creatur e making it is within 5 feet of the trap. When the
character takes no damage and gains resistance to acid pit opens, the triggering creature drops into a 10-foot-
damage. Either effect lasts until the end of the charac- deep pit and takes 3 ( ld6) bludgeoning damage. The
ter's next long rest. lid remains open, and the pit begins filling with water
Entropy's Parting Gift. If the same character is sub- flowing up from grates in the fl oor along with small,
merged in all four pools, that character receives the glowing blue fish. These are harmless glowing cave fish,
blessing of That-Which-Endures. This blessing comes in but it takes a successful DC 12 Intelligence (Nature) or
handy later in area 7. Wisdom (Survival) check to recognize that. The fish im-
Key. To make the key appear, one or more characters mediately start to bite any exposed skin of a creature in
must enter all four pools. whether the outcome is good the water. but the result is only healthful exfoliation.
or bad. When a character is submerged in the last pool, With a successful DC 10 Strength (Athletics) check.
a silver key studded with polished red garnets appears a character can climb the rough walls of the pit, or
in midair in the center of the room. can stay floating while the pit fills and eventually
Door Trap. Any creature in the room when the clamber out.
trap on the double doors triggers must make a DC 10

C HAPTE R 4 I T ll~ O RRFRY OF T H E WANDERER


Trap C. Nearly invisible runes cover the floor in this 4. T'uNNELS
area. The runes radiate conjuration to a detect magic An extensive tunnel system beyond the trap room does
spell or similar effect, or can be detected with a suc- not appear on the map. This area is a complex maze of
cessful DC 15 lntelligence {Investigation) check. When passages crisscrossing each other, collapsed tunnels
a creature steps into the area, the runes conjure up a forcing the characters to take side passages. weak areas
swirling cloud of green dye that covers each creature in exposed by the earthquake and threatening to collapse.
the area that fails a DC 15 Dexterity saving throw. and so on. To successfully navigate this area, the char-
The magical dye is nontoxic, cruelty free, pet safe, and acters must tread carefully. look for signs of previous
hypoallergenic. It vanishes if an affected creature is tar- passage and structural weakness, dodge falling rocks,
geted by dispel magic. Otherwise, it takes ld4 months and use their wits.
to fade, even with constant scrubbing. Additionally, any Picking Up the Trail. The characters· first task is to
savvy thief operating in the civilized settlements of the stay on the trail left by Sergeant Teeshe and Constable
Sword Coast recognizes that a character covered in this Boot. Doing so requires one character to succeed on a
dye fell victim to a trap. Those thieves might target such DC 10 Wisdom (Survival) check. On a successful check,
characters as easy marks in future adventures. the characters remain safely on the trail. On a failed
Trap D. The area of trap D appears as normal stone, check, they veer off the trail at one point into an unsafe
and its trigger is contained in the double door. It takes passage weakened by the earthquake. Each character
a successful DC 20 Intelligence ( Investigation) check to must succeed on a DC 10 Dexterity saving throw or take
recognize subtle details in the stonework revealing the 4 (ld8) bludgeoning damage from falling rocks.
trap's area. Clearing a Path. The trail leads to an area where
When any creature touches the double doors, includ· a cave-in occurred sometime after Teeshe and Boot
ing to pick the lock, each creature standing in area D passed through. To clear the cave-in, the characters
must succeed on a DC 10 Charisma saving throw or be work together to move the debris and secure the pas-
teleported to the mummy chamber (see below). sage. This task involves a group ability check in which
Double Doors. The ornate double doors here are the characters can use different ability checks and skills
locked, and are the trigger for trap D. They radiate to represent different tasks. Moving debris requires
conjuration to a detect magic spell or similar effect. a DC 10 Strength {Athletics) check. Shoring up the
Opening the doors requires a successful DC 15 Dex- passage requires a DC 10 Intelligence (Investigation
terity check using thieves' tools. The doors can also be or Nature) or Wisdom (Survival) check. The passage is
smashed open with a successful DC 16 Strength (Ath· cleared regardless of the result of the group check. but if
letics) check. or broken down with attacks {AC 10. 30 hit more than half the characters fail the group check , each
points, immunity to poison and psychic damage). character suffers one level of exhaustion i n the process.
Mummy Chamber. When the characters can see the Blood Weeds. A ci rcular passage is overgrown with
chamber beyond the double doors, read: vines emerging from the walls, floor. and ceiling. A char-
acter who succeeds on a D C 15 Intelligence (Nature) or
Wisdom (Survival) check recognizes the vines as blood
Slabs set along the walls of this stone chamber hold hu-
weeds- a carnivorous plant that feeds on creatures by
man-sized bodies wrapped from head to toe in strips of draining blood with its thorns.
off-white cloth. Even as the doors open, these wrapped To pass through the area, each character must suc-
bodies begin to rise. ceed on a DC 10 Strength (Athletics), Dexterity (Acro-
batics), or Wisdom (Survival) check to avoid the vines.
Too many vines choke the passage for the characters
The cloth-wrapped bodies that first rise off the slabs to attack them effectively with w eapons. However, dam-
and lurch toward the characters are four zombies. But aging the vines with fire or cold damage from a spell of
any creatures teleportcd by the double doors are also in 1st level or higher gives creatures moving up the tunnel
this chamber. having been magically wrapped in cloth advantage on their ability checks. Each creature that
and temporarily paralyzed. When the doors are opened, fails the check takes 3 ( ld6) necrotic damage from the
each paralyzed creature must make a DC 10 Wisdom blood-draining thorns.
saving throw. On a successful save, the creature can act Obligatory Acid Pit. The final passageway of the
freely. It takes an action for a creature to tear away the maze contains a pit trap filled with weak acid and float-
cloth wrappings on itself or another creature. ing bones. A character who succeeds on a DC 12 lntel-
On a failed save. the creature is no longer paralyzed ligence {Investigation) or Wisdom (Survival) check no-
but is compelled to rise along with the zombies and tices the hinged floor. With a successful DC 15 Dexterity
move toward the doors. Char acters caught by this com- check using thieves' tools, a character can disable the
pulsion are indistinguishable from the zombies, though trap by using shims to jam the top closed. If the check
they aren't forced to attack. An affected creature can fails, the character thinks the trap was deactivated even
repeat the saving throw at the end of each of its turns, though it wasn't.
ending the effect on itself on a success. Otherwise, the If the trap is triggered, the first character stepping
creature shambles around for I minute. onto it falls into the acid-filled pit. Any creature that en-
Treasure. Each of the zombies w ears a silver neck- ters the pit for the first time on its turn or starts its turn
lace worth 10 gp. Resting on one of the slabs is a potion ther e takes 2 {ld4) acid damage. Climbing out of the
of healing and a spell scroll of bless. rough -sided pit is a trivial task.

C H APT F R 4 I THF ORRERY OF T l! t:: WAN DE RER


Treasure. If the characters cut down the web co-
coons, they find the corpses of three giant rats. Consta-
ble Boot, and a kobold explorer. The kobold has a vial
of acid, a Rask of alchemist's fire. and a vial of antitoxin.
The deceased Boot has a Rask of holy water and a po-
tion of healing.

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:

The passage widens into a natural cavern dotted with sta·


lactites and stalagmites. It continues on to the northeast,
but the uneven walls make it hard to see into that sec-
tion-even as heap of bones and gear is plainly visible.
5. DEATH
The next chamber contains the body of Constable
Yander Boot. Caught in a web when fleeing from a Gorkoh hides behind one of the smaller stalagmites in
the southeast section of the cavern. Any character who
giant spider, Boot succumbed to the spider's poison.
His corpse now hangs suspended from the ceiling, succeeds on a DC 14 Wisdom (Perception) check spots
wrapped in webs. him hiding there. A character who succeeds on a DC 10
When the characters enter the chamber. read: Wisdom (Insight) check can tell that the goblin is watch·
ing the group with trepidation. If the characters let Gor-
koh know they see him. he quickly steps forth.
The passage expands into a natural cavern whose ceiling
is obscured by thick, dusty webs. Five web cocoons hang
The goblin emerges from behind a stalagmite and bran-
down from the larger mass, their bottoms dangling ten
dishes a gnarled piece of bleached wood. "I am a power·
feet above the cavern floor. Two cocoons-one larger
ful wizard. My wand annihilates all those who make me
and one smaller-have a suspiciously humanoid shape.
uptight. Go away. leave Gorkoh alone, and there's no an-
nihilate. Gorkoh is merciful." He thrusts his wand several
Creature. The gian t spider hides in a dust-filled times in your direction.
depression in the floor. A successful DC 17 Wisdom
(Perception) check spots the arachnid before it springs
from its hiding place to attack. Any characters who are Gorkoh continues to bluff, pretending his gnarled stick
focused on the webs above them have disadvantage on of polished driftwood is a magic wand. A character who
the check. Those who fail the check are surprised. succeeds on a DC 10 Wisdom (Insight) check can tell
The giant spider initially favors its web attack. hoping that Gorkoh is bluffing. ff the check succeeds by 5 or
to restrain a couple of characters before it starts biting. more. the character can intuit that Gorkoh is terrified.
If reduced to 10 hit points or fewer, the spider retreats If anyone makes even the slightest effort to reassure
into a nearby narrow fissure. However, it attacks again Gorkoh that they have no plans to hurt him, the gob-
when the characters come back through this area. lin relaxes.

C HA PTE R 4- I T l-IF OR JU: RY O F THE WANDERl'..R


If the characters engage Gorkoh in conversation, he 7. STOMP
tells of how he and Caerhan came to these caverns in When the characters can see into this chamber, read:
search of a lost shrine, and how Caerhan's goal was to
destroy some old magic relic. Regarding the relic, Gor-
koh knows only that it's "some broken clock thing," and This enormous chamber is roughly circular with a high
that it was responsible for killing the other members of ceiling. A huge granite block is suspended near the
Caerhan's party. He tells of how the two became sepa- ceiling in the center of the room, carved into the rough
rated during a carrion crawler attack in the cavern just shape of what looks like a giant foot. Runes scribed into
beyond this one. Caerhan must have escaped deeper
the north and south walls of the chamber create the out-
into the tunnels, but Gorkoh wasn't willing to risk facing
the monster to follow. line image of a bare footprint.
Tf on friendly terms with the characters (or if he needs Scattered about the room are hundreds of rotting
to offer up information to save his skin), Gorkoh can severed feet from countless types of humanoids. All the
offer advice on the best way to deal with the carrion feet are bare. Despite the horrid wounds that severed the
crawler, pointing out a fragile and sharp stalactite clus-
feet , you see no blood anywhere.
ter at a narrow point leading into the next cavern. If
the characters lure the creature under the cluster, they
might be able to think of some way to drop the sharp Creatures. Ten of the feet in the room are stomping
rocks on the crawler. feet, the lesser known and smellier cousins to the crawl-
If the characters try to hurt or intimidate Gorkoh, he ing claw. A stomping foot uses the crawling claw stat
attempts to send them into the carrion crawler's domain block with these changes:
unprepared, hoping that the monster takes care of them.
Its speed is 30 feet and it has no climbing speed.
Creature. The carrion crawler waits in the next area,
Its claw attack becomes a stomp attack that deals
resting after taking a beating from Caerhan. The crea-
bludgeoning damage.
ture has only 20 hit points remaining, but it's hungry
and angry. It attacks if any character enters the next cav- When any creature reaches the center of the room, the
ern, and pursues characters who flee in any direction. feet attack.
Weak Ceiling. The sharp stalactites in the passage
between the two chambers were weakened by the earth-
quake. A character who succeeds on a DC 20 Intelli-
gence (Investigation or Nature) or Wisdom (Perception
or Survival) check can spot the danger zone if Gorkoh
didn't tell the group about it. As an action, a character
can strike the ceiling with a weapon or an appropriate
tool, or with a spell that deals force or thunder damage.
Doing so brings down the ceiling in a 10-foot-by-10-foot
a rea. Any creature caught in the shower of razor-sharp
stones must make a DC 12 Dexterity saving throw, tak-
ing 14 (4d6) slashing damage on a fai led save, or half as
much damage on a successful one.
Treasure. The bones and gear to the northeast are
the remains of a group of adventu rers who fell victim to
the carrion crawler months ago. A backpack and a belt
pouch hold 47 gp and a large polished red garnet worth
50 gp. Sticking out of the pile of bones is a +l long-
sword. The hilt of the sword is fashioned like a skeletal
hand, and a skull-and-bones motif is prominent in the
design of the weapon.
Gorkoh's Future. Provided the characters treat Gor-
koh well, he's willing to serve the group as a hireling. In
return for food and lodging, he becomes a reliable and
enterprising employee.
On the other hand, if the characters mistreat him or
regularly put him in danger, Gorkoh abandons them. If
that happens, another goblin named Splugoth the Re-
turned approaches Gorkoh with alternative employment.
Gorkoh can show up later in the adventure as a servant
of the Six, having gained new powers and seeking ven-
geance on those who mistreated him. See "Factions and
Rivals" in chapter 3 for more information on the Six,
and appendix B for more information on Splugoth.

CHAPTER 4 I THE ORRERY OF THE WANDERER


Area 7: Stomp Area 8: Tentacle-·
Foot Runes
Area 6: Goblin
@= Stalagmire

Area 9: Dragon

Altar

Corporal
Area 10: Teeshe Rubble

Shrine of Destruction 1 square = 5 feet

MAP '-3! AREAS G - 10

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

CHAPTER 4 I THE ORRERY OF THE WANDERER


9'{
9. DRAGON
A wyrmling brass dragon wound up in thi s cavern after
a green dragon chased it away from its territory. (This is
the green dragon mentioned in the ~Life in Waterdeep"
sidebar.) The wyrmling, which calls itself Oabshabah,
enter ed a sea cave near Waterdeep that contained a
passage leading to this complex of tunnels and caverns.
She was hiding when the earthquake struck. and was
trapped beneath fallen rubble.
When the characters enter the chamber from the
south. Dabshabah is fending off a pair of dark mantles,
so they can hear the fight before they see it.

A small, brass-colored dragon thrashes madly at the far


end of the cavern, trapped beneath two large boulders
that block a northern tunnel. Two dark creatures resem-
bling flying squids dart just out of the little dragon's
reach, harassing it. Another northern tunnel is also
blocked with rubble. Only a tunnel to the east stands
clear of debris.

Creatures. The two darkmantles under stand that the


dragon is doomed to eventually die of its wounds, and
that they can have an easy meal in a few hours if they
bide their time. They are thus staying out of the dragon's
reach. Dabshabah can't use her breath weapon against
the darkmantles because the weight of the boulders
makes it hard for her to breathe.
When the characters engage the darkmantles, the
monsters ignore the dragon to focus on the new threat.
Both creatures fight to the death.
this area. The stones of the cesspool likewise radiate
Aftermath. If the characters defeat the dark mantles,
conjuration to a detect magic spell or similar effect.
Dabshabah (a brass dragon wyrmling) is thankful. If
Creature. A massive creature on the demiplane of
they use magic to heal the wounds she suffered during
fi lth has reached a long tentacle through the weak pla-
the ear thqua ke, she is even more grateful. However, she
nar barrier here. The creature's tremorsense allows it to
expresses that gratitude with an in Hated sense of her
detect the presence of creatur es i n this room. at which
importance in the world. Remember that dragons aren·t
point it attacks. Each character must succeed on a DC
like people. Even the good ones can be haughty. proud,
10 Wisdom (Perception) check to notice ripples on the
entitled, demanding. sel f-involved, and prone to violence.
cesspool before the tentacle emerges. If the characters
(Okay, maybe they are l ike people.)
know the room's story or sensed the magic here, they
Dabshabah is less than a year old, and she shares the
have advantage on the check. The tentacle su rprises
story of how a green dragon attacked her and her sib-
anyone who fails the check.
lings, driving her away from her mother 's territory and
The enormous tentacle uses the stat block of a giant
down the Sword Coast. She can also contirm that she
constrictor snake with these changes:
saw an armed and armored female human- Sergeant
It can reach anywhere inside this room. Ava Teeshe-pass through this chamber and head east
• It has no bite attack. some hours ago. Dabshabah kept silent, fearing the hu-
A creature grappled by the tentacle is pulled imme- man would slay her.
diately into the 3-foot-deep section of the cesspool.
Ahghairon's Dragonward. Waterdeep is protected
by a magical ward that keeps dragons from entering
On the next round, if the creatu re is still grappled, the
the city. The ward doesn't reach this far below ground,
tentacle pulls it into the 10-foot-deep section and un-
so Dabshabah is safe here. However, if the characters
der the sewage. There, the tentacle has three-quarters
attempt to bring her out of the fissure, she can't follow
cover, and the creature can't breathe. A creature that
them. The dragon whines and sobs when it becomes
falls unconscious while grappled beneath the sewage is
pulled through the planar rupture into the filth plane, to
be devoured and lost forever. Or. in grand Acquisitions
I ncorporated fa shion. a character so destroyed might
return later as a vile creature bent on revenge against its r - : :ge capital assets suchd ~: ~::::;~:.'.·~: r~~:~d
form er party members. investment. But you ne~ th original cost minus
them on your balances eel al . e nt or
. . d e to the minor d1smernberme
deprec1at 1on u . . ff
C ll A l'l l:t R 4 I T H F. O RR F RY OF T ll E WANDE RF R . I mption ol sta · -Iv\org<l'!n
occas1ona consu
in the room, but it cannot attack beyond it. On initiative
A POWERFUL P ET count 10, it makes two attacks per round: +4 to hit, 7
It might be fun to run Dabshabah as an NPC member of (ld8 + 2) bludgeoning damage. The damaged entropy
the party for a bit. However, any dragon-even a chaotic guardian is a Huge object with AC 18. 32 hit points, and
good wyrmling--<:an be tough to manage. Townsfolk are immunity to poison and psychic damage. It focuses its
likely to be terrified at the prospect of a dragon coming attacks on intruders within 5 feet of the altar, anyone
into their shops and taverns. Moreover, caring for Dab-
fighting with Sergeant Teeshe, and anyone holding the
shabah to her own high standards, including meeting her
needs for sustenance and treasure, is equivalent to main- orrery housing (which its magic recognizes as an ongo-
taining a character in a wealthy lifestyle. ing threat).
That said, having Dabshabah stay with the party for a Altar. The altar is made of granite and covered in
short time, then take off on her own to learn the business runes. It accepts offerings by destroying them with the
of being a dragon, could provide a bit of poignant narrative attacks of the entropy guardian, representing the entro-
in your campaign. Much later on, if the characters are ever pic power of That-Which-Endures. However, the ancient
facing long odds in an important battle, Dabshabah might altar malfunctioned when Caerhan set the orrery hous-
swoop down from the sky to return the favor the heroes ing on it- or perhaps the orrery channeled its own pow-
once did for her. erful magic to destroy the altar in self-defense. Either
way, that pulse of power caused the earthquake, and
clear that the characters must leave her behind. Arrang- saw the entropy guardian slay the unfortunate Caerhan
ing to meet somewhere outside the city quiets her, but when it took him as a threat to the shrine.
Dabshabah demands assurances that the party won't A character who touches the altar willingly must suc-
abandon her. ceed on a DC 12 Charisma saving throw or be charmed
by a spirit loyal to That-Which-Endures. While charmed
10. SHRINE OF DESTRUC TION in this way, the character must use its action each turn
In this final area of the caverns, the characters discover to attack any creature defiling the shrine. This effect
the missing City Watch guard, the dead dwarf who lasts for as long as the affected creature remains in this
caused all this mess- and a magical mystery that kicks area. but the compulsion also prevents the creature
off the rest of the adventure. When the characters enter from leaving the shrine.
this area. read: Sergeant Teeshe. The City Watch officer is under
the sway of a possessing spirit from the altar, as noted
above. She attacks any creatures that appear to be a
This crumbling chamber is dominated by an altar against
threat to the shrine, but a successful DC 13 Wisdom
the far wall, above which hangs some kind of construct (Insight) check allows a character to see the unfocused
gearwork mechanism ending in a massive maul. The look in her eyes, as if she's not in control of her actions.
wall to the left of the altar has fallen in to spread rubble If she can be removed from this area, the altar's power
across the floor. On the floor near the altar is a golden over her ends, and Teeshe comes back to her right
mind. If the characters save her, the sergeant offers
device resembling an orrery housing. The device is
a potion of healing in thanks. She doesn't remember
battered and falling apart, revealing exposed gears and what happened to her after entering the tunnels with
spokes, and with its exterior pieces and plating scattered Constable Boot, and is keen to accompany the charac-
across the floor. Splayed on the ground next to the device ters back out.
is the corpse of a dwarf. De velopment. 1f a character tries to identify the runes
In the southwest corner of the room stands a muscular on the altar, a successful DC 15 Intelligence (Arcana or
Religion) check determines only that they are connected
female human dressed in the livery of the Waterdeep City
to no known deity, but that their symbology associates
Watch. Her eyes are closed, and she breathes deeply as them with the power of destruction and ruin. The magic
though resting. of the altar and the gearwork maul is faltering, but
would once have been capable of destroying even power-
ful magic items.
The dead dwarf is Caerhan Coalsmith. Sergeant Teeshe Any character who succeeds on the above check or
stands in the corner. The magical housing of the Orrery on a DC 12 Intelligence (Investigation) check to study
of the Wanderer sits before the altar. the destruction here determines that a powerful pulse
Creatures. Teeshe touched the altar when she first en- of magical power centered in this area is likely what
tered this area, and a spirit loyal to That-Which-Endures caused the earthquake. The character also intuits that
possessed her (see below). If the adventurers touch or with the shrine's destructive magic curtailed by the
disturb anything in this chamber (including the altar, earthquake, it is no longer a threat.
the gearwork maul, or Teeshe herself), the spirit con- The Orrery. The Orrery of the Wanderer is a powerfu I
trolling Sergeant Teeshe forces her to attack. Use the magic artifact, detailed in appendix D. In its present
thug stat block for her in this state. state, the orrery has been battered by the entropy guard-
Entropy Guardian. The gearwork device above the ian, though its six-sided form remains intact. Its side
altar is called an entropy guardian, and it animates 1 plating is mostly missing, but can be collected from the
round after Teeshe attacks. The entropy guardian's floor nearby. If characters replace any of the shattered
expanding clockwork arms allow it to attack anywhere side plating. it magically reattaches itself. More oddly, if

CHAPTER 4 I THE ORRERY OF THE WANDERER


the characters don't replace the plating, it begins to re- impressed by their success. Or he might be in the mood
grow, even as the orrery housing magically straightens to demand favors from them if things didn't go entirely
itself out. as planned (because that kind of mess makes the whole
Within a few days, the orrery housing is a pristine. company look bad). Either way, read:
golden six-sided device with a circular hole in each face.
The setup of gears and attachments within the orrery
"I've been told about the misunderstanding regarding
makes it clear that six round components are meant to
be placed into the device. Characters will not recall see- your identities. I can't say much for your relative inexpe-
ing any such devices in the shrine of destruction. rience and lack of skill. But it looks as though you've got
enough moxie to cover for that. And a willingness to do
EXITI NG THE FISSURE what it takes to get ahead. Those are traits we hold in
With Sergeant Teeshe saved (or with her body in tow high regard here at Acquisitions Incorporated.''
and a convenient cover story), the characters can make Omin pulls a map from a satchel and places it on the
their way back to the sinkhole. If they left any dangers
conference room's oak table. "You know the town of
behind them on their initial pass, those dangers re-
emerge on the trip back-and will prevent them from Phandalin? Just off the Tri boar Trail? A few months back,
fulfilling their contract if not eliminated. we awarded a group a franchise there. We received word
When the characters climb out of the sinkhole, Cap- that they were taking control of some ruined estate for
tain Truff is waiting for them alone, and is pleased to see their headquarters, and everything seemed to be going
them. She's even more pleased if the characters rescued well. Only they missed this month's franchise payment,
Sergeant Teeshe. Truff asks the characters to sign an
and their secretarian isn't answering any calls."
affidavit confirming that they've completely investigated
and cleared the passages beyond the fissure. If the char- Omin snaps his fingers, and a paper, a pen, and an ink
acters lie about the success of their mission, they risk a pot leap from his satchel. "This note gives you the right
fine, imprisonment, or both. to travel to Phandalin and investigate the franchise there
The characters must also agree to have all the goods on my behalf. If you find the franchise in poor standing or
they found beneath the city inventoried. lf anyone later
otherwise in distress, I want a full report. And depending
claims to be the rightful owner of any of the loot, a mag-
istrate might rule that the goods belong to the original on how badly the last group botched things, I might look
owner instead of the characters. Who knew adventuring to you to take over. A failed franchise makes the whole
required so much paperwork? company look bad. I'm sure you understand."
Omin then levels a hard stare. "I want you to appre-
DOCK WARD AMBUS H
ciate what an incredible opportunity this is for you.
While the NPCs and characters are going over their
bookkeeping, a group of villains working for the Xana- You' re skipping countless steps in the normal franchise
thar Guild tries to take any treasure the party pulled out process. No internships. No tests. It's unheard of. But I
of the tunnels. The group consists of a thug called Stork believe in you."
leading three bandits. Stork believes she has the advan-
tage over the party members, who are probably coming
out of the tunnels bruised and bloodied. Plus, she's As before. Omin Oran is a busy CEO. and doesn't have
already bribed the two City Watch guards, Orvis Torval time for a lot of questions. If the characters discuss
and Rosko Bos h, to "take a walk," so neither is on hand finding the mysterious orrery hous ing, he tells them to
during the attack. make researching the relic part of their mission. With
Captain Truff fights alongside the characters, as do the characters all newly minted. official Acquisitions
Gorkoh and Sergeant Teeshe if the characters rescued Incorporated employees, Omin trusts that they'll know
them. Otis Adalgrim might show up too. either during or what to do.
after the fight.
FRANCHISE DOWNTIME
CONCLUSION Once the characters formally establish their franchise at
With this first episode completed, the characters attain the end of episode 2. downtime activities and franchise
2nd level! But even as they get to bask in the warm glow tasks will play a bigger role in the adventure. For now,
of that achievement, they must return to Acquisitions though, encouraging the players to engage in downtime
Incorporated co report. Omin Oran is there to meet with activities before heading off for Phandalin can help
them when they do. If the characters were successful them get comfortable with the idea of dedicating nonad-
and dealt with Captain Truff in good faith, Omin gives venturing time to personal and business development.
them the promised reward of 400 gp for the group (500 A few possible downtime activities are suggested
gp minus the Acquisitions Incorporated fee). If the char- below, but the party's downtime escapades can include
acters were only partly successful, adjust Omin's reac- anything that you and the players come up with.
tion and what follows as necessary.
T HE 0RRERY
Having since learned about the initial mistaken iden-
tity when he met the characters, Omin is even more Learning more about the mysterious orrery could be
undertaken as basic research, which might lead later to

CHAPTER 4 I THE ORRt:RY Of THE WANDERER


a more thorough investigation with the scrutineering ac- thing catastrophic occurred at the manor recently, and
tivity (see "Franchise Tasks and Downtime" in chapter no one in town has seen any of the occupants since.
2). Whatever approach the characters take. remember While in Phandalin. the adventurers have the oppor-
that learning the full scope of the orrery's history. the tunity to interact with the townsfolk, possibly becoming
secrets of its creator, and the range of its powers is the involved in smal l-town dramas-incl uding a mayoral
goal of the whole campaign. Whatever small bits of in- election. Those events could have a significant impact
formation can be revealed at the outset should hint at on the franchise the characters will establish at the end
even more that remains to be discovered. of this episode.
At the ruins ofTresendar Manor, the characters find
DRAGONSJT TINC
clues about what caused the destruction. They locate
If the players helped Dabshabah, they might want to one of the two surviving members of the previous fran-
check up on the wyrmling. Helping her fully heal up and chise, the half-ore majordomo Gildha Duhn. Gildha
regain the use of her fire breath and sleep breath might provides details about the attack and the apparent goal
require research or a customized use of the recuper- of those who struck the manor- retrieving a mysterious
ating downtime activity (both from the Player's Hand- magic clockwork device that the characters recognize
book.) If the characters want to arrange for someone as part of the magic orrery found under Waterdeep. In-
else to watch over the young dragon. finding a suitable vestigating where the attackers slipped into the manor's
guardian might require research. Or the character s basement and dungeon, the characters discover signs of
might decide to sow positive rumors in the area where recent rituals tapping into the power of the Far Realm-
the dragon wants to settle (using the sowing rumors and take on the monsters the attackers left behind.
activity from the Dungeon Master's Guide), hoping to get After dealing with the threats in the dungeon. the
the locals used to the idea. characters run into operatives from Oran Enterprises
who have been sent to take control of the site. With the
ALTARED STATES
imminent dangers in and around Phandalin neutralized,
Characters interested in the strange altar under Water-
the characters are rewarded by Head Office with the
deep can undertake research to study its mysterious
license to take over the failed Acquisitions Incorporated
runes, which can lead to information regarding That-
franchise. From there, they are set to investigate who
Which-Endures (see the sidebar in the "New Race:
was behind the attack on Acq Inc, and what connection
Verdan" section in chapter 3.) Gorkoh the goblin might
the mysterious orrery might have to this new threat.
assist with this task if the characters keep him around,
as a kind of warm-up for the rules for letting NPCs run
LAYERS OF VILLAIN Y
franchise tasks (which the characters will gain access to
at the end of episode 2). Although the characters have no way to discover this
lo the long term, Gorkoh could take the lead in the fact at present, the attack on Tresendar Manor was
scrutineering activity to research the shrine, or set up carried out by operatives working for the Six. That dark
a shady business practice to restore part of the altar's cabal of dark individuals wants to bring dark forces
power and arrange clandestine tours into the caverns by into the world- and its members have a specific motive
those who want other dangerous relics destroyed. See of wanting to destroy Acquisitions Incorporated in the
"Franchise Tasks and Downtime" in chapter 2 for more process. However, most of the agents involved in the
information on those new activities. attack had no idea they were working for the Six. All
were hired individually and clandestinely by one of its
CONTINU I NG THE A DVENTU RE members- the goblin Splugoth the Returned, who made
no mention of his identity or allegiance.
With contracts in hand and downtime done, the charac-
The appearance of Oran Enterprises at the end of this
ters can make the trek from Waterdeep to Phandalin.
episode is meant very much to imply that the organiza-
Episode 2 of this adventure details that trip and the new
tion was involved in the attack-and to distract the char-
mysteries the characters encounter as they arrive in
acters and the players alike from speculating on what
town, attempt to sort out what happened to the previous
other nefarious operators might be involved. The plots
franchise- and start to build their own franchise as the
of the Six are revealed over the course of the adventure.
newest members of Acquisitions Incorporated!
More information on the Six, Splugoth, and Oran Enter-
prises can be found in "Factions and Rivals" in chapter
EPISOD E 2: FUN I N 3. and in appendix 8.
PHAN DALIN TRAVELI NG TO PHANDA LIN
In episode 2, Om in Dran sends the adventurers (now
The trek from Waterdeep to Phandalin requires the
2nd level) to Phandalin to lea rn the fate of an Acquisi-
adventurers to travel north on the High Road, then head
tions Incorporated franchise that opened there a few
east along the Triboar Trail before taking the track
months earlier but has recently gone dark. After over-
south into town. Walking at a normal pace. it takes
coming hazards on the road, the characters enter the
about 6 days to travel from Waterdeep to the head of
town. There, they learn that the franchise had signed an
the Triboar Trail , I day to hike along the Triboar Trail
agreement to purchase the oft-ruined Tresendar Manor,
to the track to Phandalin. then another 4 hours to
a small estate on the outskirts of town. However, some-
reach the town.

C HAPTER 4 I THI:: O RRERY OF T HE WAND E RER


T1<E RUINS OF
TRESOIDAR MANOR

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

CHAPTER .. I THE ORRERY OF THE \\'A'.'ID E RJ.:: R


less-restrained services in a temple of Loviatar. lf the Franchise Opportunity. If the char acters aid her,
characters fail to leave after this warning, Rasqel gives Thetsis shares the story of her business arrangement
them an ultimatum: they can walk away or face the with Rasqel. The bandit originally worked a fair deal
wrath of the Zhentarim. with Thetsis and her lizardfolk tribe. whose members
A character who succeeds on a DC 15 Wisdom (In- grow and harvest a nutrient-rich algae that is also a key
sight) check can tell that Rasqel seems unsure about ingredient for creating potions of water breathing. After
the bite behind his threat. His little operation is off the earning the tribe's trust, Rasqel altered the terms of the
books, with no sanction from his superiors in the Black deal in stages, starting by offering less money in a "slow
Network. The bugbear bodyguar ds know this fact too, market," then taking the algae with a promise to pay
and because of it, they are less than enthusiastic about later. saying his cash flow was poor. When the lizard folk
working for Rasqel. began to balk at this arrangement, Rasqel threatened
Tactics. If the characters refuse to back down after to send mercenaries to their home deep in the Mere of
the second warning, Rasqel orders the bugbears to at- Dead Men, pr omising to destroy the tribe unless the liz-
tack while he hangs back. T hey obey reluctantly, but if it ardfolk worked for free. That threat was the cause of the
becomes clear that their lives are in danger at any point. altercation the characters witnessed.
or if the characters offer 10 gp or more to each of them. The characters might easily recognize that this situa-
they walk away and leave their boss to his fate. Rasqel, tion is a prime business opportunity. If not. suggest that
who is indebted to bad people, fights to the death. If the realization to a character with a merchant-related back-
situation looks grim for the adventurers, Thetsis en- ground, or one who succeeds on a D C 10 Intelligence
ters the fray. (Nature) or Wisdom (Survival) check. Thetsis carries
Treasure. The bugbears carry nothing of value. as algae that she's willing to sell for 50 gp, but which is
Rasqel has not paid them in several days. The bandit w orth 100 gp in Waterdeep. More importantly, any char-
carries 25 gp in his belt pouch. acter with herbalist or alchemist experience realizes

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.

CHAPTER 4 I THE ORRERY OF THE WANDERER


that the algae can be mixed with other reagents costing
BU SINESS OPPORTU NITIES
150 gp to make a potion of water breathing. Such a po-
t ion might fetch up to 500 gp in a city such as Waterdeep The "Free-Market lizard folk" encounter is just one of the
or Neverwin ter. many business opportunities that mark a long-running
Acquisitions Incorporated campaign. Forward-thinking
T H E WRONGN ESS
adventurers can make a deal with Thetsis and her tribe
that might help them corner the market on potions of water
After turning east from the High Road onto the Triboar breathing. The terms of the deal are up to you, but it's best
Trail. the characters· travel slows a bit The High Road to start small. Once per month, the lizardfolk can meet
is frequently traveled by caravans, and so is better kept the adventurers or their agents to sell them algae. As the
and easier to traverse. Triboar Trai l, on the other hand, characters start to hire franch ise staff at the end of this
sees less frequent traffic and is less well maintaine d. episode, this is a perfect opportunity to set up how staff
After a few hours· travel east, the adventurers come members can conduct franchise business with no direct
upon the following scene. involvement from the characters- at least not to start.
These kinds of side ventures can easily expand to be-
come adventures of their own. For example, one of the
Sitting cross-legged in the middle of the road is an franchise NPCs handling the algae trade might fail to
odd-looking figure wearing not a stitch of clothing. In return from the Mere of Dead Men one day. The charac-
ters need to find out what happened if they want to keep
one hand, he fiddles with a copper medallion etched with employee morale from tanking-a nd to keep the business
the image of a thin, tangled pair of antlers. He might be a relationship with the lizardfolk intact. Choices must be
beardless dwarf, or a short and pale half-ore, or a human made and consequences faced, which are the hallmarks of
a great campaign.
with a gland condition. Either way, he doesn't look up The "Franchise Tasks and Downtime" section in chapter
as he speaks in a voice that sounds like a goat choking 2 has more information about working ongoing business
on sawdust. activities into the franchise's campaign story.
"Fortune has strange and wonderful and terrible things
in store for you. So I am here as fortune 's lackey. Fair or 1. with this beaming, attract and repel.
foul? Weal or woe? Chant or howl? Friend or foe?" Ignore me. and you are lost. one way or another.
What am/?
The answer is a lighthous e-a foreshadowing on be-
This unfortuna te wanderer is named Carkuss (N male
half of fate of where the characters will go in episode 3.
human priest). A character who has an appropria te
Curse ofBeshab a. Beshaba inflicts her cu rse upon
background or who succeeds on a DC 15 Intelligen ce
any cleric character who doesn't worship her, or the
( Religion) check recognizes the copper medallion as a
character who has the most interactio n with Carkuss.
holy symbol of Beshaba. Known as the Lady of Misfor-
She might target more than one character, especially
tune, Beshaba is Tymora's twin sister and archenemy.
anyone who worships Tymora. While under the curse. a
This character knows that Beshaba sends her favored
character has disadvantage on saving throws. The sub-
souls out into the world as a focus for bad luck and ca-
ject knows the curse can be ended with remove curse or
lamity, and that dealing with a favored soul of the Lady
similar magic, or it can be passed to another person.
of Misfortun e is a risky situation. Interactin g with such
To pass the curse. the victim can choose a living hu-
agents in any way can draw Beshaba's ire, with poten-
manoid within 5 feet of it once per day, making a Cha-
tially catastrop hic consequences.
risma check contested by the target's Charisma check.
The Hands ofFate. Now that Carkuss has crossed
lf the cursed victim wins, the curse transfers to the new
paths with the adventurers. they are stuck in the strands
target. If unsuccessful in transferri ng the curse. the
of his web of misfortune. To avoid the curse of Beshaba
victim takes 5 (ldlO) psychic damage. A target who re-
(see below), the characters must not harm Carkuss,
sists the transfer is immune to the curse of Beshaba for
they must not be overly kind co him, and they must
one year. Passing the curse on to an innocent person is
correctly answer a riddle he asks. If successful on all
an evil act.
three counts, each character earns a dlO. Once before
An NPC victim of the curse has a chance to die of a
the character's next long rest, they can roll the die and
terminal case of bad luck. For each day that passes, roll
add the number rolled to one ability check, attack roll.
a d20anda d12. If both dice show a 1, the NPC dies in
or savi ng throw. In addition, by earning Carkuss's favor,
a freak accident. The curse is gone, but if word of the
the characters might see him when they need good for-
death reaches the character who transferre d the curse.
tune later. if you so decide.
the conseque nces might live on.
If the characters fail at any of these three tasks, one
or more of them (at your determina tion) earns the curse. A H ORSE Is A CORPSE , OF COU RSE
If the characters attack Carkuss, he doesn't defend him- When the characters move off the Triboar Trail and onto
self, hoping that they slay his miserable form so his soul the even-less-used track to Phandalin , they stumble
can be free. into what looks like a by-the-numbers goblin ambush
The Riddle. After initial interactio ns with the charac- that turns into somethin g much more bizarre. After
ters, Carkuss asks the following riddle: an hour's travel, the characters come upon the fol-
I stand aloof. alone as a savior. lowing scene.
I shine my oily smile across the rippling vastness.

CHAPTER 4 I THE ORRERY tH THE \\ANDE RER


100
the image of a draconic skull with a sword driven up
Ahead on the rough road, a pair of dead horses and an
through it from the bottom. A character who succeeds
overturned cart block your way. Sacks and barrels spilled on a DC 10 Intelligence (Arcana) check recognizes the
from the cart litter the ground. Trees grow close to the sigil as part of a unique necromantic ritual that can turn
road here, and the thick undergrowth obscures the any creature into an undead creature when it dies. (The
view beyond. characters will see this rune and this magic again later.
See the sidebar "The Magic of Convenience" on the next
page for more information.)
As the characters approach within 50 feet, any character Treas ure. Most of the crates, sacks. and barrels that
who succeeds on a DC 10 Wisdom (Perception) check litter the road and the wagon have already been emptied
notices that several goblins stand motionless in the un- of valuables. One cask of Lusk an Ice Mead remains
der brush, while several more perch in the trees. A char- intact among the looted goods, worth 50 gp in Phand·
acter who succeeds on the check by 5 or more also no- alin. Alternatively, the characters can get 200 gp for it in
tices that these goblins are dead. as does any character Waterdeep. where patrons won't realize that ice mead is
who attacks or attempts to interact with them. A closer just normal mead in Luskan.
investigation then reveals that they have been propped
up and tied into their positions. ARRIVAL IN PHANDALI N
Creatures. The two dead horses are warhorse skel- After a harrowing and potentially lucrative journey, the
etons whose remaining flesh sloughs off as they fight.
characters arrive in Phandalin. Map 2. 1 shows the lay·
When any character comes within 20 feet of the fallen
out of the small town. with key locations described in
horses, these undead lurch to their feet and attack.
the sections below.
When this happens, each character must succeed on a
Read or paraphrase the following to set the scene:
DC 15 Wisdom (Perception) check or be surprised.
Tactics. The gnome archmage Hoobur Gran'Shoop
animated these dead horses in the aftermath of the at· This modest-sized town is comprised of some fifty build-
tack on Tresendar Manor. commanding them to lie still ings, most of which show signs of regular upkeep. Farms
and attack any humanoid creatures that approach them. an d an apple orchard mark the outer edge of town, with
Hoobur's Mark. If the characters poke around the
houses and shops closer in. Townsfolk are milling about
rotting flesh that fell of the horses during the battle. they
see that each horse bore scars on its sides that form in the central square and on the adjacent green. Two peo-
ple stand on a stage on the green, addressing the crowd,
but the distance to them-along with a steady chorus of
chee rs, boos, and shouts-obscures what's being said.
Ris ing from a small hi ll overlooking the town is an o ld
manor house-or at least it was an old manor house.
Most of its walls have collapsed in what appears to be
a recent disaster, with traces of smoke still rising from
piles of tumbled stone.

When the characters approach the stage or try to slip


away, continue:

A portly, well-dressed male human on the stage points


unexpectedly at your group and shouts. "You see? This is
exactly what I mean! Just when things start to calm down
in Phanda lin, more mu rderous vagrants show up. They
probably have something to do with what's happened to
Tresendar Manor, and with the livestock that have started
going missing! And it's only a matter of time before this
all ends in misery and bloodshed, I promise you!"

Politics in Phandalin. Phanda lin was long run by


an elected town master, until trouble with bandits some
years ago saw the townmaster replaced by a council
of three prominent citizens. elected every two years.
However. the recent abdication of one councilor and the
town's growing size have prompted the townsfolk to de-
cide that it's time to expand the council to five persons,

C ll,\PTER 4 I THE ORRl::RY OF T il l'. WANDERER


IOI
and to incorporate a mayorship to handle increasingly
TH E M AG IC OF C O N V ENIENCE
important decisions about Phandalin' s future.
Two people, both current councilors, are running for The work of the gnome archmage Hoobur Gran'Shoop is
a constant presence in episodes 2 and 3 of the adventure,
mayor. One is Harbin Wester, a male human with the in-
even before his actual appearance toward the end of epi·
tegrity and unctuous personality of ... well, a career pol- sode 3. Savvy players might note that the undead minions
itician. Wester is a former town master. and is running Hoobur creates to harry the party don't follow the standard
against Sildar Hallwinter, a male human, member of the rules by which a spellcaster character might create undead.
Lords' Alliance, and former adventurer . Hallwinter is a Likewise, some of the creatures working for Hoobur do so
circumspec t sort who opposes Wester mostly because in ways that aren't covered by dominate monster.
of the latter's corruption. For more information on both. If the characters develop a strong interest 1n creating
see the "People of Phandalin" section. undead horses or summoning will-o'-wisps to their ser-
Wester is the town's banker and a major landowner, vice, you can decide to reveal the "unique rituals" Hoobur
knows, which can show up as treasure in the adventure
so some consider his wealth and power to be ample jus-
or be something that the characters can learn through
tification for his greedy. conniving nature. More impor-
research. Otherwise, just assume that like many classic vil-
tantly, a number of monstrous and magical incidents in lains, Hoobur Gran'Shoop has access to whatever magic is
the area over many years have left Phandalin's citizens necessary to advance the plot in the most interesting way.
anxious for strong-sounding leadership. Even though ad-
venturers solved many of the town's problems in the past.
Wester has gained much popularity by convincing people But after a few days passed and no one from the manor
that the town's troubles would have never surfaced if came into town, Sildar Hallwinter braved the walk up
those well-armed wandering busybodies hadn't gotten in- the hill to investigate.
volved in the first place. The banker has even gone so far Where the manor once stood. he found only rubble,
as to suggest that adventurers might have orchestrated scorch marks, ru ined constructio n, and bloodstains. He
some of Phandalin's past woes for their own gain. failed t0 discover the single franchisee left alive in the
Sildar Hallwinter isn't a great orator. He spends most manor, who was unconscious at the time. The townsfolk
of his time refuting Wester's "unsubstantiated claims." have given the ruin s a wide berth since then, not want-
The retired warrior also points out that Phandalin ing to risk awakening whatever mad magic delivered the
needs a leader who knows the dangers of the wilder- adventur ers of the Golden Mongoose to their final fate.
ness, even as its people need a mayor unburdened by
scandal and potential con flicts of interest. PLOTS OF THE Srx
The characters can become involved in the mayoral Just over a year ago, operatives of the Six came across
debate if the players wish. lf they don't. wrap it up and one of the components of the Orrery of the Wanderer-
let the characters interact with the townsfolk as they see the far gear. Quickly realizing the potential power in the
fit. Talking to any townsfolk yields up the information component and the orrery it was a part of, they began
detailed in the "Recent Events in Phandalin" and "Peo- to scour the Sword Coast for information regarding
ple of Phandalin" sections, below. the artifact. A month ago. their intelligence-gathering
resources turned up word that two Acquisition s In-
RECENT EVENTS IN PHAND ALIN corporated franchises including the newly minted
The Fellowship of the Golden Mongoose was the Acqui - Phandalin franchise had been scrutineeri ng for lore
sitions Incorporate d franchise previously established about mysterious magic clockwork devices. Wanting to
in Phandalin. When that group arrived in town a few determine what Acquisition s Incorporated might know
months ago, they spoke with Harbin Wester about ac- about the orrery. the leaders of the Six put a plan into
quiring the ruined Tresendar Manor. since the banker motion. (The second franchise was based on the Sword
held the property's title. Wester worked out terms with Coast between Neverwinte r and Luskan. Its fate will be
Head Office and the deal was signed. The members of discovered by the characters in episode 3.)
the franchise soon got to work on restoring the manor, The Six set up an agent in Phandalin- Ditch Fundi,
frequently corning to town for supplies. When not slip- who first raised and now runs Phandalin' s new Temple
ping off to adventure for a few days here and there, most of the Coin Maiden. Using Ditch's intelligence on the ac-
of their time was spent at the manor. tivities of the Company of the Golden Mongoose, the Six
A number of days ago (the same day the franchise's confirmed that the franchise held an orrery component
payment was due co Head Office), the townsfolk heard called the timepiece of travel- and that Acq Inc head
explosions from the manor, with a few people reporting office was so far in the dark about their discovery. So
seeing gouts of flame and hearing the commotion of a the Six hired a number of agents- including archmage
battle. No one was really keen to investigate. wanting to Hoobur Gran'Shoo p- to attack both franchises.
avoid any trouble that the Fellowship of the Golden Mon- Hoobur's forces snuck into Phandalin and razed
goose had brought on themselves. (Adventurers, right?) Tresendar Manor to the ground. However, the Six oper-
atives w ere unable to find the timepiece of travel. Know-
ing that one of the franchisees had teleponcd away from
the fight, the agents assumed that the orrery component
When scouting a base of operations , consider how was gone. Unknown to them, the timepiece stayed be-
hind, and remains in the possession of the survivor still
many of the local busine~s~s in your area could be
buried alive in the rubbl e.
strong-arm ed into subm1ss1on. or how many .of the
politicians could be replac~d by a member of your
own implausibl y large family. .
- Rosie Beestinge r
MM• 2 1· THE TowN OF' P><hN Ol\ LI N

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.

PEOPLE OF PHANDALI N BRAWN M cGABLE


After the characters arrive in town and get involved in Brawn (N male human bandit} is a middle-aged former
the mayoral debate (or don't). they can take the opportu- member of the Redbrand Ruffians, a bandit gang that
nity to interact with the townsfolk. With the destruction did their best to set up a reign of terror in Phandalin
some years ago. Brawn came very late to the Redbrands'
operation, and thus did only a little intimidation work
H AVE WE B EEN HERE BEFORE?
with the locals before adventurers defeated the bandits
The town of Phandalin will be recognizable to any play· and cleared their hideout in the dungeon ofTresendar
ers familiar with the Lost Mine of Phandelver adventure. Manor. He served a sentence on a work gang for his
This version of Phandalin is set five years or so after that
involvement with the bandits, but his affable personality
adventure, making use of many of the original Phandalin
locations and NPCs even as it adds new places and new won over many in town by the time of his release. He
characters to the mix. If you have you r own version of thus stayed on in Phandali n, where he works doi ng odd
Phandalin in your campaign, make any adjustments neces- jobs and keeping a close eye on local goings-on.
sary to this episode for continuity. Development. Brawn knows a great deal about
Tresendar Manor. including the location and layout of its
dungeon. Characters who talk to him about his past can

CHAPTER·~ I THE ORRERY OF THE \\ANDERF.R


103
P~andalin ... Phandalin. Yeah, 1 know it. Temperate
climate. Average rainfall eighteen inches per
learn a few details of the entrance to the dungeons (see
annum. Take that. Mrs. Brinbury! Give me a C+ in
"Tresendar Manor'' below). Ir effective roleplaying or geography. I la.
ability checks get the characters on Brawn's good side,
he can be convinced to provide further details of the lay- What? Oh, yeah, yeah. Phandalin. Quaint place.
out of dungeon areas 1 through 8. However. he knows Full of rustic charm. Primary industries include ...
nothing about what the Golden Mongoose adventurers gods, I don't know. Rocks and sheep? Oh, and a
(and the agents of the S ix) might have done to alter the couple of very private fosthalls. I can't tell you the
features of the dungeon as he remembers it. number of times ...
Over and above his general utility in a fight. Brawn Wait, why are you writing this down? Did Oran
has a way with people, a winning smile, and a sharp send you? Well ... I'm on my lunch break! Yes, I
tongue. If the characters look at him as a potential know what time it is! It's gin o'clock!
employee. he makes a good retainer for the franchise.
-Yiari
picking up or dropping off goods. making deals. or en-
tertaining potential partners. If he joins the franchise
and the characters encourage him, you might eventually
upgrade him to use the stat block of a s py. characters for as long as possible. However, if she ever
maneuvers them into a position where she can easily
DITCH FUND! destroy them, she does so.
A gnome named Ditch Fundi (LE female gnome assas· The acolytes know nothing of Ditch's treachery, as-
sin) runs the Temple of the Coin Maiden with the help of suming that her allowing them to take responsibility for
two female human acolytes, Hestenjenz and Mischka temple services is a sign of her trust and their own abil-
Solmen. The two acolytes hold regular services, preach ity. They defend her unless they learn the truth.
the gospel ofWaukeen, and have gained the trust and
HARBIN WESTER
favor of most of the townsfolk in the month the temple
has been open. Ditch stays removed from public inter- Harbin Wester (N male human noble) knows only
actions. instead looking after the financial welfare of greed, power, and treachery. He is the wealthiest citizen
the temple. in Phandalin, owning much of the land, many of the
Developmen t. Ditch is an operative of the Six, planted businesses, and a good portion of the wealth in the local
in Phandalin a month ago to watch the Company of the area. He was the last townmaster before that position
Golden Mongoose- then to destroy the franchise when was dissolved in favor of a three-person town council.
the time was right. She knows just enough about the and has been a member of that council from its incep-
teachings of Waukeen to talk a good game. The gnome tion to the present day.
does nothing to tip her hand, acting friendly toward the Wester is fri endly until it suits him to be otherwise. so
most locals don't think ill of him. However. he is more
than capable of stabbing people in the back while keep-
ing a fake grin on his face. He is cunning in the ways of
BRAWN Mc.G 11BL£
business, knowing exactly who to bribe or threaten to
get what he wants, but he's careful to keep most deal-
ings aboveboard and "legal" so that no one can claim to
have been treated unfairly.
Developmen t. Even after pointing the characters out
as "murderous vagrants" during the debate, Wester tries
to be the first person to talk to them in private. Laugh-
ing off his claims as kpolitical rhetoric," he offers to buy
drinks and asks to hear the group's stories.
Harbin Wester is intended to be a political adversary.
He invites the characters to explore the manor if they
desire. reminding them that he still owns the place.
He also tries to get the best of the characters. offering
money, land, goods, or services to place them in his
debt. Once this is done, he calls in those debts whenever
it's convenient- and is not above asking the group to un-
dertake morally questionable tasks as payment.
Wester never puts himself in a position where his
foes can kill him without severe consequence s. Several
bodyguards (use the thug stat block) always watch over
him. He also has extensive contacts and investments in
Waterdeep and Neverwinter. With a message to either
city, he can call in a large force of skilled mercenaries
(veterans) to his aid.

C H APTER 4 I T li f ORRER) OF rHt: \\~'.'JDERER


name for herself. settling down only when she's ready.
She works at the coster reluctantly, and tells anyone
who'll listen how she wants to get away and do some·
thing different with her li fe.
Development. Minghee is quite outgoing, and she
engages the characters excitedly the first time they visit
the Lionshield Coster (or she seeks them out elsewhere
if they don't). If the characters set up a franchise in
Phandalin, she offers to be their roving representa-
tive. procuring goods and services from wherever the
characters want to send her. Minghee has a great mind
for numbers and a strong head for business. but if the
characters take her into their franchise, she becomes
restless if denied a regular chance to travel. In the long
term. Minghee has the drive and instinct to pick up
spellcasting (and use a new stat block of your choice) if
any spellcasting character takes the time to mentor her.
If the cha racters take Minghee into their employ,
Linene is heartbroken at first. but she soon sees the
value in having her daughter working for an up-and-
coming franchise. Opportunities might arise for the
franchise to enter into an ongoing business arrangement
with the Lionshield Coster-which might in turn raise
the ire of Sharna Quirstiron at the Miner's Exchange
(sec below) if the coster 's success threatens Sharna's
own plans for economic domination.

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

CHAP'TER I I 1 HE ORRER'f or THE WANDF.RfR


town council) Halia Thornton left Phandalin "to seek
POLITICS AND ADVENTU RING
other opportun ities." All the locals know that continual
An Acquisitions Incorporated campaign works best when
problems at nearby mines made Ha lia'sjob difficu lt,
it's runn ing on many levels at once. One of those levels is
with little to no wealth coming into the exchange for
the business aspects of the characters' lives, with satire
months at a time. Unfortuna tely for Halia, the downturn another obvious side of the campaign. But politics can be
in the mining industry was the least of her worries. The another driving force in an Acq Inc story, as can the satiri-
Manshoon sect of the Zhentarim saw an opportun ity cal treatment of people in power.
in Phandalin and had Halia killed. Sharna (LE female The political maneuverings taking place in Phandalin
dwarf bandit captain) is the sect's agent. She aims to will inevitably have an impact on the characters and their
revive mining in the area. with the goal of mak ing Phan- franchise. Still, if the players aren't interested in the po-
dalin a haven for the rogue faction of the Zhentarim . litical aspect of the campaign story, don't worry about it.
Developm ent. Sharna is thorough ly evil, but she's Wester is elected mayor, the players can play nice with him
to get what they wa nt, and the story moves forwa rd. But if
a fine actor. She has the economic interests of Phan-
the characters care about who becomes mayor, they have
dalin at heart, but only because she hopes to have a plenty of opportunity to influence the outcome.
prosperou s town at her mercy when the needs of the Sildar Hall winter cares about the good of the town but
Zhentarim become her focus. She ingratiates hersel f to is wishy-washy. His lack of charisma hurts his chances for
the characters, hiring them to clear out monsters in the election. But a clever group of adventurers working behind
local area that threaten mining interests. She offers to the scenes might be just what Hallwinter needs to ener-
partner up on business deals, sharing the profits of the gize his campaign. On the other hand, Harbin Wester con-
mines if the character s invest their time or money in trols much of the wealth in Phandalin, including Tresendar
such operations. If the characters end up on the wrong Manor. As such, helping Wester get elected-o r at least
side of Harbi n Wester, she sides with them against the not being too obvious about opposing him-can put the
characters on his good side. Even if Wester loses the elec-
banker, concealin g her goal of usurping his wealth and
tion, his power and wealth mean that the characters will be
power. She encourages the characters to actively oppose interacting with him-and dealing with his ability to make
Wester or even to kill him if she thinks they might be their lives easier or harder-whether they wan t to or not.
amenable to the idea. Another possibility is that one of the characters could
Sharna is a formidabl e combatant compared to most run for office as a last-minute wild-card candidate. A
folk i n Phandalin . She also keeps four bodyguards stranger wa ndering into Phandalin is unlikely to gain the
(thugs) on hand to guard the exchange, travel to the trust of enough citizens to win the race, and the need to
mines, rough up "uncoope rative" people, or do the dark stick around town and run things will eventually get in the
deeds she needs done to meet her objectives. way of the characters venturing all over the North being
heroic. But don't discount the na rrative possibilities in-
S I LDAR HA LLW l NTER volved in the characters embracing the political side of the
Sildar (NG male human knight) is a retired adventurer story even more wholeheartedly than you expect them to.
and Griffon Rider ofWaterd eep. Some years ago, he
worked in the employ of the Rockseeker fami ly, who SISTER GA RAELE
had hoped to reopen mines in the hills and mountain s Sister Garaele (CG female elf priest) was a zealous
surround ing Phandalin . After nearly bei ng killed in a and enthusiastic servant in Phandalin 's Shrine of Luck
goblin ambush while traveling to Phandalin for the first before Ditch Fundi. "the competiti on." arrived in town a
time, Sildar·s faith in himself was shaken. The Rock-
month ago. Now, she is downrigh t frenetic. She prose-
seeker family moved on after their troubled deal ings in lytizes for Tymora in the streets, in taverns, and i n peo-
the town, but Sildar stuck around.
ple's homes. Garaele is well known for haranguin g the
Although he is getting on in years. Sildar still trains
folk of Phandalin , claiming that the misfortun e of previ-
with his weapons and keeps himself in shape. He was
ous years has been due lo a lack of devotion to Tymora.
one of the town's three councilor s prior to (as he puts it), Despite this. most locals like the priest. and are likely to
"Halia Thornton leaving without even saying goodbye."
help her if she's in trouble.
By running for mayor against Harbin Wester, Sildar
Developm ent. Garaele was once an agent of the Harp-
hopes to help Phandali n increase its prosperit y-and
ers. though she has recently broken ties with that group
to put that prosperit y into everyone's pockets, not just
of agents opposing the abuse of power. Since then, she
Wester's. What he lacks in charisma , he makes up for in
has taken significan t donations from Dran Enterpris es,
sincer ity.
whose agents asked her lo keep an eye on the members
Developm ent. Sildar is a member of the Lords' Alli- of the Fellowshi p of the Golden Mongoose and any other
ance, a group of allied leaders concerned with the secu- Acquisitio ns Incorpora ted operatives in Phandalin . Gar-
rity and prosperit y of the North. As such, his goals are aele is happy to pass this i nformatio n along in exchange
to bring stability and wealth to the region. He is brave for Dran Enterpris es' payments to the temple, and she
and honest, but nearly losing his life years before caused asks no questions about that organizat ion's long-term
him to doubt not only his martial skills but also his deci- goals for the town. She is a good person, however, so
sion making. He could prove to be a valuable ally to the she won't knowingl y allow harm to befall others. She is
characters, especially if he's elected mayor. However, helpful to anyone willing to offer wealth, goods, or ser-
he might also frustrate them with his passivity and in- vices to her shrine.
decisiven ess-or allow them to take advantage of those
same qualities to wield great influence over him.

CHAPTER I I THE ORRERY Of THEW \'IOERER


STUUZANT fruit is strong around the orchard year round, with the
Though not exactly people and no longer in Phandalin. apples grown and picked here processed throughout the
a neutral ogr e named Stuuzant is another potential winter into juice. cider. and other products.
source of information for the characters. She was one of Daran Edermath (NG male elf scout) established the
the operatives used by the Six in the attack on Tresen- orchard many years before. A former adventurer and
dar Manor, smashing her way through the site's walls. one of the oldest people in Phandalin, he remains aloof
When the attack was over, the ogre wandered away. from town politics and focuses his interest on the travel-
However, she decided to stick around the area to enjoy ing merchants and food-related businesses in Phandal in
her proximity to lots of tasty I ivcstock. even as she keeps that buy his wares. Daran employs down-and-out miners
her distance from anyone who might pester her. to do odd jobs and help during harvest, so he's popular
In the days since the destruction of the manor, farm- among the town's working folk.
ers and herders on the outskirts of Phandalin have re- Development. Daran's half-elf daughter Bertice went
ported seeing giant-sized footprints, both humanoid and missing the day before the destruction at Tresendar
canine, as well as missing animals. No one has spotted Manor. and he is beginning to fear for her. Most folk in
Stuuzant. as the ogre has good instincts for avoiding town know that Bertice recently took up with a human
trouble. She keeps moving, hiding until the time is right miner named Grovet. who is also missing. If the char-
to strike. When she attacks livestock. she does so when acters met the couple on the road (see the "Random
no one can see her. and she takes only what she needs Encounters'' table earlier in this episode), they can allay
to survive. at least some of Daran's fears for his daughter's safety.
Development. Characters might be asked to look into Earning Daran's full trust is a long-term proposition,
the missing livestock, or they can do so on their own to and the characters must prove themselves beyond re-
get on the good side of the locals. Investigating the dis- proach in any dealings with the orchardist. If they do,
appearances might be used to angle for something the however. the elf proves a valuable ally. He has more
characters want or need, such as supplies, a lower price resources and power in town than his humble orchard
on Tresendar Manor, citizens favoring one mayoral can- might suggest. And as a member of the Order of the
didate over another. or whatever else you can think of. Gauntlet-an association of vigilant adventurers that
Tracking down and defeating Stuuzant is no easy seeks to overthrow evil Edcrmath has the ear of pow-
task, however. She is friends with a pair of dire wolves, erful people up and down the Sword Coast.
and is mostly successful at covering her tracks after
her raids. The ogre also has yet to establish a den in LIONSHIELD COSTER
the area, so she rarely stays in one place for more The Lionshield Coster is a trading post and competitor
than a day. to the Phandalin Miners' Exchange. A weathered sign
If the characters locate her, Stuuzant speaks Com- hanging above the front door depicts a blue lion painted
mon quite well, uses smarter tactics than a typical ogre, on a wooden shield. Linene Graywind (NG female hu-
and tries to bargain with the characters if it looks like man commoner) manages the store. which is one of a
they might defeat her. If questioned. she tells the story chain of mercantile outposts spread up and down the
of being hired to attack the manor. A goblin in hooded Sword Coast. Mother to Minghee (see "People of Phan-
robes paid her to help break into the estate and smash dalin" above), Linene works tirelessly to keep the coster
everything in sight. Stuuzant never saw the goblin's operational through good times and bad.
face. and knows nothing about the Six (which was never Most of the goods in the Player's Handbook can be
mentioned to her or any of the other hirelings). purchased here. Linene can special order items for
Savvy characters might convince Stuuzant to take a delivery in a few days (with a deposit, of course). How-
position in their franchise, with the ogre making a great ever. she doesn't buy, procure, or sell morally question-
sentry or bodyguard. However. the townspeople might able goods.
need assurances to accept such a creature living so
PHANDALIN MINERS' EXCHANGE
close to their town.
This trading post once acted as the central hub for
Treasure. Stuuzant carries the SO gp she was paid to
help attack the manor. mining activity in the area, as well as the authority for
maintaining public records. A two-story building, the
L OCATI O N S IN PHANDALI N exchange bears a newly painted sign depicting two
crossed pickaxes above a lump of gold. The first story
As they explore Phandalin and eventually set up their is where business is conducted, while the second story
franchise in the rown - the characters can engage with contains living quarters.
many of the town's businesses, whether as patrons or As with the Lionshield Coster, most of the goods
potential partners. The most prominent of the town's available in the Player's Handbook can be purchased
locations (as well as a few additional NPCs) are detailed here. Mining gear is also easily had- as are illicit goods.
in this section. You can come up with details for addi- with Sharna Quirstiron's dispensation (see "People of
tional locations and NPCs based on the needs and de- Phandalin").
sires of your players.
SHRINE OF LUCK
EDERMATH O RCHARD
Until a month ago, this temple to Tymora was the only
The apple trees of Edermath Orchard surround a small shrine in town. With the Temple of the Coinmaiden
group of buildi ngs on the edge of town. The smell of (see below) newly established, Sister Garaele, the local

CHAPTER ~ I rH ~ O RRERY O F THE W'\ N D ERER


IOi
priestess, works harder each day to keep the attention of
PROPERTY AND LAW
the faithful of Phandalin. See ,;People of Phandalin~ for
more information on Sister Garaele. Many fantasy campaigns either ignore questions of law or
utilize benevolent authoritarian figures to oversee social
SLEEPI NG GIAN T and economic justice-the wise monarch, the enlight-
ened town council, the Masked Lords, and so forth. This
This single-story tavern's better days have seen better
method means that the law is stable. Higher authorities
days. Its weathered sign probably depicts a prone giant, can be consulted on matters requiring arbitration, with
but whatever paint or carvings once adorned the sign concrete edicts handed down to ma ke the line between
have been all but worn away. Inside, the place shows right and wrong- in a civil sense, at least- crystal clear.
the same lack of care. It's dirty, ill kept, and in need of a In Phandalin (as with many of the other locations in this
thorough cleaning. Or burning. adventure), the situation is not that simple. No king or
The place is normally occupied by dwarf and human council owns the lands of or around the town. Eminent
miners, either back from a stretch in the mines or wait- domain is neither implied nor accepted. In most of the
ing for a mine to reopen. They are not overtly hostile smaller settlements along the Sword Coast, the person
unless provoked, but it doesn't take much to provoke
with power is the individual who takes and holds that
power. Locales still have authorities and laws, but the
this unhappy lot. The owner and barkeep is Crista K et-
person who can kill everyone else--<>r pay someone to do
tlecopp (N female dwarf commoner). Surly to the point so-is the one who truly rules.
of rudeness, she tries to run her business her own way In Phandalin, Harbin Wester is that person. Even ifhe
and stay out of the political and personal affairs of other loses the mayoral election, his monetary resources far
townsfolk. outstrip those of anyone else in the town, leaving him in
Development. The miners that frequent the Sleeping a position of strong economic control. However, part of
Giant are a rough lot, and could become a competent Wester's power derives from subtlety. He is wary enough
and formidable force if stirred up and pointed at a to watch out for anyone with the ability to effectively op-
target. Currently. S harna at the Miner's Exchange has pose him, and savvy enough to make sure that such peo·
pie never have any reason to oppose him. As such, when
their trust (sec " People of Phandalin"), mostly for her
the characters dean out Tresendar Manor and attempt to
assurances that the mines will soon be more prosper- use it as the base for their new franchise, a potential for
ous than ever. If Sharna discovers that the characters social and economic conflict arises.
are interfering with her and the Zhentarim's plans, she Wester holds the mortgage on the manor. The legal
need only tell the miners that the characters are stand- entity that was the Fellowship of the Golden Mongoose
ing in the way of their gainful employment to inspire was the signatory to that mortgage, and unfortunately
them to use their pickaxes for something other than for Acquisitions Incorporated, the mortgage is now in
mining. On the other hand. characters who earn the arrears. The characters can work a deal to take over those
miners' good will can end up with numerous allies in payments, but the terms are steep. Fortunately, after the
Phandali n. manor is cleared, Head Office is willing to negotiate for
the manor's deed. (See the "Conclusion" section of this
S MITHY episode for more information.) This leaves Harbin Wester
bitter, as he recognizes that having the favor of Acq Inc
This building contains an open area with a forge and
backing them up gives the characters more potential
several anvils, but the rest of the structure is closed off. power in Phandalin than he likes.
Maza Fieldsalder (N female human commoner) took As the rest of the campaign plays out, keep track of how
over the smithy a year ago, after the death of her mas- Wester might try to take advantage of the characters and
ter. Alger Frakk. As the master smith's apprentice, the their deal. What if operatives of Oran Enterprises or repre-
powerfully built young woman earned her new position sentatives of the Six come to him? More importantly, if the
through hard work and talent, and she is well liked characters directly oppose Wester and bring him low, what
among the other townsfolk. happens if a worse power steps in to take his place? The
Development. Among the few people in town who options are limitless. Do what challenges and entertains
are wary of Maza are those who question the nature of your players most!
Alger's death- including a few malcontents who whisper
that perhaps the young smith had a compelling reason and operate their business, they owe a small amount
to kill her master. Whether these rumors hold truth or of money to H arbin Wester. The banker wants to take
are just the ramblings of a would-be ironworker who their business, and he keeps an eye out for any oppor-
wants Maza's job is up to you. tunity to gain the necessary leverage. He might use
the characters to lean on the Stonehills if they end
STONEHILL I NN up owing him favo rs. Alternatively, if the characters
The Stonehill [nn is one of the largest buildings in town. befriend the Stonehills, they might become staunch al-
The business is run by Trilena and Toblen Stonehill, as- lies in the family's attempts to keep Wcster's hands off
sisted by their twelve-year-old son, Pip. (All are human their business.
commoner s.) The Stonehills have comfortably weath-
ered the changeable times in Phandalin since building TEMPLE OF T H E C OINM A TDEN
the inn more than five years ago. The six-bedroom Half a year past. another general store i n Phandalin
complex is tidy and clean, the table fare is good. and the called Barthen's Provisions w ent out of business. The
company is pleasant. building was purchased a month ago for the church of
Development. The Stonehills are unwitting soldiers Waukeen by an unknown benefactor, and quickly r eno-
in the war for power in Phandalin. Although they own

C H APTE R 4 ( nu ORRERY OF T H E WANDFRER


10R
vated with all the fineries necessary to draw the atten-
tion of the goddess of wealth. The gnome Ditch Fundi Many of the crumbled walls of the manor show signs of
oversaw the temple's construction and dedication, and having been recently rebuilt, but even that newer stone·
she now runs it in Waukeen's name. (In truth, the be ne- work has been toppled and smashed, coating everything
facto r who bui lt the temple is the Six, and Ditch Fundi is in the area with a thick layer of dust. Temporary struc·
their agent. See her entry in "People of Phandalin" for
tures seemingly set up to aid the reconstruction have
more information.)
been badly damaged by force and fire, though a couple of
TOWN COUNCIL HALL wooden buildings still stand amid the destruction.
This one-story hall is the closest thing the people of
Phandalin have to a government building. Long used as
the town council's meeting room and the town master's As the characters draw closer, a successfu l DC 15 In-
hall before that, it is set to be expanded to include the telligence (Arcana or Investigation) check reveals that
new mayor's office after the election. As the two remain- the fire damage isn't natural, and that magic was likely
ing members of the town council, Sildar Hallwinter and involved. The same successful check allows a character
Harbin Wester currently share office space here. to intuit that the stonework was not smashed by weap-
ons or tools. suggesting that a creature of great size and
TRESENDAR MANOR strength took part in the destruction.
Any character who s ucceeds on a DC 10 Wisdom
After the characters have met some of the locals and
(Perception) check can hear the jackals in the central
heard what's known about the events at Tresendar
courtyard of the manor before the group approaches
Manor and the disappearance of the Fellowship of the
that area.
Golden Mongoose, they can investigate the fallen manor
and the dungeons beneath it. Once a small but elegant JACKAL AN D HIDE
estate, the ruined building sits upon a hill overlooking As the characters enter the ruined courtyard ofTresen-
Phandalin. Years of neglect had already done consid- dar Manor, they find they are not alone.
erable damage lo the structure, only some of which the
Golden Mongoose adventurers had restored. But the
recent attacks undid all that work, pulling most of the Numerous brown-and-gray jackals prowl the ruins. Some
above-ground structure down. gnaw on bones, while others sniff and dig at a pile of
stones at the center of the manor courtyard. In response
THE RUINS
When the characters reach the top of the hill and get a to your approach, the nearest jackals turn toward you
closer look at the ruins of Tresendar Manor, read the and snarl.
following:
Creatures. Aj ack a lwere called Hamebi leads a pack
LEVEL I NAPPRO PRIATE of ten j ackals searching the ruins for survivors and trea-
"The Orrery of the Wanderer" makes use of an adventure sure. Any character who succeeds on a DC 10 Wisdom
trope as old as D&D itself-working up a totally high-pow· (Perception) check after the fight starts notices that one
ered artifact, then dropping it into the hands of low-level of the jackals (Hamebi in animal form) wears a satchel
characters just to see what happens. The orrery and its six
slung across its back.
components are presented in appendix D, and the powers
of these relics are significant. But the fact that the orrery Tactics . Hamebi s tays in jackal form, using her S leep
is an artifact in a some-assembly-required state gives Gaze on the toughest-looking adventurer. If that target
you a lot of latitude in determining how you dole those falls unconscious. three jackals quickly swarm the char-
powers out. acter. Hamebi flees if it looks like the characters might
The orrery's components are set up so that their magic defeat her. She orders her jackals to cover her retreat,
gets weird while the orrery is in pieces. At your determina· but they follow her lead the next round. She surrenders
tion, that magic might act in unpredictable ways, not re· if she faces death with no way to escape.
charge as often as normal, or add random effects to keep Developmen t. Hamebi works for the Six, although
the characters on their toes. One aspect of this unpredict- she doesn't know it. If captured, she can relate that a
ability comes into play in the adventure when the tiefling
short, cloaked humanoid came to her in Neverwinter
Talanatha uses the timepiece of travel to escape from the
attack on Tresendar Manor, only to have the timepiece stay Wood two days ago, hiring her to bring her pack of jack-
behind (see later on in this episode for details). als to Phandalin and search the ruins for bodies. This
By making sure the characters understand the unpre· was Splugoth, unconvinced by Hoobur Gran'Shoop that
dictable nature of the components' magic, you give them the orrery component known to be held by the Golden
good incentive to be cautious about using them. And if Mongoose company is gone from the area; see the note
the power of the components threatens to derail parts of in area 12 of the Tresendar Manor dungeons. Splugoth
the adventure (for example, if the characters plan on using wanted creatures with keen scent to make another at-
the timepiece of travel to teleport everywhere and find every tempt at locating any franchise dead.
secret location in the scenario), feel free to have the power Treasure. Hamcbi's satchel holds 50 gp and a potion
of individual components mysteriously fail until they are all
of climbing.
installed in the orrery housing once more.

C:llAPTFR + I THE ORRHRY OF THE WANDERER


tog
SEARCH ING THE GRO UNDS
With the jackalwer e and her pack defeated or driven off,
the character s can search the grounds. If they search in
the area wher e the jackals were digging, see "Survivor ''
below. If they explore the remains of the buildings on
the grounds, a successful DC lO Intelligence ( Investiga-
tion) check reveals the following:
Newly built wooden structures were struck by fire.
Two of those still stand, but most have been burned or
smashed to the ground.
The older masonry of the manor walls had been crum-
bling for some time. New stonewor k was replacing the
old, but every thing has been smashed to pieces.
Older humanoid remains were the source of the jack-
als' meal. However, no intact corpses can be found
among the rubbl e.
Additiona lly, the walls of the still-stand ing stru ctures
bear a mark in chalk-a double-"D " insignia. Th is is
the sigil of Oran Enterpris es. As adventure rs familiar
with the operations of Acquisitio ns Incorporated, all the
characters recognize the mark of Acq Inc's greatest rival
organizat ion. (The marks have been scribed by the arch-
mage Hoobur Gran'Shoop. who is charged by the Six
with ensuring that Oran Enterpris es takes the blame for
the attack on the Acq Inc franchise at Phandalin . More
on H oobur will be revealed in episode 3.)
Treasure . The two intact wooden buildings hold
seven tendays' worth of rations, two explorer's packs,
and a dungeonecr's pack, along with other adventuri ng G LOl<I\ Ou><N
equipmen t that has been smashed, burned, or melted.
she saw one of her group escape by teleportin g away,
SURVIVO R she isn't sure what happened to the others. Falling
As the character s search the area where the jackals rubble knocked her down, then buried her. Surviving
were digging, a low, pained moaning rises from beneath on nothing but rninwater and her half-ore endur ance,
the rubble. Carefully pulling away the rocks reveals a Gild ha has been in and out of consciousness since
half-ore buried under smashed and still-smold erin g ma- the attack.
sonry. This is Gild ha Duhn, majordom o of the Company
THE TIMEPIE CE OF TRAVEL
of the Golden Mongoose franchise. She is starving, de-
When the characters examine the somewha t sodden
hydrated, and addled. Gildha uses the acolyte stat block
device that was in Gildha's mouth, they can see that its
with these racial traits:
design and etched glyphs clearly mark it as part of the
• When reduced to 0 hit points, she drops to 1 hit point Orrery of the Wanderer.
instead (but can't do this again until she finishes a Gildha knows a little about the device. which she calls
long rest). the timepiece of travel. The Fellowship of the Golden
• She has dark vision out to a range of 60 feet. Mongoose found the relic six months ago in the posses-
• She speaks Common and Ore. sion of an evil adventuri n g band, who claimed to have
Gildha repeatedly mutters somethin g in a low voice, taken it not long before from a tomb haunted by undead.
but she has somethin g in her mouth that makes it im- After careful scrutinee ring and research. the Golden
possible to understand her. Oddly. that somethin g is a Mongoose adventurers learned that the timepiece had
complex clockwork device, which Gild ha stuck in her magical powers dedicated to navigation and teleporta-
mouth to keep out of enemy hands during the attack. ff lion, and speculated that it was just one piece of a larger
the device is removed, the characters hear her repeatedly and more potent magic device.
say, "They came for it ... they came for the timepiece ..." During the attack, Gildha saw one of the Golden Mon-
I f given magical healing or allow ed to sleep for an goose adventurer s- a fema le tiefling paladin occultant
hour after being given food and water. Gildha regains named Talanatha Three-Co ins-activate the timepiece
her senses. She tells the character s that she worked for of travel and teleport away. For reasons unknown , the
the Acqui sitions Incorporated franchise in Phandalin , timepiece stayed behind (see the "Level Inappropr iate"
and that while working on their ongoing renovation sidebar). Gildha grabbed the relic, but has no idea where
ofTresen dar Manor, the franchisees were attacked at Talanatha went.
night by unknown assailants. Gild ha knows few details Gildha also tells the character s that she saw some of
of the attack and heard little of the aftermath . Though the attackers heading into a small cellar beneath the

C H AP1ER 1- l THF. ORR£RY OF' THE \\o'\~DERl'.R


110
manor. consisting of srorage areas and a spring-fed cis- cessful save. the victim shakes off the disease. Failure
tern. She knows that the manor features subterran ean deals the character another 5 (2d4) necrotic damage.
areas more extensive than the cellar, but the Fellowship A character who succeeds on a DC 15 Wisdom (M ed-
of the Golden Mongoose had yet to do a thorough search icine) check can also remove the disease from another
of those areas. (As a result, Gild ha doesn't know about creature. Doing so requires the character making the
the secret door that leads to the dungeon.) check to care for the sick individual during a long rest.
The caregiver gains no benefit from that rest.
TRESENDAR MANOR Du NGEON Secret Door. A secret door leading to area 8 is hidden
Although the Fellowship of the Golden Mongoose didn't in the wall in the southwest corner of the room. Agents
find the secret door leading into the hidden basement of the Six have used this door recently. A character who
beneath the manor, the agents of the S ix did. They then succeeds on a DC 10 Intelligence ( Investigation) or Wis-
made extensive use of the dungeon before departing. dom (Survival or Perception) check can spot the door or
Map 2.2 shows the layout of the dungeons beneath note scuff marks and tracks leading through it.
the manor. Walled Door. The door that leads to area 3 was
walled over when the Redbrand Ruffians were ousted
GENERAL FEATURES from the dungeons. The masonry over the doorway is
Except where otherwise noted. all areas of the dungeon obviously newer than the existing stonework, and is
have the following features. poorly mortared. A character who succeeds on a DC 10
Ceilings. The ceilings are 10 feet high. Intelligence (Investigation) check confirms that some-
Light. The dungeon is dark. Old but still functional thing is behind the new wall. l t takes 5 minutes to re-
torches and lanterns are affixed to the walls of some move this masonry, or 1 minute if a heavy bludgeoning
rooms at your determination. but they need to be lit to tool or weapon is used.
be useful.
Doors. Most doors in the dungeon are wooden. and 2. STORACE
are closed and unlocked. If a door is locked, it takes 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

C ~I APTER 4 I T ii t: ORRf.R\' Of' T H E WANOE Rl:: R


111
prefer to remain hanging from their ropes while they Creature. Courtesy of the magic of Hoobur
swing to pull foes into the pit, using the following attack: Gran'Shoop, the rotting dragonborn reanimates as a
SwinPng Grab. Melee Weapon Attack: +3 to hit, ghast moments after anyone opens the north cell. A
reach 10 ft., one target. Hit: The scarecrow pulls the tar- character who quickly examines the corpse and suc-
get 10 feet. ceeds on a DC 15 Wisdom ( Perception) check notices
If a creature is pulled into the area of the pit, it must tremors coursing through the body that warn of its
make a D C 13 Dexterity saving throw. On a failure, the imminent rise. Even before it animates, the corpse reg-
target falls into the pit. On a success. the target lands isters as undead to spells and other abilities that detect
prone at the pit's edge. such creatures.
Pit. The pit is 20 feet deep. Operatives of the Six Prisoners. The two prisoner s in the south cell are
spread shards of broken glass over the bottom of the pit, the sisters Ebella and Ocheri Splintfig ( N female half-elf
so that a creature fa lling in takes 2 (ld4) slashing dam- commoners). When the characters enter, the Splintfigs
age in addition to 7 (2d6) bludgeoning damage from the are too weak to move. but they beg for help. Both must
fall. Climbing the rou gh walls requires a successful DC be given food and water before they can freely speak. If
10 Strength (Athletics) check. either sister takes any damage, she dies. Moreover, if the
De velopment. If the character s defeat the scarecrows characters fail to give the sisters food and water within
and search the constructs. large stones can be found 10 m i nutes. one of them dies. The surviving sibling then
in each one's stuffing. H oobur Gran'Shoop's sigil- the makes it her life's mission to seek revenge on everyone
dragon skull pierced by a sword from the bottom up- is involved, including the adventurers who failed to act
carved into these stones. quickly enough to save her sister.
The Splint fi g sisters sell rar e herbs and spell com-
4. C RYPT ponents, and were visiting the manor to see if the fran-
chisees wanted any of their wares. T heir choice to stay
the night turned out to be a textbook case of being in
Three smashed human-sized coffins and one intact the wrong place at the wrong time when the Six's oper-
smaller coffin lie on the floor here. The larger coffins are atives attacked. T he Splintfi gs hid during the assault,
carved of fine mahogany and lined with rotting silk. Hu· but Drahkso Blaakberz, a dragonborn mercenary and
manoid bones are scattered across the floor. par t of the assault force, found them. Drahkso took pity
on the sisters and r efused to kill them , so his comrades
locked him up with them.
Creature. The smaller coffin is a mimic left to guard T he sisters talked l o Drahkso a bit, and learned he
this area by agents of the Six. In its current form, this was a mercenary hired to attack the manor. He men-
monster is indistinguishable from an object, so it sur- tioned that his employer was a short, hooded person
prises any group that has no means to detect it before who sounded like a goblin. Eventually. some thugs came
it attacks. and took Drahkso aw ay. They then retu rned with his
Bones. When the mimic attacks, the bones spread corpse and tossed it back in the cell.
across the floor begin to rattle and move, as if attempt- Treasure. Four rare platinum coins (w orth 15 gp
ing to form into undead skeletons. A character who suc- each) covered in dirt and grime can be found in the
ceeds on a DC 15 Wisdom (Perception) check sees that nor th cell, as can three glass vials h idden by Drahkso-
fine wire ties the bones to the m imic. so that when the two potions of healing and one potion of animal friend-
mimic moves, the bones move too. ship. A successfu l DC 10 Wisdom (Perception) check
Treasure. One of the larger coffins has a pouch sewn finds the treasure.
into the lining under an embroidered star, which a char- If the characters rescue both Splint fi g sisters, the
acter can fi nd with a successful DC 15 Wisdom (Per - grateful half-elves return to Phandalin at a later date to
ception) check. The pouch detaches from the lining wi th give the party rare herbs worth 100 gp.
any sharp tug. Inside is a potion ofgaseous form and a Fra nchise Opportunity. If rescued and treated well,
potion of frost giant strength, kept as a means of escape the Splintfig sisters m ight become franchise business
for someone accidentally entombed alive. partners. As procurers of rare spell components. Ebella
and Ocheri can expand their operation with suitable
5. C ELLS capital and assistance in locating and har ves ting mon-
The door to this area is locked. 1f the characters listen at ster parts and other rare materials.
it, they can hear ragged breathing. When they open the
door, read: 6. EM PTY R OOM

This room reeks of filth and death. The corpse of a


dragonborn rots in a rusty cell of iron bars to the north.
I This small room is breathtakingly empty. I
To the south, a similar cell holds two living prisoners. Sometimes, rooms are empty. L et the players' paranoia
play out, though, as the characters search and ponder
The cell doors are both locked. and fret.

C HAPT E R 4- ) THE O RR fRY OF 1111- WAN D E RE R


Secret Doors. Both the secret doori-. in this room
7. FAlLED RITUAL
swivel open lik<' the door in the cellar.

A dozen desiccated and skeletal humanoid corpses litter 8. CHA RN EL CHASM

the floo r of this small chamber. The stone of the north


wall has been etched with intricate runes, but the pattern The smell of death is s trong in what was probably once a
ends abruptly. large and ornate hall, long since fallen into ruin. Not only
are the walls and supports crumbling. but a ten-foot-
deep rift has opened up in the floor. Two wooden bridges
Bodies and Runes. A closer examination of the
sti ll-intact bodies reveals that each bears tattoos match- span the rift, whose floor is littered with skeletal corpses.
ing the runes carved on the walls. The corpses wear
a wide range of clothing and armor, but have been
Th<' rift Aoor is difficu lt l<'rrain because of the bodie~.
stripped of all valuables and gear. Some are the fa llen
/\ny character who approaches the edge of the rift
m<•rnbers and staff of the Fellowship of the Golden Mon-
and succeeds on a DC 15 Wisdom (Perception) check
goose. Others are innocent bystanders the operatives of
can hear a faint crunching sound emanating from
th<' Six cam<' across as they moved toward the manor
the bodies.
from the north. Still others arc Six agents who died
Creatures. The crunching i5 a clue that the rift con-
during the attack.
tains two swar ms ofinseets feasting on lhe dead bod-
A character who has proficiency in Arcana can
ies. When any character mo,Ts near the rift or a bridge.
att<'mpt a DC 10 lntelligmce (Arcana) check when
the swarms emerge to auack.
examining the rnrpses and sigils. With a success. the
Developmen t. The bodies here wear a wide rnnge of
ch<'lracter discerns that the runes are connected to a
dothing and armor. and arc of the samt' origin as 1he
ritual that cou ld open a rift to the Far Realm. The dead
bodies in area 7. All were dumped here after being sac-
humanoids were likely victims sacrificed to power th<'
rificed to fuel the ri1ual in art'a 10.
ritual. Something went wrong. though. and the victims
Tunnel. A 1unnel leads out of the rift to the sou1h. The
wer<' consumed before the ritual could be completed.
operatives working for the Six collapsed i1 intentionally.
A ~ uccess with this check . or 5 minutes spent studying
as can be determined with a successful DC 15 Intelli-
the runes and the bodies. gives charnclcr~ advantage on
gence (1 ature) or Wisdom (Survival) check. A character
their checks lO work again~t the active rift in area 10.

1 II .\I' I I k I I It I <> k REIO r l I I IH I\ \ ~ 1lf k lo. R


who has an engineering or mining background has hired the attackers. I loping to learn some magic. Patsky
advantage on this check. With three day<; of digging and stuck close to th<' spellcaster. whose name he knows as
careful rei nforcement. the tunnel can be cleared again. Hoobur Gran"Shoop.
Where it runs 100 feet to the south. the tunnel opens up Treasure. In gratitude for his rescue. Patsky offers up
to a small cave hidden in t he forest outside Phandalin. his only valuables a gold neckl ace worth 25 gp. a p o-
tion of resisu111ce (acid). and the k<'y to th is room .
9. B ETWEEN A R OCK AND A COCKATRICE
Patsky's Fu ture. Patsky is another wild-card NPC
'vVhen the characters attempt to open the door into this that you can use in your campaign as desired. lf the
area. they find it locked from the inside. If they pick or C'haractcrs take a liking to him. they might hire him to

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.

Opening the Door. The stone blocking the door is


10. fAR REALM RIFT
\.\'hen the chara<'ters enter this an·a. read:
a small statue- a kobold petrified by a pair of undead
cockatrices that dwell here. The door can be forced
open w ith a success ful DC 10 Strength check. However, A five-foot-diameter circle of dark energy crackles in
i f the check succeeds by 5 or mor e, t he door breaks.
the northwest corner o f this room. The walls are etched
causing the character attempti ng the check to spill into
the r oom and fall prone.
with complex runes. as well as drawings in charcoal and
When the characters enter. continue with the some reddish substance. These runes pulse with the
following: same dark energy of the portal, surging and ebbing in a
steady rhythm.
Apart from a fa llen kobold statue that blocked the door,
this room conta ins only four beds. Each is covered in The por tal crackl i ng in the corner is a growing gate 10
torn sheets, its straw mattress crawling with bugs. the Far Realm. activated by opercitives of the S ix before
they \·acatcd thi<; area. Cha racters <'ntrring the room
prm·ide the spark of energy the portal needs to bring
Creatures. Two un<lead cockatrice~ lurk beneath the across its first creature.
south beds. Each uses the cockatrice stnt block with Creature. After the fi r st charact('r rntrrs the room.
these chang<··s: roll init iat ive,;. A gibbering mout her wriggles through
The creature i~ undt'ad. the por ta l o n its init iati ve count, but can take no other
It has immunity to the poisoned condition and to poi- actions on its fi rst turn. Thereafter. the aberration tears
son damage. into any other creatures in the room. An) character
fighting in close notices the gibbering mouther's eyes
After the fight. a thorough examination of the undcad blinking in rhythm with the runes and the ponal.
cockatrices reveals a tiny sigil etch<'d into each of their R unes. The runes covering the walls keep the portal
bea ks-the dracon ic skull with an upt hrust sword t hat is active. Dur ing combat. the characters notice these sigils
the symbol of Hoohur Gran'Shoop.
continuing to pulse i n sync with the portal and the gib·
Development. A ny character who succeeds on a DC bering mouthcr's bl inking.
11 I ntelligence (Arcana or Natu re) c-hC'ck knows tha1 any
As an action. a charac ter can attempt a DC 15 I ntel-
creature petrified by the cockatrices. including the ko-
ligence (Arcana) check to deactivate the runes or a DC
bold. should return to normal in 24 hours. Sure enough. 15 Dexterity (Sleight of Hand) cheek to sabotage them.
half a day later. tlH' kobold - named Patsky- revi\·es.
,\ny number of characters can allempt these checks.
Patsky is hungry. th irsty. scared. and used to being
which can be made each round . All <'haracters have
bullied. No mauer how the characters trea t hi m. he
advantage on t hcsc checks if someone succeeded on th<'
tells them that he wns a servant to the attackers who as- check i n area 7 or the characters ex<1m incd t he fa iled
saulted the manor. Those attackers brought the living (M ritual there.
the t ime) cockatrices with them. but chose to leave them In each round that one or mort> characters succeed
behind when tlwy mO\Td on. A spellcastcr put a mark on on the check. th<> gibbering mouther and the portal
them (the dragon-<;kull symbol). then ordered Patsky to weaken. as follows:
lork the creatures in this room. They pecked him before
he could escape. nncl have been repeating the process First Success: The gibberi ng mouther deals hal f as
every ti me the kol>olcl recovers. Al some poinc. the much damage w ith its attacks.
cockatr ices died and reanimated, but t he kobold doesn·1 Second Success: The gibbering 111outhcr loses its
know how. Gibbering feature.
Patsky can also tell the characters the general story T hird Success: The portal clos<'s and the gibbering
of the attack. H<' didn't fight much. since most of the mouther dies.
other attackers were stronger. nor docs he know who

< ti \ t' Tl- k I t JI I· "k tH R \ <> f I 11 l \\ \ :\ ll I I< t k


Develop ment. If the portal isn't dosed after I minute.
S-
a SC'Cond gibberin g mouther comes through. It suffers
any cons<'quences al ready in place fo r alterat ions to
We have complete d our work here. Omin's moppets
the runes. have been defeated, although the half ore and the tie.fling
escaped. We believe the former ran for the woods. which
) I. WORKS HOP means she will be ours soon enough. The latter, we cannot
locate. We could not find the timepiece either, and it 1s pos-
A long table has been pushed into the northwes t corner sible the tie.fling took it with her. However, if its magic func-
of th is room, with three corpses of male huMans piled tions as erratically as does that ofthe far gear, there may be
beneath it. Each corpse is naked to the wais t and wear· more searching to be done.
ing colorful tights. Visible on the chest of one corpse Everything goes according to plan, and the manor should
is a sigil of a draco nic skull pierced from the bottom be free to claim. Loose ends are being tied up as I write this.
by a sword. I am. always. your obliging servant.
Hoobur
Creatures. Hoobur Gran"Shoop's necroma ntic rituals
h;\\C caused the humano ids slain here to come back as 13eneath th<:> si~n:nu re is the symbol of a draconic skull
three shadow s. All were professio nal grappler s hired pi('rcecl by a sword from the bottom up.
by the operativ es of the Six for the attack on Trescnd ar
M anor. and were C1'ecutf'd when the atlack was done to C LEAN - UP CREW
provide permane nt undead sentries. The shadows cur-
Dran Enterpris<'s keeps n close watch on J.\ cqu isit ions
rently linger in area 12. but they move under the door
ln<'orpor ated operatio ns. \\'henev cr an Acq Inc fran-
into this area to attack if the characters make any noise
chist": fails. Oran Enterpri ses swoops in to make a
or bring any light into t ll<' room. If the shadows nttack.
hostile takeovt'r of the as!-.ets and expand its own opera-
tllC'y surprise any characte r who does not notice their
tions. The Phandal in franchis e is no exceptio n. As soon
approac h with a success ful OC 14 \Visdom ( Percep-
as Sister Ga rae lc saw thr lroubl<· at Tresend ar Manor.
tion) check.
the priest of Tymora let Oran Entnpri scs know. Oran
Tactics. The shadows rememb er being professi onal
Ent<:> rprises then dispatdw d a Cf('\\ ' of hobgobl ins to
grappler s. and they put on a show as they attack. tossing
eva luate the area. clean 11p. and LHkt· control ofTrese n-
each other toward th<'ir enemies . "jumping " off the tablr
dar l\lanor as quickly <is possible . \\'hen the adventur -
or each otht>r onto foes. and so forth. They flex and pos
ers leave th(' dungeon for the final time. they s<:><' that
ture. pose <'Ind prnnc<:> in a way that is very unbecom ing
cl<·a nup crew in any arr:'I close lo the entrance.
ofa typical undead. If they need a brea k from the battle.
they retreat under the locked door into area 12.
Develop ment. If the cha racters have P;1tsky or tlw As you step through the door, two hobgoblins pa use.
Splintfig sisters to ilsk. they can report that the bodies staring at you with a mix of anger and confusion. One
under the table were grapplt·r s who helped attack the
wears an oversized tank on her back with a ha nd-held
manor. T he last t im e any of the others saw the three.
they were aJi,·c and among the victors. hose and nozzle emerging from it. A clear, viscous liq-
uid drips from the nozzle, sizzling and smoking when
12. OFFI C E
it hits the ground. The second hobgob lin brandishes a
T he door bet ween areas 11 and 12 is locked. When the
lethal-looking sword. Both wear leather armor branded
ch:.ira<'ters enter <irea 12. read:
with the insignia of Oran Ente rprises.

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.

( Ii \l'l l RI 1 •n <>lrnl HY <J I 1 IH \\ \~ IJ ~R I R


During the third round. two more hobgoblins r ush to
join the attack from a nearby room. One of those hob-
goblins carries and will use two spC'// scrolls (see ··T rca-
su re·· below).
A ll t he hobgoblins MC pragmatic professionals. If it
looks like the light is going against them. or if two hob·
goblins quickly fall. the survi\'ors ask for quarter.
Treasure. Each hobgoblin has 25 gp and a potion of
healing. Additionally. one carries a potion of resistance
(necrotic) and the other carries a spell scroll of cause
fear and a spe-11 scroll of blindness. deafness (if t hose
weren't used i n th~ fight).
The charact('rs can also tak(' the acid spray gun .
and they find a s:ick holding ten vi;1I<; of acid near the
hobgoblins.
Development. Any i\ PCs the characters rescued from
the dungeon or ldt in the ruins hide during the comba1.
Those characters <•merge from hiding only when the sit·
uation is safe.
If questioned . 11ny survivi ng hobgoblins proudly ad-
mit that they work for Dran Enterprises. and that they
were hired to dean up the manor site and prepare it for
annexation. The hobgoblins claim (truthfully) to know
nothing about what happened to reduce the manor to
ruins. or the fate of the missing tiening from the Fellow-
ship of the Goldl'n Mongoose. Tlwy have no connecti on
to th e Oran Enterprises insign ia scribed Clmong th e
manor ru ins. They can't say for certain thm Oran Enter-
prises didn't have some involvement with the incident.
but if so. it had nothing to do with tlwm.

CONCLUS ION Franchisees must pay any hireling..., <'mployed beyond


With their adventures in Phandalin complete, the char- this number.
acters att ain 3rd level! More importantly. after clea rin g The franchise is licensed to operate· in Phanda lin and
th e r uins and dungeon of Tresendar Manor, they arc within 5 m iles of the town. and is protected aga inst
able to officially launch their own Acquisitions Incorpo- interfere11ce in that area from other franchises.
rated franchise! The charac1crs need to send a message Acquisitions Incorporated will deal with acquiring the
10 Om in Oran to report 1heir findings. 'ot long aft<'r. rights LO Trescndar Manor from Harbin \\'ester. a!>
Omin contacts them using magic. congratulating them they did for the Fellowship of tlw Golden ;\longoose.
on their success. tel ling them to rcst up. and i nfor ming ··franchise /\clvancement" in chapter 2 has detailed
t hem that a representative of Acquisi tions I ncorporated explanations of <il l these benefi ts and more.
wi ll arrive soon l(! del iver paperwork and any other in- One of t ht· franch ise's fi rst hi res 111i14ht be right i n front
fo r mation a new franchise needs. of them aln·ady. Gilda Duhn. former majordomo for the
Sure enough. well-known Acquisitions Incorporated Company of the Golden Mongoose. i..., grieving her lost
operative \'iari (sec appendix A) arrives the next day employers and anxious to put her lik back together.
to deliver the documents and supplic!>, and to officially With previous experience running a franchise (and no
christen the 1ww Acquisitions Incorporated franchise. fault i n that fri!nchisc's dest ructio11). !>h<• makes an ex-
He has each of the character s sign a contract crammed cellent choice for majordomo. and sug!'.(csts that ro le for
full of legalese and double-tal k. Any C'haractcr who reads hersel f i f the characters don't ask her. T he rcmCl ining
th e document and succeeds on a DC 15 Intelligence (In· episodes in this adventure assumt' tlwt the characters
ves tigation) check can decipher the jargon to learn the selected Gild ha Duhn as their franchise\ majordomo.
following. or \'iari can explain the highlights: If they chose another;\! PC to fill that role, simply adjust
• Franchisees pa) a monthly fee to Acquisitions Incor- the text throughout the adventure an·ordingly.
porated to maintain their franchise. With the contract signed. the ruins of Trcsendar
As pa r t of that fee. Acquisitions l ncorporated handles Manor become the franchise's slart<:>r IH·adquar tcrs!
parts of t he franchise's operations. includ ing location One of the be11cfi ts of H ead Office negot iat ing wi t h H ar-
procurem ent. i;taff rnanagcmcnl. and other benefi ts. bin Wester for tlw lease to the manor is that the com-
Th<' monthly fee paid to Acquisition<> l ncorporatcd pany can drive a much ha rder bargain than the charac-
by a starter franchise co\-crs the sal<lfies of a major- ters would ever be able to strike. This berwficial deal
mi~ht ha,·e hidden downsides. though, as thl' thin profit
domo. a skilled hireling. and two un1rai1wd hirelings.
mar~ins oft he lease become a point of ongoing conflict
between the characters and the corrupt banker.

I II \ 1• I ~ I{ I I 111 () IU< t ]{) '>I l 111 \' I \ I• rJH I{


Shady busirwS!> practices might be an even bigger
COMPANY Pos1r10Ns
part of the characters· plans fo r their franchise. Any
At chc signing of the franchise agreement. each char-
number of do dgy N PCs in to wn might be interested in
ac ter picks one o f the positions d et:tiiC'cl in "Company
partnering wi1h characters who w ant lo skirt the law.
Positions" in chnp ter 2. When they do so. Viari hands
Smuggli ng ore without paying taxes. 'ikimming from the
out any special position gear and instructs the charac -
coffers of either temple. running illc14al ga mbling at the
ters in how best to fulfill their roles. Ch apin 2 has more
Sleeping Giant any o f these activities could n et a nice
details on these positions. the benefits they confer. and
profit \\·ith relati\·cly limited risk.
what they mean 10 the franchise. H opefully. the players
have already ronsidercd wh at positions <1re the best lie STAY I.'.\: C ON T11 £ Gooo S1 DI:.
for their charnrte rs and for the franchise as a whole. but
If the charac1crs have nobler aspirations for their fran
if not. give tlH'm time. Make su re it"s clear what each po-
d1ise- or if thcy"rc savvy enough to want to hide their
sition en tail s a11d what franchise duties a character w ith
franch ise's ignoble aspirations from th e get-go- a phi l-
a given posit ion is expected to perform. an thropic cnwrprise can go a long w<1y toward shoring
In addition to the characters' positions. the franchise
up the party's rt'putation. A franchi<.,c could work to sup-
majordomo ean also select a company position if de-
port the existing cha ri ty efforts of either of the local tem-
sired. This b especially useful if there\ a key position
ples. or the drnracters could create tht>ir own fund for
that none of tlH' players wants to take. or if the part y
ou t-of-work miners. Doing so makes acquiring ongoing
size is small.
concessions or information from towm;folk much eas-
ier, but put s thr clrnraclers in th<' bncl graces of Sharna
FRANCH I SE DOWNT I ME
Quirstiron at the Miner's Exchange.
The process of rebuilding Tresendar Manor will take
some time. and as proud franchise owners. the charac- LEADS TO n1 F LtGHTHO uS E
ters need to lw around tO pitch in nncl make su re nothing E,·en as the diaractcrs are setting up their new fran -
goes awry. At the same time. their newly awarded terri - ch ise. you"ll want to work in hooks to lead them to th e
tory is ripe for explorat ion and internet ion with potential next stagc in th C' adventure. Based on what they"ve
customers and business partn ers. /\ s th e characters lea rn ed during this episode. the characters are aware
take stock of th eir situation. they c:in engage in down- that the on ly oth er survivor of the attack on the Fellow-
time activities and undertake some of the franchise ship of the Golden rv1ongoosc was the ti efling paladin oc
ta::.ks that operate alongside the downtime rules. cuham Talnnatha Three -Coins. Clearly the best source
All the activities nwntioned in thb section are in- of in forma1ion regarding the a11ack on the manor. Tala-
troduced or talked about in the ··Franchise Tasks and nat ha u sed the timepiece of1ra1-c/ to tt'leport away, but
Downtime·· sec tion in chapter 2. Th~\l section notes no one know s where she w en t.
which books existing activities can b e found in. Many of the local!'i had interac ti ons with Tal<inatha
in the three m onths that the Fellowsh ip of the Golden
Ni::w Bus1N~: ss Mongoose wn c; around Phandalin. and characters can
As the chnractcrs spend time cstablbhing their new use the schmooLing or carousing downtime activities to
commercial home turf. the explore territory downtime learn more about the tiefling. In particular. a number of
activity can yield up all kinds of new opportunities the regulars at the Sleeping Giant remember drinking
and connec ti on-,. ln1crcsting NPCs might be revealed with Talanathn. S he o ften grumbl<·d about whether th e
on a walkabout in the wood s around Phanda lin, or Company of the Golden MongooM' was th e bes t Iii for
the charac ters might locate sta nds of prime timber her. and tal ked about a good friend 11<1m ed W izzy who
or abandoned min<'s s till holding va lu able ore. Such worked fo r <1nothrr Acquisition s I neorporated franchise.
resources can become part of the franchisc·s ongoing The details on Wi zzy"s franchise an· vague. but Tal ana-
revenue st ream. tha spok e of her friend having ··an awesome headquar-
Commercial connenions forged with 'PCs could also ters up the coast:·
be formalized and n:fined. The lizardfolk of the Mere Characters can also spend downtime invcs1igating the
of Dead M en and th<' Splincfig sisters arc just two of Orrery of tlw Waridt-rer and the timepiece of tra11e!, us-
the potential business partnerships from th is episode. ing either the scrutineering or r<' s(':i rch activities. In ad-
whether the characters engage those NPCs them- dition to reve aling more details of the orrcry as you sec
sel\·cs or allocate 1Tw111bers of th eir brand-new staff for fit (sc<· appendix D). such inves ti gation could reveal that
those task s. the last place the timepiece tcleporwd someone to wa!>
a location on the Sea of Swords. north of Neverwintcr
THl!'\K J:-:G LOC ALLY but south of Luskan. Scrutinecring or inquiries through
In Phandalin. the characters might U'>t' the markc- H ead Office turn s up information on an Acquisitions
teering ac1ivi1y 10 set up a partnership with Lincnc Incorporated franchise based in th at area - the Order
Graywind at tht' Lionshicld Coster. or with Sharna of th e Stout I l alf Pint. which has its headquarters in an
Quirstiron of th e Phandal in Mine r"~ Exchange-whether old lighthouse iilong a stret ch of coast known locally as
they know Sharna·s true allegiances or 1101. Depending Silent Sound.
on how well th<' characters are getting along with H ar- \Vhntever clues the characters obtain regarding Ta -
bin v\"ester. the -.,hady business practice activity might lanatha's likely clt>stination, ha,·e thos<' hints play out
let them get mon' din on the banker. or gain his fa,·or b) over the full length of the downtime rathe r than ru shing
going after some of his rivals.

I I L \ I' I I ll I Tl!' "1rn I I:\ c >I I 11 J~ \\ \ ' I) r I< I R


to advance to the next episode. The players should get up through the different ltvels of the lighthouse tower.
used 10 how big a part downtime and franchise activities the franchisee~ fi nd more and more t>vidence that the
play in an Acqui sitions Incorporated campaign. same spellcas tcr whose creations they\<• prt'viously
faced has wrou ght havoc th ere. That spellcas tcr. Hoobur
CONTINUING THE ADVENTURE Gran'Shoop. is found working inn i:i;risly laboratory be-
Before th e next phase of the adventure. make sure the neath the tower. to which the adventurers gain entrance
characters have their franchise and business affairs in th rough the lighthouse's magic lcn~. That laboratory is
order. They should knmv who their franchise employees only part of the lighthouse's secret ba::.cment. though.
are, giving those staff members detailed instructions and the characters engage in somt• dangerous and lucra-
about what IU do while the characters are away. This tive dungeoneering after dealing with or doing a d<·al
sort of planning is a common them e in any Acquisi - with- Hoobur.
tions Incorporated campaign. so establ ish this prece- With the threllts in the lighthous<· dispensed with . the
dent early. characters lt'arn that its fran chist' ill<'mbers had also
Specu lating that Talanatha Three-Coins might have recently collt>Cl<'d one of the clockwork components of
fl ed 10 the Silent Sound lighthouse headquarters of the OrrerJ' of tlw I ~mdcrer. They also have evidence in
another Acquisitions Incorporated franchise. the charac· hand pointing to the involvement of Oran Enterprises
ters might attempt to make contact with that franchise. in the attack on thc lighthouse. building on the sight-
either on th eir own or through Head Office. However. ing of Oran Entt>rpri scs operatives in Phanda lin. But
any such attempts yield no response. At some point, what does Oran Ent!'rpriscs want w ith the orrery? And
Om in Oran contacts the characters if th ey don't contact which band of plucky franchisees will be rnskcd with
him first. He's worri ed about what th e lack of contact finding ou(2
with the Order of the Stout H alf-Pint might mea n. and
he wants the characters to investigate. To T H E LI G HTHOUSE
The presence of Oran Enterprises oper atives in With the franchise headquarters in Phandalin secured
Phandalin is troubling for Om in especial ly if the Oran and the r ebuilding ofTresendar :Vlanor underway. the
Enterprises hobgoblins were killed without the cha rat· adventurers have a clear path alwad of them to the Si-
ters questioning them, leading to th e assumption that lent Sound lighthouse. However, you g<'t io decide how
the organization was behind the initial attack. If the complica ted the journey turns out tc> be.
characters aren't suitably intrigued by the orrery and its One big question is whether the drnractcrs should
newly discovered component. that can be another thing travel overland up the Sword Coast. or whether you
that Omin charges them with investigating. Armed with wam to let them 1cleport directly lo Silent Sound using
a solid guess that Talanatha Aed to the lighthouse. the the timepiece of travel. Either option i-, fine. With an At·
characters prepare to head north! quisitions Incorporated campaign often involving access
to crazy magic. don't be afraid to lt' t th <' characters make
EPISODE 3: DARKNESS AT use of it. But there arc option s for holding back on the
magic of tlw orrcry and its component..., if you want to
THE LIGHTHOUS E (see the "Levd Inappropriate" sid<"bar in episode 2). and
In thi s episode. the characters (newly en franchised and an overland journey has its own r<'wards. in the form of
now 3rd level) travel to the Silent Sound lighthouse to additional encounters and side treks thnt can help build
search for Talanatha. the tiefling paladin occultant of a fun story.
the Fellowship of the Colden Mongoose. On the way. This episode provides one side trek that secs the
Om in Oran contacts them with a requ est. I le wants characters stop in Ncvcrwinter on th eir way IO th e
them to stop in Neverwirner to check on a cache of lighthouse. which can be made use of no matter what
Acquisitions Incorporated treasure being stored th ere. the party's method of travel. Additionally. if the charac-
H owever. the doppclganger who hid the cache has been ters are traveling O\'erland. you ran introduce random
arrested and is about to be executed. Even if the char· encoumers along the road using tlw same method and
acters save her. retrieving the treasure where it's been table from episode 2. lfyou roll a re~uh that makes no
hidden in th e House of Knowl edgc- Oghma's temple i n sense, roll aga in or create an encou nter of your own.
Never winter will take more time and effort than Om in
predicted. A DETOUR TO NEVERWlN TE R
Leaving Neverwintcr. the charac te r~ head norch in Before th e characters leave for the lighthouse. or while
the direction of Silent Sound. But even as the light- they are on the High Road tra\'eling toward Neverwin·
house comes into view. they spot a small boat under ter. Om in Oran makes contact with a ...,mall fa,·or.''
attack by creatures from the deep. If they rescue the Ncverwinter is !orated on the High Road on the way lo
crew, the characters might find a busi ness opportunity t he Silent Sound lighthouse. so is an rasy stop for th e
that involves partnking in a little mutiny aga inst a ruth- party to make.
less captain. Head Office ai-:signments of this sort can become
At the lighthouse. the characters confirm that the common in an Atquisitions Incorporated ca mpaign. es-
Acquisitions I ncorporared franchise h<'adquartered pecially as the characters' reputation as troubleshooters
there-the Order of the S1ou1 Half-Pint was attacked. grows. You tan usc such side treks as useful support
and that most of its members have been kill ed. Moving for a franchise"~ main mission. or a an inconvenient
interruption.

C II.'\ PT!- R .J. 11 I I <l IHH R \ O ~ I HI \\ \ ' ll 1 IU R


I ~.
A Si M PLE REQUEST
Om in Oran contacts th<' characters via the franchise
documancer's documancy satchel or some other form
of magic. When he does. r<:"ad the following to detai l
his rcqu<:"sl:

"Yeah, so I'm going to need you to do a little extra work


fo r me. It shouldn't be too taxing. I have a contact in
Neverwinter who's secured a cache of treasure. Her
name is Oppal DeScart, and you can usually find her in
a tavern in the Blacklake District known as the Stable
Quiver. She's a shapeshifter, so I can't say for sure what
she'll look like when you locate her. You can suss her out
with the passphrase "That's a big hen house," and she
should reply with "Only to a small fox ." When you locate
her, tell her that it's safe to "Move the cargo along the
Platinum Roa d." And that's it. She' ll give you the treas ure
to get out of Neverwinter safely. The whole affair should
take a few hours, and then you can be on your way. You
can get the goods to me when you return."

Omin's prim ary concern is to have OppaJ's t reasure


sccur<'cl and removed from the city without drawing the
attention of Nc,·en\ inter's tax collectors. I l e tclb tht'
characters that the treasure is small but its container is
warded, and that they !>hould be prcpa rt>d to store and
carry it without lookin g in it. Om in isn'L keen to get into
additiona l details, though. suggesting that the less the
characters know. the better. (This is another potentially
entenaining hallmark of m;signment!'> handed down
from I lead Office, and plausible deniability is one of the
core competencies of nny successful 1\ ('qu isitions I ncor-
poratcd franchise.)

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.

l II \I' I I I·' I 111 l • > I '~ I l<' n I I II [ \\ \ !\ ll I IH K


Ncvercmber has levied heavy taxes against wealthy
merchants and the ari stocracy. Acquisit ions I ncor- "Afraid Oppal got herself nicked. Funny bit was, wi th al l
poratcd maintains signifintnt financia l holdings i n the laws she's broke. she gets picked up for somethin'
<'Verwinter. Given the current political climate in lhC' she didn't do. Murder no less! But I' ll tell you true. Oppal
city. those holdings arr going to be overtaxed if they ain't the murderin' type.
arc d iscovered.
"See, Oppal was pretending to be a local ore thug, get-
On Omin's ord<'rs. Oppal D<'Srart. a doppel ganger tin' some information for a client. But in the meantime,
in the employ of 1\C'quisition'> Incorporated . has been
that ore kills somebody on that very same night Oppal's
working lo move Acq Inc treasure out of l\everwinter.
By consolidating c<lches of treasure and using them to pretendin' to be him. The guards know the ore, then they
purchase rare diamonds. she's been able to conver t a find Op pal lookin' like him. arrest he r. and throw her in
great deal of wealth into portable form. ready for secure the holes under Castle Never. Even though they know
retrieval. Unfortunately for her and unknown to Om in she's a changer, they still blame her. Easier work for
Oran Oppal was recently arn·sted for murder in a case' them. That 's the lot of a usual suspect in Neverwinter."
of mistaken idcntily. She's curren tly being held in the
dungl'ons bt'tieath the ruins of Castle Never. awaiting
execution. If the character'> ran·t convince Squid to talk to them.
th<'y ran chat with others in the tavern. With the right
T111:. STABLE QUIVER motivation. ancJlhcr N PC can point the group in the
When the chararters arrive i11 Nevcrwintcr, they find right direction.
thcmsPlvcs in a city divickd quite literally. Part of th<' Interested Bystander. One of the patrons at the Sta
m<'tropolis is magnificent. with breathtaking arrhitec bk Qui\'er when the characters arrive to inquire about
turc. marvelous spi res. and opulent decorations. And Oppal is Moguh l Vloot. This petite humHn wears a
am id th at beauty is a terrihl<' scar caused by the er up- nicely tailored su it and has slicked-back gray hair, even
tion of Vloum I lotenow yt·ars before. Citizens are still though she appears no older than thirty. Being a were -
rebuilding from that disaster. largely thank'> to the extra rat kt'cps one looking young.
taxes Lord Nevercmber levies against the wealthy. The :\1oguhl works for a local thieVt's· guild and keeps
cit y'..., poorer residents benefit from the rebu ild ing work . tabs on ill icit goods going into and out of the city. Her
and live i n hope that the artisans and bui lders in the gui ld has brokered some of the treasun· Oppal has been
City of Skilled I lands can turn thC'ir home into thejew<'I st'lling. and l\loguhl's bosse!> want to find out where
of th<' 'orth once again. tlw doppclgangc r has been hiding the· rash she's been
The Stable Quiver is a nonckscript. well -built cavern stockpil ing. Wi th Oppal set for execution. they know
in the Blackl akc District. an area th at covers the north· they ncc·d to work fast. but arc sti l l weighing whether
west part of the city. The tavern boasts <i mixed cl ientdt• trying to get to her in the dungeons of (';1...,tlc \!ever is
of le<>ser nobles. artisans. micldle-dass m<'rchants. and worth the risk.
skilled laborers. It's a perfect meeting place' for citizen..., i\foguhl noticcs the characters asking about Oppal.
engaged in activit ies they wish to keeµ out of the publ ic She t ries to hide her interest. but any character who
eye. The low-lift· element norma lly eschews the place. succ<'eds on a DC 14 Wisdom (Insight) chf'ck notes her
except in cases where they meet with th<' tmTrn·s regu- "urrcptitious ly remaining close and listt•ning in when
lar patrons- who arc no less criminal in many cases. the group acquires the information they need. \loguhl
locating Oppal. When the charac ters <'nt<·r the tav- leave~ the t:ivcrn before the cha racters can confronl her.
er n. all the tables an· occupied. but sewra l empty stools She slips clown an al ley and turns imo a ~iant rat i f any-
stand ac the bar. The barkc<'p is Squid (N male half-elf one attempts to follow her.
commoner). so-eallt'd by the locals because of a squid- i\loguhl quickly gathers five bandits to assist her in
shaped birthmark on his face. "qut·stion ing" the characters about their knowledge of
If the characters ask Squ id :ibout Oppal by name. or clC'a li ngs w iLh Oppal. A short while after the charac -
or about any shapechangc rs working in the· area. the ter~ leave tht' tavern. this gang cha lleng<•s them. setting
half-elf initially denies knowing anything about such a l\loguhl up to ask who Oppal is working for and where
per!>on. A character who succeeds on a DC 10 Wisdom she hid her treasure.
(Insight) check notices that the barkeep i8 clearly con - Naturally, t he character s arc unable to answer Mo-
cea li11g something. Ir t h<~ dwraclcrs push t he issue. a guh l's second question. But unless the characters also
succc:;,sful DC 10 Charisma (Deception or Persu;1sion) d<'n) knowing the doppelgangc r's employer and arc
chc<'k causes Squid to dish up information. Any Cha- particularly convincing about their ignorance. Moguhl
risma ( Intimidation) check inspires him to first direct and her bandits attack in hopes that a good beating can
the characters toward some random cha meter wh o he convince them to tell w hat they know.
sw<·nrs is Oppal. just to light<'n the mood. I le also spi lls Moguhl uses the wererat 81Ht block and wields a +J
if the characters offer him a bribe of 5 gp or more. shortsll'ord she calls Piercer. which grants her a +I bo-
nu::. to her attack and damage rolls.
Moguhl flees before the adventurers can kill or eap-
tur(' her. using her Shapec-hangcr trait to escape or LO
J\s documanccr. \\ •a I nut. .is. so l'ond of .~;:l\·i
ITI\' . n:='er: slip her bonds if subdued and tied up.
. e I lead Olf1ce's missi,·cs at your own pen I. (~he
Ignor . O . , -c
. 1·1 ' "Thi- is ·1 task trom
sa\'s 11 more 1 <c. min. so we i
"' • ' . ., i11t")
r~ing to drop i.:,·cry thing- and do it I ()1)1\'i .. . .
g _Rosie Bet: st 1nger
Development. If the characters question the defeated guards and three veterans stand watch at the en-
bandits, the criminals admit to working for Moguhl from trance. Seven more guards and three vet erans do the
time co time, but they can provide no other actionable same within the holes.
information. If Moguhl is captured and convinced to On the day before an execution, friends and fam ily of
tal k, she can provide intelligence on the prison beneath a prisoner are allowed into the holes to bring the con-
Castle Never, which she has been gathering in case she demned a last meal.
needs to break in to talk to Oppal. • A secret passage is said to access the holes from a
Characters who contract lycanthropy from Moguhl cave on the shore of Blacklake, from which the Black-
might have the opportunity to get the curse removed at lake District gets its name. No one the characters can
the Hall of Knowledge later in this episode at a reduced talk to has seen or used this passage, which remains
cost, assuming they can help the head priest there with only a rumor.
his troubles. See the "Hall of Knowl edge" section below.
Treasure. Moguhl and her bandits carry a total of 23 RESCUING 0PPAL
gp. The wererat also has a spell scroll of distort value (a The first step to rescuing Oppal is to communicate with
new spell from chapter 3). her in some way. However. if a plan is hatched that al-
Moguhl's weapon Piercer is a rare magic item that lows the characters to message her indirectly through a
requires attunement. The sword is a +l shortsword, and third party (a bribed guard or worker, for instance), Op-
a character attuned to the sword rega ins the maximum pal's response makes it clear that she is willing to pass
possible number of hit points from expended Hit Dice. along "the information·· only if she is liberated . She un-
However, the attuned character must eat twice as much derstands that the characters' timely appearance is the
food each day (a minimum of 2 pounds) to avoid exhaus- on ly thing that stands between her and certain death.
tion (see "The Environment" in chapter 8 of the Player's How the characters navigate thi s tricky dilemma is
Handbook.) entirely up to you. Let the players' resourcefulness and
your imagination combine to create a memorable story
THE HOLES of legendary triumph or narrow failure. followed by even
If the characters don't get initial information from Mo- narrower escapes. Ideas and plans for getting to and
guhl about the prison beneath Castle Never, they can rescuing Oppal can cover any of the following options:
use whatever means they choose to gather information. A corrupt member of the Neverwinter city guard might
This might include employing appropriate backgrounds, help get the characters into the holes for a price. But
digging into rumors spread by the criminal class, that guard might also charge a higher and previously
talking to city guards. and so forth. unmentioned price to get them out again.
The characters can learn the following details about • The secret entrance offers lots of possibilities, but the
the castle and the prison beneath it with appropriate characters first need to find it. Then they need to deal
roleplaying or ability checks. Easy-to-acquire informa- with whatever suitable monster is currently lairing in
tion comes earli er in the list, whil e the details that are that cave. Moreover, any number of traps. hazards,
harder to acquire are provided later. Dispense the fol- and monsters might be guarding the passage leading
lowing points as you see fit: from the cavern to the holes.
Castle Never was the historical seat of the rulers of The characters might also try to keep things entirely
Neverwinter. The eruption of Mount Hotenow and legal by tracking down the ore who committed the
various attacks in the years since have reduced the murder Oppal is accused of. Bringing that villain in
structure to rubble. might easily clear Oppal's name- and bring the char-
Lord Neverember has made rebuilding the castle his acters a certain amount of notoriety in the city. But
top priority. Much of the city's steep tax income goes where is that ore now? And who else might the charac-
to the rebuilding efforts. ters need to contend with to capture him?
• Neverwinter's worst offenders murderers, traitors. Pretending to be Oppal's friends or family gives the
and tax cheats are imprisoned beneath the ruins of characters easy access to the doppelganger as they
Castle Never. Locals call this prison "the holes." Try- bring in a last meal. Then once they're in the holes,
ing to free someone from the holes is a good way to it's up to you to decide how they might pull off a daring
end up in them. escape- including search ing for the rumored tunnel
• Anyone in the holes has already been found guilty by from the inside.
Lord Nevercmber of high crim es, the punishment for
which is death. Executions take place once each ten- 0PPAL'S INFO
day. at noon. The next execution occurs two days from If the characters rescue Oppal from the holes. she grate·
when the characters discover this fact. fully provides information on the whereabouts of Omin
During executions, guards are numerous, and power- Oran's treasure cache, which consists of rare black
ful people show up to see justice dispensed. Rescuing diamonds mined from the rim of Mount Hotenow. The
one of the condemned from the gallows would be a diamonds are held in a silk bag that's been placed in a
nearly impossible feat. false tome titled A Laypersons Book of Common Knowl-
Only one known entrance leads into the holes from edge. Oppal hid the book in a vault beneath the Hall of
the main level of Castle Never. That level is being Knowledge- the local temple to Oghma. god of knowl-
rebuilt, so bricklayers, stonemasons, and untrained edge. invention, and inspiration.
hirelings are common throughout. A minimum of four

CllAl'HR t I TH E OR Rf.RY OJ• T HI:: WA ND E R E R


Like much of the city ofNeverwinter, the Hall of first floor also contains books and scrolls of common
Knowledge is currently under repair. Although some of value, as well as public documents moved here from
the temple was damaged by the volcano, portions were Castle Never. The second floor holds sleeping quarters
spared the destruction of the lava flow, including an and private work areas for staff and clergy, while the
underground chamber called the Vault of Tomes. That basement includes storage rooms, private s hrines for
undercroft contains some of the most rare and valuable generous donors, and the Vault of Tomes.
books in FaerGn outside Candlekeep, and is one of the Two veterans in the employ of the Neverwinter city
most secure locations in the city as a result. By disguis- guard bar passage to the other floors at all times. The
ing herself as an acolyte, Oppal was able to place the guards deny access to anyone attempting to enter the
false tome in the vau lt. basement who is not an acolyte, known to be approved
On Omin's instructions. Oppal hired a wizard to place for entry, or escorted by a high-ranking priest or Grand
a glyph of warding (explosive runes) on the false book Scribe Liethennson.
to keep it from being opened. Also on Omin's order, Labor Problems. The characters enter the Hall
she doesn't know how to bypass the glyph. The dop- of Knowledge at an opportune time. Grand Scribe
pelganger knows that Omin expected he wou ld be able Liethennson, unhappy with the quality and the pace
to access the diamonds once the fa lse tome was in his of the work being done, has recently taken to task the
possession. builder overseeing the renovations. Dwarf artisan Kol-
Oppal knows that the vault door has a very good lock, lette Kwarter (NG female dwarf commoner) has finally
but the door is left open whenever acolytes are moving grown tired of the elf's constant griping and badgering.
tomes in and out of the vault (as it was when she hid the At any opportune moment as the characters are
book). She also knows that the head priest (known as within or approaching the temple, they see Kwarter
the grand scribe) at the Hall of Knowledge is a frai l and drop her tools at Liethennson's feet, make a rude ges-
unpleasant elf named Spivey Liethennson (LN male elf ture in his direction, and call on her workers to leave.
noble). Grand Scribe Liethennson is a strict taskmaster She knows that she and her team can find easier work
and does not suffer fools gladly. for more money elsewhere in the city. Quick-thinking
Once freed, Oppa l is unwilling to assist in any further characters can seize this opportunity to pretend to be
capers, wanting only to get out ofNeverwinter alive. masons, carpenters, or other craftspeople to gain access
No amount of threatening or cajoling can inspire her to the basement level. This doesn't grant characters ac-
to assist the characters. She suggests that they acquire cess to the Vault of Tomes, but it gets them close.
the book, seal it inside something else so as to avoid
accidentally triggering the glyph, and leave the city as ALTERNATIVE ENTRY
quickly as possible. They can deliver the goods to Om in Characters wanting access to the basement might
at their leisure after that. attempt Charisma (Deception) or Dexterity (Stealth)
checks to connive or sneak their way into the area. By
THE HALL OF KNOWLEDGE pretending to be wealthy donors to the temple, they
The Hall of Knowledge is a major temple in Neverwin- could also reach the basement with a donation of 20 gp
ter, acting as a place of learning, a center of social iza- for the party. Give any plan that makes sense a chance
tion, and a repository of government documentation to succeed.
while Castle Never is being rebuilt. Damage to the com- Trouble in the Basement. If the players prefer ac-
plex's outer walls and floors has already been restored. tion. an emergency in the temple could assist them in
while workers now focus on interior walls and decor. their quest. An eldritch tome stored in the vault has its
Grand Scribe Spivey Liethennson oversees the tem- dweomer suddenly fail, unleashing a burst of arcane
ple, ruling his limited domain with all the fervor his frag- energy that animates two statues in the vault. As the
ile body can muster. Acolytes and workers freeze in ter- characters case the temple, screams and shouts are
ror when his labored breathing warns of his approach, heard as the statues run amok. The two veterans on
because he rarely has a kind word to say. Liethennson guard step up, on ly to quickly fall victim to the animated
longs to leave the city and join his fellow Oghma wor- statues. The characters can use the distraction to slip
shipers in the serenity of Candlekeep. In the meantime. into the vault while scribes and acolytes flee, or they can
he hopes to impress church elders by running the Hall deal with the threat to earn the favor of Grand Scribe
of Knowledge with an iron hand. Liethennson.
Curing Lycanthropy. If any characters have lycan- Each of the animated statues uses the gargoyle
thropy from their run-in with Moguhl Vloot, Grand stat block.
Scribe Liethennson can cast remove curse for a do-
nation of 50 gp. If he feels indebted to the characters ENTERING THE VAULT OF TOMES
(see "Alternative Entry" below), he might cast the Even after the characters have accessed the basement,
spell for free. entering the Vault of Tomes while it's locked down is
a challenge. The door to the vault employs a complex
ENTERING THE TEMPLE three-stage lock, requiring three successful DC 20 Dex-
Anyone can enter the temple to worship Oghma at a terity checks using thieves' tools to open. Tf the charac-
shrine on the first floor. Acolytes and lesser clerics are ters take too long to open the lock, staff or clergy might
available to perform rituals for a suitable donation. The notice them, alerting any veterans on watch.

CHAPTER 4 I THE OR RE RY OF THE WANDERER


lf the characters defeated the statues, they have the
Silent Sound lighthouse finally comes into view, rising
thanks of Grand Scribe Liethennson. He is reluctant to
allow anyone other than worshipers of Oghma into the atop a rough and dangerous-looking promontory of rock
Vault of Tomes. but characters with his favor have an that thrusts up from the beach behind it and juts into the
easy time convincing him of their need to do obscure Sea of Swords. If the lighthouse is supposed to act as a
research or similar claims. beacon, though, something is seriously wrong. Its top is
Books within the vault are indexed and arranged al-
hazy and indistinct, as if a fog was obscuring the lantern
phabetically by title. Characters can find A Layperson's
Guide 10 Common Knowledge with a successful DC 10 room. Also, for a place that's an occupied headquarters,
Intelligence (Investigation) check. there's a lot of scaffolding along the tower's base, and
three large tents are pitched on the slope of the beach
LEAVING N EV ERWINTER
behind the lighthouse promontory.
With the diamonds secured, the characters can leave
Wind and the crashing of waves against the cliffs is
the city with little problem. Provided they don't wave
the diamonds under the noses of the guards while loud, but even over that, panicked shouts can be heard.
departing, they aren't bothered or taxed. If they report Along the shore next to the beach, tentacles rising from
back to Omin with magic. he instructs the franchise's the sea thrash out against a longboat. Three people
hoardsperson or another suitable character to keep the in the boat are fighting off the tentacles, and are far-
diamonds safe until delivery.
ing poo rly.
If the characters dispel or otherwise deal with the
glyph of warding and open the book, it contains a silk
bag with twelve black diamonds inside. A successfu l Creatures. Three giant octopuses are attacking a
DC 15 lntelligence (Investigation or Nature) check longboat and its crew- Belle Mare, Menard Chatte,
from any character with a merchant. jeweler, or mining and Chalkie Sharke (all CG human bandits). Adjust
background can assess the value of the gems. A char- the fight to the length of time it'll take the characters
acter with experience as a jeweler has advantage on to reach the scene, depending on how they're traveling.
this check. But if they tarry for no particular reason, Menard is
A successful check determines that while four of the dragged into the water, never to surface again. A simi-
gems are real diamonds (5.000 gp each), eight are actu- lar period later. a tentacle pulls Chalkie into the drink.
ally finely cut smoky quartz (10 gp each). Omin knows Belle then perishes if the characters ignore the fight
that Oppal mixed the fakes with the real diamonds to completely.
throw off would-be thieves. allowing her to offer them Shore Fight. The crew is aboard a 15-foot longboat
the quartz while she used legerdemain to retain the with a sail. The fight takes place 15 feet off shore, where
valuable ones. Characters who don't know this might the water is 10 feet deep. The first 10 feet of the shore-
sweat a bit as they try to figure out how to explain the line is difficult terrain because of the waves.
situation to Om in. If the characters intercede. the sailors fight alongside
them until the octopuses are driven away, or the charac-
THE TORTUR ED TO RTLE M U TINY ters convince the sailors to Ace to safety.
The Silent Sound lighthouse sits atop a cliff three days' De velopment. The three sailors are from a caravel
travel north of Neverwinter. and acts as a navigation called the Tortured Tortle, presently anchored a mile off
beacon to ships traveling up and down the Sword Coast. s hore. Belle is the first male, and voices her appreciation
The shorel ine of this often-foggy area gives way to un- for the characters' rescue. ff they seem like honorable
derwater rocks, posing a dire threat to ships. More in- sorts, Belle takes a risk and further asks them for assis-
formation on the lighthouse and the fate of its franchise tance. She admits that she and her crew are smugglers
can be found as the characters explore in the "Silent coming ashore to take possession of goods in a nearby
Sound Lighthouse" section below. But before the char- sea cave (see the "'Treasure" section). But she and the
acters have a chance to explore, they find themselves others are at their wits' end in terms of how to deal with
distracted by disaster on the approach to the lighthouse. the Tortured Tort/e's captain, a hard old salt named Ath-
gar Friedson.
SAILORS IN N EED
Whether they're traveling by land, arriving by boat, or TROUBLE AT SEA
teleporting in, the characters witness a disturbing scene Friedson is a North lander who has pushed his crew
as they first catch sight of the lighthouse. to more and more dangerous and despicable deeds
in recent months. He has even talked about taking up
full-on piracy and slave trading to earn extra coin, and
the (mostly) good souls aboard the Tortured Tortle are
looking for a new way to make a living. However, Cap-
tain Athgar and his new associate, a cleric of Umberlee
called Sister Foam. have threatened to kill any crew
. rour franchise needs to be members ~not brave enough" to take on these new and
Like all living thtngs. ~ . Pl· y to your strengths terrible pursuits.
. . b e itself wr coin. a . h'I
willi ng lo a as f h' slop cnmes, w 'e
. law abiding ranc isccs
bY h avrng • . I
. ones commit l 1cm. '
the more c h aot1c - K'thriss Drow b
CHAPTER 4 I fill-. O RRFRY OF THE WANDERER
A lot of people think of piracy as a dead-end j?b or
If the characters care to help, they can challenge Cap- a last-resort career. This is remarkably ~horts!ghted,
tain Athgar. The (mostly) good members of the crew can as the gig has a startling number of upsides. For
handle the bad apples backing Athgar. Certainly, with example, it's a job that allows you to we~r a lot
such aid, the adventurers can handle the captain and his of' scarves and sashes. That's rare. Whats more,
priest! Belle promises that if the characters help, they you're never more than two steps from some sort
can have a stake in the Tortured Tortle, with her as the
of convenient rope that you can cut and use to
new captain. She expresses her willingness to work out
any business arrangements for the future. dramatically swing into danger.
Regardless of the characters' decision, Belle also re- What's more, people don't realize that profit-
veals that she knows something is wrong at the Silent sharing arrangements ar~ ~urpri~ingly common ..~nd
Sound lighthouse. For at least two tendays. the normally there are great opportumt1es for internal promotion
reliable light has been dark. She fears that some sort of the dead-sailor's-boots variety. Also? There are a
of magic is in play, because it isn't just the case that lot of dead sailor's boots, and the resale on those can
the light is out. Rather, it appears to radiate some kind be very high. Good boots are scarce.
of dark energy. Moreover, she's heard that sightings -Viari
of spectral figures and will-o'-wisps in the area are
on the rise.
In the end, the sai lors must return to their ship or risk priest. By the start of the second round, Belle convinces
the captain's wrath against their friends. The characters other sailors to take up arms against those loyal to Ath·
are left to explore the lighthouse on their own. gar. None of the sailors attack the characters thereafter.
Treasure. The smugglers came ashore to retrieve sev- As the battle continues. you can decide how the rest
eral bolts of rare Calimshan silk to take to an interested of the combat goes with regards to additional help. If the
buyer in the Moonshae Isles. The five bolts are worth characters are winning handily, a few loyalists might es-
100 gp each. The characters might find this loot in a cape the general melee and fight beside Captain Athgar.
nearby sea cave, along with lots of mundane supplies, if If the characters fare poorly, Belle or other mutineers
all the smugglers perish. Otherwise, Belle recovers the could intervene to relieve some of the pressure.
silk before going back to the Tortured Tortle. but offers Treasure. If the characters assist Belle Mare in car-
the characters 30 gp from her own purse in thanks for rying out a successful mutiny, she rewards them with
their help. a red pearl worth 200 gp, as well as a yellow diamond
elemental gem. Both belonged to the captain. She then
MUTINEERS
asks the crew to transport the characters back to shore
If the characters agree to help Belle oust Captain Ath·
so they can continue their mission.
gar, she suggests that they accompany her back to the
Tortured Tortle. She plans to tell the captain she picked
S ILENT SOUND LIGHTHOUSE
up new crew members and to invite the characters on
board, at which point they can attack the captain and the Silent Sound lighthouse is a seventy-foot-tall cylindrical
priest. As planned. Belle will lead the rest of the crew tower of mortared stone, with a square base carved
against those who side with the captain. It should all be into the rock it stands on. The lantern room is enclosed
over quickly. within glass walls and features an open-air catwalk.
The trip back to the Tortured Tortle is smooth, and the Map 3.1 shows the layout of the lighthouse tower, which
longboat sails into position to be hoisted aboard. Belle is reached by way of a twisting but safe path leading up
yells to the watch that she has new crew to bring aboard, from the beach behind it.
and the watch acknowledges the request. This exchange
brings the captain- a tall and muscular Northlander- FREE SAILING SHIP! OR IS IT ... ?
onto the deck. Standing at his side is a short, stocky If the characters make a deal with Belle Mare and succeed
human female wearing a holy symbol of Umberlee in taking the Tortured Tortle, how they benefit is up to you.
around her neck. Before you decide to al low the Tortured Tortle and its crew
Creatures. Captain Athgar (NE male human veteran) to work for the franchise, think through the potential ram-
is as mean as the ocean is deep. The devotee ofUmber- ifications, and how you could use them later in your cam-
lee is called Sister Foam (NE female human priest), paign. Like other deals, this one has potential benefits and
and she's a good match for the captain in demeanor and possible drawbacks. Even if the crew of the Tortured Tortle
pledges loyalty to the characters and swears off (most) of
ferocity. The captain berates Belle for bringing back
their illegal activities, much could go wrong.
useless chum such as the characters, and demands Perhaps the ship is in sad shape after years of neglect.
that they leave his ship immediately- without the use Can the characters spare 1,000 gp (a tenth of the sailing
of the boat. If the characters try to reason with him, the ship's worth) for repairs? And what happens if the ship
captain quickly proves how unreasonable he can be by gets into trouble and the characters are constantly called
ordering the crew to kill the characters and dump their upon to rescue the crew and protect their investment?
corpses overboard. Authorities across the Sword Coast m igh t also want to
Chaos ofBattle. As soon as the characters attack, arrest the crew for Captain Athgar's misdeeds. If any crew
Athgar and Sister Foam order the crew to defend the members are caught, the authorities might learn about the
ship. In the first round of combat. two sailors (N human ship's business relationship with the franchise, creating
potential trouble for the characters.
bandits) attack the characters alongside the captain and

CHAPTER 4 I THE ORRERY OF THE WANDERER


Lighthouse
Ground 4th Floor
Floor " Spiral
Staircase

Bed Terrarium
of Glass

=Wardrobe

=Chest 3rd Floor

0
"Rune-
Trapped
Hell hounds

1 square = 5 feet

MM> 3.1: SILEN T SOUND Ll<;HTHOUSE

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

CHAPTFR 4 I Tllf ORRFRY OF THE WANOERF.R


l:t l
Light. The lighthouse is mostly dark. Two lanterns full
of oil hang within each level on the east and west walls.
Window slits stand 3 feet above the floor on each level,
at the center of the north and south walls. These slits
are 3 feet high but only a few inches wide, so they're too
small to allow passage or let much more than a little
dim light in.
Resting at the Lighthouse. [f the characters attempt
a long rest anywhere inside or within sight of the
lighthouse, an undead patrol of two ghouls and four
zombies interrupts them. A new patrol passes every
6 hours, making finishing a long rest impossible un-
less the characters leave the area.

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-

CHAPTER 4 I THE ORRERY OF THE WANDERER


stantly behind schedule, given how much time the holding the hell hounds in place. The stair runes can
franchise members spend away from the lighthouse be noted with a detect magic spell or similar effect, or a
adventuring. One of those adventures was a raid on successful DC 15 Intelligence (Investigation) or Wisdom
an old tomb six months ago, where they cleared out (Perception) check.
numerous monsters and found something noted as a A character who is aware of the runes and succeeds
"magic clock." on a DC 15 Intelligence (Arcana) check discerns that
anyone who steps on the trapped stairs releases the hell
SECOND FLOOR hounds from the warded areas. Unless the hell hounds
are fi rst destroyed, the only way to safely climb the
stairs is to disarm the runes with a successful DC 15 In-
The next floor is circula r, as the square base cut into the
telligence (Arcana) check. Failure by 5 or more triggers
promontory gives way to the upper levels of the tower. the runes, releasing the hell hounds. Dispel magic can
The stairway continues its upward spiral from this floor remove the runes from one stair.
to another. Building implements, tools, and boards line It takes a successful DC 15 Strength (Athletics) check
the walls. Three tall wardrobes and four large chests to climb the stairwell walls and avoid the stairs. jump-
ing over all the warded stairs in the curved stairwell
stand among these materials.
requires a successful DC 15 Strength (Athletics) or Dex-
terity (Acrobatics) check. Failure on any of these checks
Creatures. Hiding in the wardrobes and chests are sets off the runes. If one or more stairs are deactivated
fou r ghouls made from gnome and halfling corpses of with dispel magic first, a character climbing or jumping
members of the Order of the Stout Half-Pint. The dimin- up has advantage on the check.
utive undead burst out to attack when any creature en- Treasure. Each hell hound wears an ornate platinum
ters this area, surprising anyone who does not succeed collar, one etched with the name "Wilbur" and the other
on a DC 12 Wisdom (Perception) check. If any ghoul with "Wilhelmina." Each collar is worth 50 gp.
attacks an elf and notes its immunity to ghoul paralysis,
FOURTH FLOOR
all the ghouls avoid that target thereafter.
Treasure. Tn one of the chests that a ghoul emerged
from, the characters find eleven pieces of black jasper The circular staircase ends on this floor in a room that
worth 10 gp each. Tn the pockets of a cloak hanging in
contains vibrant decor despite its sparse furnishings-a
one of the wardrobes are a potion of frost giant strength
and ten +2 sling bullets. bed, a dresser, a desk, and a glass tank. Bright paint in a
rainbow of colors is splashed on the walls in something
THIRD FLOOR that might be a pattern. Ga rish rugs and tapestries cover
the floor and wal ls. Costume gemstones adorn almost
As you step from the stairs into the single room of this every surface that can contain them.
floor, a snarling and growling greets you. On opposite A set of rungs on the south wall gives access to a hatch
sides of this room stand two vicious-looking hounds in the high ceiling. The hatch presumably provides access
with black fur. The creatures smell of sulfur and rot, and to the top of the lighthouse and the lantern room.
both wear ornate collars of silvery meta l. Each stands
with in a square scribed onto the floor, ten feet on a side Resting in the glass tank among wilting plants and
and edged with runes. The rune-marked boundaries countless dead insects is a multicolored spider called
appear to push the creatures back as they try in vain to Rainbow. Rainbow is the familiar of Wizzy Fotz, the
cross through. gnome wizard who led the Order of the Stout Half-Pint.
Rainbow is a dour and dark creature, despite (or be-
cause of) its former master having magically painted the
Creatures. Two hell hounds are presently held within spider in rainbow hues.
magical wards in this area. Hoobur summoned these If the characters find a way to communicate with
fiends but has yet to assign them a task, so he keeps Rainbow, it speaks in a droll and erudite accent, laced
them "crated" here. The hell hounds can't leave the with casual profanity and dripping with sarcasm. If it
rune-bounded areas unless the runes are disturbed can't speak with the characters, Rainbow can spin a
(including by a character who enters the warded area), web to create words, but these are equally derogatory,
or if the characters activate the runes on the stairs (see bitter, and profanity laced. In either case, the spider can
"Trapped Stairs" below). The hell hounds can, however, pass along the following information:
breathe fire on anyone who gets close enough to them. • Rainbow has been Wizzy's familiar for as long as it
Wards. A character who succeeds on a DC 10 I ntelli- can remember. That excruciating and annoying ex-
gence (Arcana) check made to investigate the wards un- istence could be matched only by a stint in the Nine
derstands the purpose of the runes, as well as the ways Hells according to the spider (which claims to have
in which the wards can fail (see below).
been there once).
Trapped Stairs. Runes scribed onto the six bottom • The Order of the Stout Half-Pint was a successful
stairs leading up to the next level are linked to the runes adventuring franchise made up only of gnomes and

CHAPTER 4 I THE ORRERY OF THE WAND£RER


halffjngs. Its members had gained enough prestige door), knowing the characters can't enter without some
and capital to acquire the lighthouse, which under- effort (see "Glass Door" below).
goes an endless spate of renovations. Catwalk. A 10-foot-wide stone catwalk set with a low
• A weird gnome named Hoobur approached the group railing encircles the lantern chamber housing the necro-
a month ago, asking to join them. When the members mantic lens. A character who falls from the catwalk can
oftbe order let their guard down, the new gnome grab onto the railing with a successful DC 13 Dexterity
called forth a horde of undead creatures that s laugh- saving throw.
tered everyone. Glass Door. The glass door that provides access to
• Since then, Rainbow has remained in this area. The the lantern room is magically locked, and all the glass
spider can feel that its master is not dead, but is also making up the door and wall is magically reinforced.
not truly alive. Rainbow believes Wizzy persists The lock can be opened with a successful DC 15 Intelli-
in some sort of half-life at the hands of the gnome gence (Arcana) check or Dexterity check using thieves'
archmage. tools. A character can also shatter a panel or the door
• A tiefling unexpectedly teleported into the lighthouse with a successful DC 20 Strength check, or can bash
a few days after the order had been wiped out. She through it. The door and each glass panel has AC 18, 30
was spotted by Hoobur's undead minions and cap- hit points, and is immune to cold, necrotic, poison, psy-
tured. Rainbow doesn't know what happened to her chic, and radiant damage.
after that. Necromantic Lens. Hoobur Gran'Shoop has scribed
Development. Rainbow knows that the lantern room the magic lens atop the lighthouse with faint runes
at the top of the lighthouse allows people to teleport that cause it to radiate necromantic energy. In addition
to the secret basement beneath the tower. However, it to filling the area with shadow, the lens grants any
shares that information on ly with characters who agree undead creature at the top of the lighthouse the follow-
to search for and save Wizzy. Or put the mage out of his ing benefits:
half-dead misery. (The spider isn't choosy; it just wants It has advantage on saving throws.
some closure.) Rainbow does not know the current • It has resistance to radiant damage.
passphrase to activate the teleporting power of the light- The undead regains 5 hit points at the start of its turn
house lens. if it has at least 1 hit point.
Treasure. Rainbow's glass terrarium is full of dirt, Light 'Em Up. Any character who witnesses the ef-
plants, insects, and webs. It also contains the rotor of
fects the lens's shadow has on the undead can attempt a
return, buried beneath the dirt in the tank. Rainbow DC 10 Intelligence (Arcana or Religion) check to assess
knows the rotor is there but reveals its presence only
the lens's magic. With a success, the character under-
ifWizzy is dead and the characters haven't found the
stands the properties of the shadow and intuits that a
object on their own. A character who searches the tank
powerful necromantic ritual has transformed the lens.
and succeeds on a DC 15 Intelligence (Investigation) or
Once the lens's power has been determined, any char-
Wisdom (Perception) check finds the rotor. If it is taken
acter can reverse part of the corrupting ritual with any
before Wizzy is confirmed dead, Rainbow is sullen but
of the following actions:
makes no argument.
A successful DC 15 Intelligence (Arcana or Reli-
LIGHTHOUSE TOP gion) check disrupts the flow of necromantic energy
The hatch in the ceiling of the fourth floor provides ac- within the lens.
cess to the top of the lighthouse. Magical shadow causes A successful DC 15 Dexterity (Sleight of Hand) check
this area to be lightly obscured. When the characters subtly sabotages the runes scribed into the lens.
arrive. read: • A character can expend one use of Channel Divinity to
force divine power into the lens.
This area is gloomy and dancing with shadows. A ten- For each successful action undertaken to disrupt the
foot-wide catwalk encircles the fifteen-foot-high lantern lens, its power falters as follows:
room housing the lighthouse's crystal lens. The lens • The area around the top of the lighthouse is no longer
rotates lazily, but rather than shedding light, it emanates lightly obscured.
The lens no longer grants benefits to undead.
an aura of cold shadow. The walls of the lantern room are
The energy of the lens is reversed for 1 minute, shin-
five-foot-wide panels of glass set with a single glass door. ing out as bright light that fills all exterior areas of
the lighthouse within 20 feet. While the energy is
reversed, each undead creature that starts its turn in
Creatures. Hoobur has entrusted the protection of the
this area takes 11 (2d10) radiant damage. Each crea-
necromantic lens to a will-o'-wisp and three shadows.
ture that isn't a construct or undead regains 11 (2d10)
The shadows resemble halflings and gnomes, former
hit points at the start of its turn. A creature that could
members of the Order of the Stout Half-Pint. These
regain hit points but has died within the last minute
undead remain hidden until the second character gains
returns to life with 1 hit point. (This includes any crea-
access to the balcony, at which point they attack. The
tures that have fallen from the lighthouse.)
creatures retreat into the lantern room if necessary
(with the shadows slipping through a gap beneath the Arms and Armaments. The arrows that fuel the
fusillade trap seen at the entrance to the lighthouse

CHAPTER 4 J THE ORRERY OF THE WANDERER


cessful DC 12 Intelligence (Arcana) check. (The pass-
phrase is automatically learned if the lens was initially
assessed with identify. Undead creatures can activate
the teleportation power of the lens simply by stepping
into it.) A character who speaks the command phrase
"Hoobur Osto Draco" and steps toward the lens is tele-
ported into the secret base ment beneath the lighthouse.
In that basement. Hoobur Gran'Shoop conducts his
dark experiments.
(Jf the characters came up unlucky in gaining infor-
mation from Rainbow and have no inclination to further
investigate the lens, have an undead patrol of four zom-
bies step suddenly out of the lens after the fight but be-
fore the characters leave this area. Anyone who sees the
zombies appear recognizes that the magic lens is the
teleportation portal that brought them fort h.)

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-

CHAPTER 4 I THE: ORRERY OF THE WANDERER


A blinding flash leaves an indelible mark in your brain as HOOBUR AS A RECURRING NPC
you step into the lens. When your vision clears, you find Hoobur Gran'Shoop, gnome archmage, is thorough ly evil,
yourselves in the corner of a stone chamber filled with and most likely a few phalanges short of a hand. But just
because a gnome is a tiny bit on the dark side doesn' t
laboratory and arcane equipment. Tall bookcases filled
mean he can't be a useful ally! Make note of the terms
with tomes line two walls, while the other walls feature on wh ich the characters part ways with Hoobur, whether
long tables covered with alembics, flasks, cauldrons, bea· they leave him in control of the lighthouse or throw down
kers, and containers holding weird reagents and compo· against him. The archmage could turn up later in the cam-
paign with an interesting business proposition, or might
nents. An iron cage is set against one wall, its door open. work with the characters in an "enemy of my enemy is my
Two more tables surrounded by chairs stand in the friend" scenario. Alternatively, if Hoobur was forced to flee,
center of the room. The first contains a variety of human- he m ight decide that the franchisees are a threat to his
livelihood and reputation that need to be eliminated.
oid body parts, all on the small side. The second table
holds a tiefling restrained with leather straps. She strug·
Manor. His instructions were to make it look like Dran
gles against the bonds with a wild look on her face.
Enterprises was respons ible. Other than that, he has no
Standing near the t iefling's table is an odd-looking con- dog in this fight.
struct with an even more oddly placed spigot at the base Hoobur attempts to establish a s incere diaJogue with
of its barrel-shaped body. A gnome dressed in garishly the cha racters, chatting about the serenity of the area
colorful clothes sits on a stool nearby, his eyes blank. surrounding the lighthouse, the importance of good
Another gnome sits next to the first, but this one is most
friends, the relaxing qua lities of a good cup of tea , or any
other topic that catches his fancy. During the convers a-
lively and chipper. He wears dark robes and a red fez
tion, he drops as many references to Dran Enterprises
bearing the Oran Enterprises logo-a pparently scrawled as possible, implying that the organization is the charac-
in white chalk. ters' true enemy. He reinforces a ny rumors the charac-
"See Wizzy?" the chipper gnome says to the other. ters have heard about Oran Enterprises. or spins those
"I told you we would have visitors. I felt their presence rumors if they haven't. This includes the speculation
seen on the map on the lighthouse first floor that Dran
in the lantern room." He sips from a cup of tea as he
Enterprises has a secret headquar ters- a nd thus a s inis-
beckons to you. "Would you like to have a seat? And ter presence-in Luskan.
can I get you some chamomile tea? My name is Hoobur
Gran'Shoop, by the way. Pleased to meet you."

Creatures. Hoobur Gran'Shoop (LE gnome arch-


mage) depends on a keg robot (see appendix B) to de- HooeuR GRAN'SMooP
fend him. (The construct was originally a servant of the
lighthouse franchise.) Wizzy (NG male gnome mage) is
also under Hoobur's power, and acts as the archmage's
unwitting ally. In his cu rrent state, Wizzy can cast only
cantrips, 1st-level speJls, and 2nd-level spells.
The tieflin g-Tala natha Three-Coins from Phand-
alin- is alive for now. But if the characters fai l to act
quickly, she transforms into a vampire spawn also un-
der Hoobur's control (see below).

To FIGHT OR NOT TO FIGHT?


Hoobur Gran'Shoop is a far more powerful foe than the
characters can handle at their curre nt level. Fortunately,
he doesn't wa nt to kiH them. In fact, the archmage is a
big fan of the plucky, can-do attitude that's brought them
this far. He was hired- and given a great deal of magic
and money- by the Six to wipe out a couple of Acquis i-
tions Incorporated franchises, here and at Tresendar

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.

C HAPTER 4 I TH E. O RRE RY O F THE WA NDERER


SUPER- SECRET BASEMENT
The kindly old wizard who built the lighthouse and its
underground laboratory went by many names over his
long life. By the point at which he decided it was time to
slow down a bit, he was simply called Screve. However,
he had more than a few other names throughout his ca-
reer as a slinger of magic, including Brutar the Bloody,
Murst the Merciless, and That Wizard Who Fried All
Those People in Suzail. Screve was an edgy sort, in
other words.
Most of Screve's "normal" wizarding work was under-
taken in the laboratory that Hoobur found and utilized.
But he also had a secret series of chambers off the main
basement where he did some more ... esoteric arcane
experimentation.

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.

CHAPTER 4 I THE ORR£RY Or THE WANDERER


On initiative count 0, the buzz saw moves up to 20 Tactics. A character must succeed on a DC 17 Wis-
feet in a random direction on rollers. then makes a dom (Perception) check to notice the swarms hiding
melee attack against a random creature within 5 feet of in the webs. One swarm drops on the first character to
it: +3 to hit; 3 {ld4 + 1) slashing damage. and the target come into the room. gaining surprise if the character is
must succeed on a DC 11 Strength saving throw or be unaware of it. The other swarm lurks on the other side
knocked prone. The buzz saw makes no distinction of the room, and attacks in the second round of combat.
between the monodrones a nd the characters when Unless they are attacked first, the duodrones ignore
it attacks . the characters to start. But if combat with the swarms
The buzz saw of doom has AC 17, 50 hit points, immu- goes to three rounds, the duodrones assume they are
nity to poison and psychic damage, and resistance to all under attack and enter the fi ght. They target the char-
other damage. It can also be deactivated as follows: acters as intruders but ignore the swarms. Or if the
swarms are doing a good enough job against the charac-
The device has an easily spotted 6-inch-wide slot on
ters, the duodrones could provide comic relief by trying
its back, with the edge of a round disk protruding from
futilely to sweep the spiders away while getting in the
it. A character within 5 feet of the buzz saw who suc-
way of the characters' attacks.
ceeds on a DC 10 Dexterity {Sleight of Hand) check
Treasure. Each destroyed duodrone reveals its
can pull out a charged disk from the slot, causing the
magically charged disk and platinum rod. Each rod is
buzz saw to power down. This charged disk is identi-
worth 20 gp.
cal to the disks that power the replica modrons .
Door. The steel door between areas 2 and 3 has no
A character can topple the buzz saw over with a suc-
features. However, the characters easily spot four slots
cessfu l DC 15 Strength (Athletics) check. If tipped
on the wall next to the door, into which charged disks
over, the buzz saw can still attack, but it can't move.
can be inserted. Wires run between these slots, this
Treasure. Each destroyed monodrone reveals a mag- door, and the door to area l , but the wires on the crum-
ically charged disk and a small platinum rod as part of bling walls show several gaps. Spare wires are easily
its components. Each rod is worth 20 gp. had by digging through duodrone wreckage or pulling
Door. The door exiting this area is made of steel, and them from other areas of the wall, allowing the circuit
is closed and locked. Its only features are three 6-inch- to be completed. If the characters need assistance in fig-
wide s lots set in a row at its center. The characters uring this out, a successful DC 10 Intelligence (Arcana
can easily note that the charged disks from any fallen or Investigation) or Wisdom (Perception) check to study
modrons fit perfectly into the slots . If a charged disk is the walls and assess the duodrones' activities can fill in
placed in each slot, it completes a circu it that automati- the details.
cally opens the door inward into area 1. It also activates When the characters complete the circuit and insert
the creatures in area 2. charged disks into the four slots, the door automatically
opens into this area, revealing area 3 and activating the
2. IN C OMPLETE CI RCU ITS mechanical creatures in that area.

3. REC HARGING STATIO N


As the door opens toward you, a buzzing sound rises
from beyond a dusty corridor ahead. At the end of the
corridor, a room covered in dust and webs opens up. A buzzing sound and a deep hum rises suddenly as the
Six mechanical cubes with arms and legs scurry about, door opens, and a blast of musty, dust-choked air spills
disturbing the dust fo r what appears to be the first time out from the room beyond. That dusty chambe r ho lds
in years. Each carries pieces of wire, which it attempts to three creatures that look like inverted pyramids with me-
place into gaps between other wires set into the crum- chanical arms and legs, and another creature resembl ing
bling walls. Another metal door stands along the wall a cube with wings. All of them work to place parts into
across from the end of the corridor. two fifteen-foot-wide, Aoor-to-ceiling, metallic walls at
the room's center. Those walls are the source of the hum,
and each glows with a faint light. As one of the creatures
Creatures. Four replica duodrones. activated by the
shuffles through the ten-foot-wide gap between the two
door opening, a re tasked with maintaining circuits in
this room, which have become badly corroded over time. walls, it begins to glow as the walls do.
Their second task is to remove intruders who attack
them or attempt to open the door into area 3. These
Creatures. The opening of the door has activated
replica modrons look exactly like their true modron
three replica tridrones and one replica quadrone, whose
counterparts and use the duodrooe stat block, with the
task is to bring a modron charging station-the two me-
changes noted in "Replica Modrons" above.
tallic walls-back online. These replica modrons look
In addition, hidden in the webs on the ceiling are rwo
exactly like their true modron counterparts and use
swarms of insects (spiders), which have come to domi-
tridrooe a nd quadrone stat blocks. with the changes
nate the vermin food chain in this area.
noted in "Replica Modrons" above.

CHAPTER 4 I THE ORRFRY OF THE WANDERF.R


It takes the replica modrons 5 rounds to reassemble
the station. As they make progress, the hum from the Thin wires set into the walls of the room beyond the
s tation intensifies, as does its glow. After completing secret door buzz with magic, bathing the room in a blue
that task. the modrons assemble the five charged disks glow. This chamber is filled with disparate gears, pistons,
they need for the secret door in the far wall, which takes sprockets, screws, bolts, and countless other mechanical
another 5 rounds. They then open the secret door to
bits-all of which twitch and slide across the floor as if
check on the mechachimera in area 4.
drawn togethe r by some unseen force. The pieces con-
The tridrones a nd quadrone attack if they a re at-
tacked, if the characters interfere with their tasks, or nect and entwi ne to take the shape of a winged mechani-
if any character moves between the recharging sta- cal beast with the heads of a dragon, a lion, and a goat.
tion's walls. A voice calls out from a dark corner of the room. "We
R echarging Station. The recharging station functions have been here for a long time. Please help us go home."
by pulsing power into any creature or object that moves
Wrapped in padlocked chains in that corner is a creature
into the area betwee n the two rectangular walls. In the
5 rounds during which the modrons repair it, the station consisting of five mechanical arms, like those of a star-
hums and glows but does nothing more. If the station is fish, and which stands on five spindly mechanical legs.
repaired, it has the following effects :
• A replica modron that starts its turn within the Creature. The mechachime ra moves to place itself
charging station regains 5 hit points if it has at least 1 between the characters and the prisoner. It uses the stat
hit point. block of a ch im era with these changes:
• A replica modron standing within 5 feet of either
It is a construct.
of the charging station's wa lls has advantage on at·
tack rolls . • It has immunity to poison and psychic damage.
• Any other creature that enters the area between the In addition to defeating the construct in combat,
rectangular walls must succeed on a DC 10 Constitu- characters can pull out its charged disks to hinder its
tion saving throw or be stunned for l minute. A crea- attacks. With a successful DC 12 Wisdom (Percep-
ture can repeat the saving throw at the end of each of tion) check, any character fighting the mechachimera
its turns, ending the effect on itself on a success. notes that each of its heads features a slot from which
a cha rged disk protrudes s lightly. A character within 5
The characters can sabotage the recharging station,
feet of the construct who succeeds on a DC 10 Dexter-
either before or after it is repaired. As an action, a char-
acter within 5 feet of either station wall can attempt a ity (Sleight of Hand) check can remove a disk, causing
DC l 5 Strength (Ath letics), Dexterity (Sleight of Hand), one head to power down and preventing it from making
or Intelligence (Arcana) check to disable that wall. On attacks. If the dragon head is disabled, the creature
a failed check, the character ta kes 5 (ldlO) lightning loses its Fire Breath. If the goat head is disabled. it loses
damage. Both walls must be deactivated to render the its horns attack. If the lion head is disabled, it loses its
bite attack.
recharging station inert. If one wa ll is deactivated, any
of the replica modrons within 5 fee t of the wall can use Prisoner. Screve held a p entadrone from Mecha-
an action to counteract the sabotage. It takes three such nus as his prisoner in this area, using the modron as
actions to reactivate the wall. a model for the constructs he was creating. The pen-
Treasure. Any of the destroyed modrons reveal their tadrone, known as 57EV1E (or "Stevie" to its friends),
magically charged disks and platinum rods. Each of has been disconnected from the axiomatic mind of
these rods is larger than those previously seen, and is Primus, making it a rogue modron. (See the "Varia nt:
worth SO gp. Rogue Modrons" sidebar in the modron section of the
Secret Door. A 15-foot-wide secret door is hidden in Monster Manual.) It wants to go back to Mechanus and
the wall farthest from the entrance, and contains five reestablish its link with the rest of its kind.
concealed slots for charged disks. If the modrons finish Stevie is willing and able to help the characters. but it
repa iring the recharging station, or if the characters must be freed from the padlocked chains that restrain
sabotage the station, a shower of sparks erupts from it. One locked chain secures each of the modron's five
the edges of the secret door and its slots , revealing the arms. A s uccessful DC 13 Dexterity check using thieves'
door. Otherwise, a character who searches the area and tools opens one lock and removes the attached chain.
succeeds on a DC 15 Intelligence (Investigation) or Wis- The chains can also be severed (AC 10, 15 hit points,
dom (Perception) check notes the door or the gaps in the immune to poison and psychic damage) or broken with a
mortar where the slots are hidden. successfu l DC 20 Strength check. The manner in which
Stevie is tightly bound prevents the modron from attack-
If the characters insert charged disks into each of the
ing or trying to break the chains.
door's five slots, the door automatically opens into this
area a nd activates the creatu res in the next room.
Treasure. The mechachimera falls apart when de-
stroyed, revealing five large platinum rods worth 100 gp
4. ME C HACHIMERA each, as well as its three charged disks. In addition, char-
This chamber holds a construct chimera, Screve's acters poking through the construct's remains can spot
crowning achievement before he gave up his pursuits in two magic items that were part of its components- a
this area. sentinel shield and a Quaal's feather token (anchor).

CHAPTER 4 I THE ORRERY OF Tll E WANDERER


l'H
Development. If the characters release Stevie. the make a side trek to Waterdeep for delivery. or if Omin
modron is grateful for the rescue and happy to share its sends a courier to retrieve the stones. If the charac-
story. The construct relates the story of how it had been ters lost the jewels, the consequences could be finan-
sent to the Material Plane to recover a rogue modron cially dire.
that was spreading chaos, but was captured by Screvc.
The wizard held the pentadrone prisoner and used it as THE 0RR ERY
a model to create replica modrons. (If none of the char- With the rotor of return in their possession, the charac-
acters speaks Modron or has some alternative means ters can undertake additional research into that com-
of communication with the construct. Stevie picked up ponent and the Orrery of the Wanderer as a whole. See
enough Common from Screve during its years of impris- appendix D for information on the rotor, which can be
onment to get by.) revealed as you determine.
Stevie isn't s ure how long it has been separated from
the mind of Primus, but it wants desperately to return FRANCHISE DOWNTIME
to Mechanus. You can decide whether the characters The most important piece of information the characters
can help Stevie with this plight as a side trek or a down- take away from this episode is the "evidence" that Oran
time activity. Alternatively. the modron might have been Enterprises was involved with the attacks on both Ac-
disconnected from Primus for too long, keeping it a quisitions Incorporated franchises. back in Phandalin
rogue modron that might become a recurring villain or and at the lighthouse. The rumor that Oran Enterprises
allied NPC. has a secret headquarters in Luskan can be repeated
by both Wizzy and Talanatha, setting the stage for the
CONCLUSION next episode. If the characters need further prodding to
After dealing with the threats at Silent Sound light- think about heading for Luskan, you could also have the
house, the characters attain 4th level! They can take orrery housing provide a mental hint that at least one
stock of whatever treasure they salvaged from the light- more of its components has recently been sensed north
house and what information they learned within, then of the lighthouse. and relatively close.
figure out their next move. All the activities mentioned in this section are in-
If the characters didn't find the rotor of return when troduced or talked about in the "Franchise Tasks and
exploring the lighthouse, Wizzy can reveal where the Downtime" section in chapter 2.
relic is hidden if he survived. He is happy to give it to the
THE LUSKAN CONNECTION
characters as thanks for their rescue. Alternatively, if
Making use of scrutineering. research, carousing, or
Talanatha survived, she knows that Hoobur Gran'Shoop
schmoozing during downtime can all yield up hints con-
spoke of not finding the rotor. and can join the charac-
firm ing that Oran Enterprises has a secret headquarters
ters in another search of the lighthouse.
in the city of Luskan- and adding rumors suggesting
TALANATHA THREE-COINS that the organization has recently been engaging in
Assuming that the tiefling Talanatha is rescued, she conduct even more secretive than usual. Such activities
is both grateful and beholden to the characters. She can also preview some of the information on Luskan
can fill in any information regarding what happened in presented in episode 4.
Phandalin if the characters have overlooked something,
MODRON IN NEED
as she can with what the Company of the Golden Mon-
The pentadrone Stevie wants to travel back to Mecha-
goose had learned about the orrery.
nus, and the characters could assist by using downtime
Talanatha would be keen to work with a franchise
or franchise tasks to make that happen. Research or
whose members are clearly as cool and capable as the
schmoozing might gain information from knowledge-
characters. However. she's an adventurer, not a follower.
able sages regarding existing portals to Mechanus. or
As such, she's not suitable as franchise staff but would
unique rituals that can open a temporary portal.
make an excellent allied NPC or hired troubleshooter
If the characters are successful in helping Stevie get
(perhaps after joining another franchise). To use Tala-
home, the pentadrone thanks them by removing compo-
natha as an NPC, you can give her the stat block of a
nents from itself that reassemble to function as an axi-
berserker or priest (depending on what use you wish
omatic weapon. a rare magic item that requires attune-
to make of her). Talanatha has these racial traits: She
ment. When an attuned wielder hits a chaotic-aligned
knows the thaumaturgy cantrip. and Charisma is her
creature with this weapon, the target takes Id6 extra
spellcasting ability for this spell. She has resistance to
damage of the weapon's type.
fire damage. She has darkvision out to a range of 60
feet. She speaks Common and Infernal. OuRVERY OwN MECHACHIMERA
As a paladin and an iconic occultant franchisee (see A character trained in Arcana can study the mechachi-
"Company Positions" in chapter 2), Talanatha would mera's design if its components a rc laboriously collected
also make an excellent replacement character if a fight and taken from the basement. Over time, a similar
against Hoobur Gran'Shoop went badly for the party. construct could be used as an offensive upgrade to the
franchise's headquarters, either as part of future fran-
RETURNIN G THE DIAMONDS
chise advancement or with the headquarters modifica-
If the characters recovered Omin's diamonds, they need
tion franchise task.
to return the goods. It's up to you whether they have to

C H APTE R 4 I T H F. ORRE!RY OF THE WANDE RER


BUSINESS ls EXPANDING infiltrate the operation, learning as much as they can
Having a small castle estate in Phandalin is cool. But about the plans of Acquisitions Incorporated's biggest
having a lighthouse on the Sword Coast might be even business rival!
cooler. If it seems like the thing to do, the characters
could use the franchise restructuring or headquarters EPISODE 4: DRAN
modification activities to officially ask permission to
relocate their franchise to the Silent Sound lighthouse. ENT E RPR ISES
(This assumes that Hoobur Gran'Shoop was driven The attacks on Acquisitions Incorporated franchises
from the basement, and that the characters are prepared have left signs indicating that Dran Enterprises is in-
to deal with the possibility of him coming back.) volved. The characters (now 4th level) head to Luskan,
Even if the characters don't want to officially change seeking to find that organization's secret headquarters,
territories, nothing prevents them from quietly checking infiltrate it, and determine what Dran Enterprises is
out the commercial landscape in the area. Characters up to- and what plans they have for the Orreryofthe
searching the sea caves along the cliffs near the light- Wanderer.
house might find that a variety of ne'er-do-wells use The search for the headquarters takes the characters
them as places to hide from naval pursuers, stow contra- first to the rough-and-tumble Fishbone Tavern, then
band, secure prisoners held for ransom, and engage in to Arla Razortongue, a disgruntled Dran Enterprises
other nefarious activities.joining in on (or getting a per- ex-employee running a well-known peg and hook shop.
centage of) such activities could be set up with the shady After dealing with thugs sent to quiet Arla, the charac-
business practice activity- possibly connecting to any ters learn the location of Dran Enterprises' secret head-
deal the characters have recently struck with the newly quarters, and can plan their infiltration.
installed captain of a fast ship. That headquarters is a seemingly small and unim-
portant ship at the Luskan docks. But Dran Enterprises'
LIVING THE Gooo LIFE magic has filled the ship with portals leading to some of
Characters not wanting to flout the law (or at least not to the faction's many franchises, ships, and business loca-
do so outside their own territory) could instead clear out tions. When the characters visit, those portals lead to:
smugglers and other riffraff along the coast. Doing so
as part of a philanthropic enterprise could get them in A dead ship being consumed by the power of the Far
good with the authorities in Neverwinter or Luskan. Realm- which quickly threatens to consume the char-
Taking over the lighthouse also provides the opportu- acters as well.
nity for a philanthropic enterprise. The light is a warn- A faction warehouse whose overworked attendant will
ing beacon for ships traveling the coast between Nev- help them only if they help her.
erwinter and Luskan, but it needs someone to keep it • A Dran Enterprises cargo ship caught in a raging
running. Before the Order of the Stout Half-Pint moved storm, and which will founder on rocks unless the
in, the authorities in Luskan and Neverwinter struggled characters lend the crew a hand.
to entice anyone to live at the remote lighthouse, given Another cargo ship whose well-armed crew will finish
the amount of dangerous bandit and pirate activity in the characters off in short order unless they make
the area. If the characters take over the lighthouse or their way through the rigging unseen.
arrange for it to be staffed, they'll earn the favor of Nev- A Dran Enterprises pirate crew under attack by un-
erwinter, Luskan, and possibly even the Lords' Alliance dead at a remote dock.
for their generosity. An array of merchant barges that must be crossed
while moving along a busy river.
C O NTINUI NG THE ADVENTURE Only by traveling through a sufficient number of these
While the characters are engaged in downtime and portals can the characters key themselves to activating
franchise activities, Ornin Dran makes contact. He em- the portal to Dran Enterprises' true headquarters- a
braces the characters' reports from Phandalin and the palatial ship named The Maverick. There, they are met
Silent Sound lighthouse as proof that Dran Enterprises by a Dran Enterprises operative who is aware of their
is involved in the attacks against Acq Inc franchises, quest, and who informs them that Dran Enterprises in
and that its agents are willing to kill to claim the com- fact has nothing to do with the attacks against the two
ponents of the Orrery of the Wanderer. However, some- Acquisitions Incorporated franchises. Moreover, Oran
thing about that approach feels inconsistent with Dran Enterprises is also aware of the dark power of the Or-
Enterprises' normal approach to acquisition. A ruthless rery of the Wanderer- and its operatives have collected
attitude and wanting Acquisitions Incorporated taken two of the orrery's components, hoping to keep that
apart and absorbed into its own corporate space is one power in check. But the characters are not alone as they
thing, but doing it one franchise at a time seems odd. As seek this information. Operatives of the Six are already
such, Omin wants more information before committing within the portal network, and are racing to claim the
to reprisals or confrontation. orrery components collected by Oran Enterprises before
The characters are directed to go to Luskan to con- the characters do.
firm that Dran Enterprises has a secret headquarters in
that lawless city. If they do, they then need to find and

CHAPTER 4 I THE ORRERY OF THE WANDERER


136
TRAVELING TO LUSKAN
The City of Sails is located far to the north of the Sword
Coast, and the journey there can be as eventful as you
desire. If the players are hankering for random encoun-
ters, the wild lands of the North can certainly oblige
them. Or you might wish to have the journey pass in rel-
ative peace while the players coordinate franchise tasks
left over from the previous episode.
Luskan rests upon stone escarpments on either side
of the icy River Mirar. Three bridges, named Upstream
Span, Dalath's Span, and Long Span, cross forty feet
above the river to connect the two sides of the city. The
Open Shore docks sit on the northernmost edge of the
river, while Dragon Beach holds docks to the south. As
they seek out Oran Enterpr ises' secret headquarters,
the characters start in the south and work their w ay to
the Open Shore docks.
A key aspect of Luskan li fe is its rule by gr oups known
as Ships. Five High Captai ns each rule a Ship made up
of pirates and other North landers. Ship Kurth, under
High Captain Beniago Kurth, is the First Ship, which
controls the city's docks and trade. Ship Baram is the
Second Ship, operating the fishing industry. Third Ship
Suljack leads piracy and raiding, handing down less-de-
sirable opportunities to Fourth Ship Taerl. Fifth Ship
Rethnor acts as the city·s guard- an unprofitable enough
duty that many of its members look for other ways to
earn coin.
The order of mages known as the Arcane Brother-
hood is the other major power group in Luskan. Though
its members include ambitious arcanists of any and all
genders, the newly restored order maintains its original
name as a reflection of its past power- and as a sign that
it seeks to restore that power once again.
If you want to make Luskan a bigger part of your cam-
paign, more information about the city can be found i n
the Sword Coast Adventurers Guide.

SEARCHI NG FOR DRAN ENTERPRISES


The characters' main goal in this episode is to fi nd Oran
Enterprises' secret headquarters. However, owing to
that organization's habit of breaking the legs of anyone
who talks about company business. this information is
hard to come by. Thankfully, the characters are able to
learn that Oran Enterprises employees often frequent a
specific tavern in Luskan, giving them a starting point
for seeking the information they need.
The characters can learn the name and location of
the Fishbone tavern in any number of ways, including
talking to other tavern owners, seeking out merchants
and mercenaries who've done business with Oran En-
terprises. and the like. Two example encounters are
provided to help the characters find the tavern. You can
add similar encounters to increase the complexity of the
search as desired.

TROUBLE AT THE SOUTH GATE


The characters are assumed to enter Luskan from
the south. Modify the text below as needed to fit
their arrival.

C H APTE R 4 I T H E ORRERY O F T H E WANDERER


137
A sharp, icy wind whistles through South Gate as you A LWAYS B E B RAND I N G
enter Luskan. The shops and taverns lining the main As long as they're in luskan, the characters might take the
thoroughfare of the City of Sails are as battered and opportunity to try to extend their franchise's reach into
the city. A formal presence in this far-flung territory is far
weathered as the grim customers entering them. At first beyond the scope of their charter of operations, naturally.
glance, the city's reputation as a den for pirates and raid· And savvy fra nchisees might have heard rumors that Head
ers appears well earned. Office is working to open a franchise in the City of Sails.
Just ahead of you, a wagon has broken down in front However, clever players could work to increase their own
franch ise's notoriety and add a few more customers with·
of a tavern. The elderly human driver calls out for help, out unduly violating the terms of their contract. You might
but passersby ignore her. As she calls out once more, tie such attempts to future franch ise tasks or downtime
the tavern door behind her opens and two guards toss a incorporating the shady business practice activity, as the
characters try to keep an official distance from any luskan
young male human in bright clothing out into the street. opportunities.
He tumbles into the old woman, sending both of them
sprawling to the ground. The door closes, then opens
Driver in Need. Dabahl (NG female human com-
once more as a mandolin comes flying out of the tavern. m oner) works as a wagon driver out of Neverwinter, and
her hired help all fled after a failed bandit attack during
her most recent run north. She made it safely to L uskan
If the characters want to lend a hand, they have ample
alone, but her w agon wheel has just given out.
opportunity to step up. Catching the mandolin requires
Repairing Dabahl's wagon takes at least 1 hour and
a successful DC 13 Dexterity (Acrobatics) check, and if
requires a successful DC 18 Strength (Athletics) or Wis-
no party member tries to do so, it crashes to the ground
dom (Survival) check. The DC drops to 10 if the charac·
at the characters' feet.
ters spend 20 gp on replacement parts, if any character
The tavern is called the Last Dregs, and the owners
knows the mending cantrip, or if any character is profi-
don't care for strangers. Allow the characters a quick
cient with land vehicles.
look in if they like, but there are no leads to Oran Enter·
Dabahl cannot afford the repairs or offer to pay the
prises to be found here.
character s for their service, but in her gratitude, she can
Failed Minstrel. The minstrel Noriel (NG male hu·
share that Oran Enterprises has a nefarious reputation.
man commoner) has spent a rough month in L uskan.
The location of their headquarters is a closely guar ded
He bel ieves that his father was once a pir ate work ing
secr et, but the organization's employees are said to favo r
for one of the Ships, but he's had no luck so far tracking
a tavern frequented by fishers. Dabahl sells her goods to
him down. Noriel's poor sense of fash ion, nervousness,
Ship Kurth and could also introduce the characters to
and lack of musical skill have not helped his efforts. An
its merchants, though she does not have any influence
impressionable (and starving) teenager. he faithfully
with them.
serves anyone who takes him under their wing, and can
provide comic relief as desired. THE BROKER
Having been thrown out of countless taverns, Noriel
With a couple of initial clues at hand, the characters can
kn ows the general rumors talking of how Oran En-
start the search in earnest for the tavern frequented by
terprises has a secret headquarters somewhere in
Oran Enterprises employees. Unfortunately, most folk
Luskan. He also knows the even more widespread
in Luskan are smart enough to not talk about Dran En-
rumors of how Oran Enterprises punishes anyone
terprises too openly, and the characters are rebuffed or
who talks about the organization's business. However.
ignored during their initial inquiries. Eventually, though,
he has heard and shares that many Oran Enterprises
the party is referred to Eriss (N female gnome com-
employees wander the northern part of the city in their
moner), said to broker deals between guilds and other
off hours.
organizations.
Eriss works with Ship Taerl. and can be found in a
W HERE IS THE 0RRERY? small but well-maintained curio shop on a busy street
At some point before the party arrives in luskan, ask the just north of the city's central bridge, Dalath's Span.
players whether their characters are bringing the orrery An enormous half-ore thug named One-Tusk stands
housing and any components with them, and if so, who guard outside the shop. Eriss is inside, polishing bottles
carries the relics. If they plan instead to secure them else· containing miniature ships. She claims that these were
where, ask about that location and their securi ty measures. once real ships, forced into the bottles through power-
For the purpose of the adventure, it's best if the characters
ful magic. A successful DC 15 Wisdom (Insight) check
keep the orrery components with them, rather than leaving
suggests that this story isn't worth a ship-in-a-bottle's
them at headquarters. (Certainly, reminding the characters
of what happened to the last two franchise headquarters 100 gp sale price. However, Eriss answers the party's
that held orrery components should be enough to inspire questions only if they buy one of the models or another
them to hold onto the components themselves.) equally expensive curio from her shop.
You don't need this information now, but it becomes What Eriss Knows- Speaking with Eriss is not with·
relevant in episode 5. Asking now gives the players time to out risk. A successful DC 12 Wisdom ( l nsight) check
forget you asked! confirms that the gnome is a broker for criminal orga-
nizations, trading information and helping stolen goods

C H APTER 4 I TH E ORR ERY OF T ll E WANDE RE R


EXTENDING THE LU SKAN EXPERIENCE
NPC scenes can encourage cooperative roleplaying, so
give the players lots of space to discuss how to help
characters like Noriel and Dabahl-and then run with the
players' ideas. A desire to help Noriel could lead to helping
the bard land a paying gig at a tavern, or seeking out one
of the Ships or the loremasters of the Arcane Brotherhood
to learn of his father. Helping Dabahl could lead to an
encounter with a guild of teamsters or a disgruntled repair
shop employee. Such efforts could lead to additional role.
playing scenarios, to which you can add abi lity checks and
combat encounters as desired.
Of course, some players will simply ignore Dabahl and
Noriel. That's okay. Let the characters' reactions take
things in a different direction, and have a different NPC
provide the same information. However, always feel free to
have Dabahl or Noriel make another appearance. Maybe
the two team up, with Noriel helping improvise the repairs
(soon to fail at any time), while Dabahl teaches Noriel a
song or two. Their story can move forward, intersecting
with the party's story at a later opportune moment.

Fishbone Tavern is located a few blocks from Luskan 's


Open Shore docks, close enough that you can smell
the sea air and hear the cries of gulls swooping over the
fishing ships. A few lazy snowflakes fall from a cloudy sky
as you approach the tavern's front entrance-and a sign
decorated with an actual rotting fish nailed to a board
bearing the tavern's name. Standing before the door is
an immense figure who beams a smile missing most of
its teeth. He squints his eyes as if trying to make sense of
find their ways to buyers. A result of 15 or higher on this you. "What ... uh ... what's your business here?"
check also imparts that like most fixers, Eriss is hesitant
to engage with the enemies of any company she wants to
stay on good terms with. The dimwitted bounce r is Zurb (CG male human
When the characters inquire about Oran Enterprises. thug). Zurb's job is to keep a ny potential troublemakers
the gnome asks why they seek the organization. If she out of the raucous tavern. including enemies of Oran
gets any hint that the characters are opposed to Oran Enterprises. Fortunately for the party. he can be fooled
Enterprises, she sends a message warning operatives of very easily with some s killful roleplaying or appropriate
the organization as soon as the party leaves her shop. If ability checks.
the characters suspect this. they might need to attempt Zurb knows (and absolutely shouldn't share but does)
DC 15 Charisma checks (using Deception, Intimida- that employees of Oran Enterprises drink at the Fish-
tion, or Persuas ion, depending on the situation) to talk bone frequently, though he hasn't seen any of them in
Eriss down. a few days. He ponders a while on how that's rather
If the characters stay on her good side, Eriss confides unusual. Zurb can suggest the characters talk to Fryer
that she doesn't know where Dran Enterprises has its the bartender to figure out why. (She earned that name
headquarters . However, she can share that the employ- when she hit a would-be-thief with a searing-hot frying
ees of the organization sometimes gather at a watering pan.) Zurb can also describe any of the tavern's regu-
hole known as Fishbone Tavern. They keep a low pro- la rs, including warning the characters that Rakeem
file, but the tavern's bartender, Fryer. might be able to can't be trusted.
identify a member of Oran Enterprises or help the char- When the characters decide to enter, Zurb opens the
acters further. door for them. If the characters have befriended him,
Zurb announces them as "really nice people that talked
FISHBON E TAVERN a lot." This causes Fryer to shake her head in weary
disbelief.
Any fisher or laborer in the north of the city can pro-
vide directions to Fishbone Tavern. None of the NPCs
currently at the tavern know the location of Oran Enter-
prises headquarters , but they can provide pointers to
someone who does.

C ll APTER 4 I THE ORRERY Of'TH .E WAN D ERER


employment on the better fishing boats owned by Ship
The interior of the Fishbone Tavern is cramped and Baram. Even inebriated, they know enough to be wary
shadowy. Only two of the eight tables are occupied, one at the idea of talking about Dran Enterprises to strang-
by two fishers and another by a lone figure in a dark, ers. They do offer up, though, that they haven't seen any
leather-patched cloak. One wall holds a small, smoky Dran Enterprises employees in going on a tenday now.
fireplace, while a long bar of dark-stained wood stands It's an easy guess that there's a big operation in prog-
ress, but neither fisher knows what that might be.
along the opposite wall. Standing behind the bar under
The lone figure sitting at a corner table is Velos (N
oval plaques set with yellowing fish skeletons is a heavy· male human bandit), nurs ing a glass of rum and rub-
set human bartender. She pours ale for a half-elf seated bing his hand. A pirate by trade, Vclos tries to conceal
at the bar, quietly engaging him in conversation. that his hand is turning black with infection after an
injury during a recent raid. Without treatment such as
a lesser restoration spell. he will lose the hand, and he
FRIENDS OF ORAN ENTERPRISES can't afford treatment. Velos knows Arla and her story,
Fryer (N female human commoner) is the owner of the and knows that he and his hand will be bound for the
Fishbone Tavern. Any character with a passive Wisdom Peg and Hook shop before long.
(Perception) score of 12 or higher might hear her refer If the characters help Velos and mention their in-
to the half-elf as Rakeem as s he talks to him. She is in terest in Oran Enterprises, he shares that he recently
the service of Dran Enterprises, receiving payment for overheard a melancholy employee talking about how a
keeping an eye on the organization's employees and re- friend "got invited to headquarters but accidentally took a
porting any lack of loyalty to their management. wrong door. They managed to scoop up what was left of
Although Fryer is tight with Dran Enterprises. she him ." His gratitude also makes him a solid potential hire,
carries a certain amount of guilt over an incident from a especially if the franchise has future business in Luskan.
few months ago. She reported a former friend and Dran
Enterprises operative named Arla Razortongue to her MOVING THINGS ALONG
bosses for speaking out about the organization·s uneth- If the characters need help connecting the dots, Rakeem
ical practices. (See "The Peg and Hook"' below for more could make an obvious mistake such as tipping his stool
on Arla.) Recent word on the street is that Arla contin- over from trying to strain to hear the party. Or Velos
ues to be a thorn in Oran Enterprises' s ide-and that could fall unconscious from his wound, allowing the
she's been marked for exile or elimination. A character characters to see his predicament and win Fryer over to
might sense Fryer's remorse over havi ng sold Arla out the ir cause with some beneficial healing. Alternatively,
with a successful DC 12 Wisdom (Insight) check, and an N PC the characters have previously confided in
could encourage her to share what took place and where might appear (perhaps Noriel or Oabahl), asking loudly
to find Arla with appropriate role playing. whether the characters have found Oran Enterprises
Rakeem (N male half-elf spy) is a regular drinker yet, and provoking a noticeable reaction from Fryer
at the Fishbone, a friend to Fryer, and a professional and Rakeem.
snitch. Though not in the employ of Dran Enterprises. Once the characters have learned about Arla from any
Rakeem tries to sell any information he overhears re- of the possible sources at the Fish bone, they can travel
garding the organization. If the characters talk openly to her s hop.
about Oran Enterprises while Rakeem is anywhere in
the tavern, he overhears them and alerts company oper- THE P EG AN D H O OK
atives as to the characters' intentions. Arla Razortongue (CG female human spy with iconic
A character notices Rakeem spying on the group with Oran Enterprises employee features; see "Iconic Faction
a successful DC 13 Wisdom (Insight or Perception) Features" in appendix B) had a good thing going as an
check. Rakeem is not eager to fight. though, and once employee of Dran Enterprises. So when s he was fired
confronted, he can be persuaded or intimidated into from that organization. the need to start over again in
keeping anything he heard to himself- at least until the cutthroat environs of Luska n inspired her to think
the party leaves town. He might also be convinced to outside the box. Way, way outside. Given the number of
share what he knows with appropriate bribes or well· seedy sailors that call the City of Sails their home port,
worded threats. she knew that a shop helping pirates with limb replace-
Word on the street is that Dran Enterprises has "tur-
ments would always make money. However, she felt that
tled up," retreating into wherever they hide due to some a hook was more useful as a replacement for a leg (in-
trouble known to the company's highe r-ups. Rakeem s tead of the traditional peg leg), and that a peg was more
doesn't know what that trouble is, but one person who useful to replace a lost hand.
keeps her ear to the ground about Oran Enterprises is Oran Enterprises ignored Arla at firs t, convinced that
Arla at the Peg and Hook (see below). He can share Ar- she would be a failure. Surprisingly, though, the plucky
ia's story and provide directions to her shop. entrepreneur managed to convince enough pirates to
WORKING-CLASS RUMORS
try out her unconventional system that her business
thrived. She has since developed a number of unique
The two fishers drinking at a central table are Milo and
attachments {hook shoes, peg arm accessories) that pro-
Tortuk (both N male human common ers). Both are
vide surprising functionality and even replaced one of
deep into their cups, lamenting their inability to find
her own hands and a leg to prove her point.

CllAPTER 4 I THE ORRERY O~ TllE WANDERER


r.io
TALK FIRST, FIGHT LATER?
When the characters approach the Peg and Hook, first
decide whether their previous investigation has alerted
Oran Enter prises. If they allowed Rakeem to eavesdrop
and report their conversations, alerted Eriss the bro-
ker of their antagonistic intentions, or asked too many
strangers how to find the organization. a strike team is
already inside the shop and attacking Arla. Go straight
to "Oran Strike Team" below and roll for initiative.
If the characters were discreet in their inquiries, Arla
is alone in her shop and can be approached in any way
they want. Then run the "Oran Strike Team" encounter
as the characters prepare to leave the shop.

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

C JIAPTER 4 I THE ORRERY OF THE WANDERER


l!·l
"--'
for being a traitor to Dran Enterprises. fn combat,
Aria's shortsword attacks take the form of either her
sharpened leg hook or a retractable blade attached to
her arm peg.
Hoffman is backed up by three operatives named Pi-
eter, Marks, and Molley (each a N male ha Ifling), each
using the spy stat block. The three spies use the mobil-
ity afforded by their Cunning Action to change targets,
and can be easily goaded into focusing on the characters
and ignoring Arla.

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).

I NFI LTRATING D RAN ENTERPRI SES


Dangerous Business is a s mall sailboat with a single
cabin rising from the center of its deck. It is docked
MA P 4.1: T~E DOC.K~
alongside two larger sailing ships (named The Ghost
and The Rogue). All three ships are owned by Dran at no more advantage than the characters are in their
Enterprises, with the two larger ships housing fishers, search for the headquarters . but the characters' actions
pirates, and others in the company's employ. might tip that balance one way or the other.
Map 4.1 shows the layout of the docks where the char- During this part of the episode, you'll track a one-off
acters make their initial approach to Oran Enterprises mecha nic called '"failure points," which are used to
headquarters. represenc the race against the S ix and determine which
side finds the headquarters first. T he resolution of that
RACING AGAINST THE SIX
sea rch is described in the ··on Board The Maverick"'
As the characters seek an approach to Dangerous Busi-
section. but the characters will have opportunities be-
ness and the portals within, they are unaware that they
fore that to realize they are competing against the Six.
are competing against the Six, who have already infil-
When that becomes clear, you can underscore any situ-
trated the ship and are seeking Dran Enterprise's main
ation in which the party earns a failure point, letting the
headquarters aboard The Maverick. The Six are initially
players know that accumulating too many points means
that the Six will pass through the fin al portal and arrive
THE OTHER KIND OF WINNI NC at The Maverick first.
As always in an Acquisitions Incorporated campaign, keep In addition to you tracking the number of failure
an open mind to alternative ways to advance the story, and points. each time the party earns a failure point. you
don't worry if the characters happen to lose an important gain a pool of two guar ds. You can add one or more
fight. The face-off against the Oran Enterprises strike team guards from your pool to any scene within the "Portal
is a tough encounter, and might not go the way the charac· Nexus" section of this episode. Whenever these guards
ters expect. appear, they enter the scene aware that Acquisitions
If the entire party is defeated or surrenders, Hoffman Incorporated and the Six have infiltrated the ir territory,
can order the characters to be kept alive and loaded onto and are actively looking for intruders .
a cart to be taken to Oran Enterprises for questioning.
This won't see the characters taken directly to the compa· DANGEROUS BUSINESS
ny's main headquarters, but could provide an alternative This humorously small ship is watched over by four
means of reaching Dangerous Business. Once on that
gua rds that stand a silent vigil around the cabin. The
ship, one of the spies might mistakenly open the portal
door leading to the Far Realm horror, with the strike team ship can be reached from the main dock or the smaller
members alone dragged into that deadly trap to allow the jetty leading out between Dangerous Business and The
characters to gain their freedom. See "Infiltrating Oran En· Rogue. A single door opens up into the cabin.
terprises" for more information. The area of the docks around the three ships is pa-
trolled by two groups of Dran Ente rprises operatives,

C H A PTER 4 I TH E ORRERY Of' T H I:. WAN D ERER


each consisting of four guards and four mastiffs. Crates "Portal 4" and later for more information). The condition
and equipment piled along the docks can provide cover, of the guard's head makes it impossible to talk to him
potentially allowing the characters to make a stealthy with speak with dead.
approach. Various booms and scaffolding can also grant Aside from his grievous head wound, the guard's body
access to the larger ships, from which the characters is untouched except where his shirt is torn over his
can work their way to Dangerous Business. The players chest. A successful DC 10 Intelligence (Investigation)
might also devise any number of ways to talk their way check confirms that a brooch or pin was ripped from
on board. Oran Enterprises is often hiring. so the char- that location. If a character thinks to check, the size of
acters could pose as expert sailors or specialized con- the round metal pin claimed from Hoffman after the
sultants. Give the players and characters the freedom to fight with the Oran Enterprises strike team matches
develop a plan, gather information, and fail or succeed the size of the torn hole. (If the characters didn't claim
spectacularly! the pin from the strike team and you haven't already
If any of the guards see the characters as a threat, they arranged for a replacement to be found, this guard has a
shout out, raising the alarm and imposing one failure second pin in his pocket.)
point. The alarm alerts all other guards on the docks,
PORTAL DOORS
and can draw an endless supply of reinforcements from
other ships over time. As such, the characters should re- Each portal door is made of reinforced iron. A success-
alize quickly that a stand-up fight will involve more foes ful DC 14 Intelligence (Arcana) check reveals that the
than they can handle. doors are mundane, but that each is magically trapped.
The party can retreat and come back when the heat A detect magic spell or similar effect reveals an aura of
dies down, but this delay imposes another failure point. evocation on a door's latch. If a latch is opened by any-
Or they can push past any threats lo get to Dangerous one not wearing the round metal pin bearing the symbol
Business and the portals within. of Dran Enterprises, the trap goes off. Each creature
within the room must make a DC 15 Dexterity saving
PORTAL NEXUS throw, taking 16 (3dl0) cold damage on a failed save or
half as much damage on a successful one. Each trap can
When the characters step through into the cabin on be disarmed with a successful DC 13 Intelligence (Ar-
Dangerous Business, read: cana) check or a Dexterity check using thieves' tools.
Each of the seven doors has a glowing semiprecious
The small square cabin's interior is far larger than its stone above it, carved into a different shape: a green
turquoise square. a red feldspar triangle, a white pearl
exterior, opening up as an oval room th irty feet long and
circle, a purple amethyst oval. a blue aquamarine
fifteen feet wide. Crumpled on the floor before an iron rectangle, a black hematite pentagon, and an orange ti-
door on the far side of the room, the body of a guard lies ger-eye hexagon. A detect magic spell reveals an aura of
in a pool of blood. Standing closed between you and the conjuration on the space beyond each door and on each
body, six other oval·shaped iron doors are the only fea- of the stones.
tures in the room. Each door has a heavy latch that bears
The stones are coded markers indicating which
doors lead to specific portals. That coding is changed
the insignia of Oran Enterprises, but no lock is visible.
regularly, with the portals reassigned to different loca-
Above each of the iron doors, a differently shaped and tions and the stones swapped around to help keep their
colored glowing stone is set. destinations a secret. As such, a portal still functions if
its stone is removed, and a stone can be reattached to
a door with a successful DC 12 Intelligence (Arcana)
The characters can examine the dead guard or investi- check. Placing a stone over a different door makes
gate the doors and stones. However, the amount of time it harder for the operatives of the Six to know which
they have to do so depends on whether they had other doors they've already gone through as they make use of
guards in pursuit. lf the characters were pursued, give the portal network. Swapping one or more stones thus
them a round or two to investigate the portal nexus, removes one of the party's failure points. If the players
then have an increasing number of guards burst into the don't work out that the stones can be moved. a character
area each round, forcing the characters to enter a portal. infers this with a successful DC 14 Intelligence (Ar-
If the characters infiltrated the ship without raising cana) check.
the alarm, they have five minutes before they hear Treasure. If the stones are removed. they lose their
a guard patrol approaching. If they leave this area magical properties but are worth 25 gp each.
to go back onto the deck of Dangerous Business for
any reason, they immediately attract the attention of PORTAL ENCOUNTER S
nearby guards.
Each portal door leads to a different encounter. Opening
DEAD GUARD any door transports all characters in the portal nexus
The dead guard is a male half-ore. Lying on his chest is into the area beyond. with the entrance portal disap-
a black business card bearing unintelligible symbols. pearing behind them. The characters must navigate the
More notable is that the unfortunate guard's brain has scene that takes place in the new location. then find an
been removed from his shattered skull. The guard was exit portal (another iron door identical to the doors in
killed by the mind flayer leading the Six operatives (see the nexus) to return to the portal nexus. (Portal 1 is an

C ll A PTER 4 I TH E O RRFRY OFTH.E WANDER.ER


14-3
exception, bringing the characters back automatically.)
Eventually, the characters find the portal leading to
Oran Enterprises' headquarters in this way.
As an advanced security measure, the magic of the
portal network prevents a creature from gaining access
to the headquarters on board The Maverick without a
certain amount of experience traversing the network.
As such, the first three portals the characters access
will never lead to the headquarters.
The current destinations of the portals are noted on
the Portals table. You can choose encounters you favor,
or roll on the table to see where the characters end
up, rerolling any locations already visited. For the first
three destinations, roll a d6 to prevent the characters
from reaching The Maverick. For subsequent destina-
tions, roll a d8. Alternatively, you can allow the charac-
ters to reach the headquarters ship (see "On Board The
Maverick" below) any time after they've returned from
three other destinations.
With the exception of the Far Realm horror, the
specific locations of portal encounters are not detailed
here. If the characters ask about where they are in any
given encounter, or if they're inclined to venture outside
the encounter area, the choice of location is up to you.

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

As the portal opens, a pulse of magic draws you forward.


JUST CUT TO THE END The door vanishes and you stand within an impossible
If the players are particularly clever, they might come up scene. The deck of a ship opens up around you, but
with novel ways to shortcut the search for the headquar- the shifting sea to all sides is the color of bruised flesh ,
ters portal. Perhaps they use detect thoughts on a Dran roiling beneath a clear sky filled with unfamiliar constel-
Enterprises operative who knows which stone currently
lations. Suddenly the door to the ship's main cabin ex-
marks the headquarters portal. Maybe exceptional role-
playing allows them to talk an operative into using that plodes out in a pulse of sickly ethereal light. With a hor·
portal while the characters watch. If this happens, the rid slurping sound, writhing tentacles spill forth through
first time the characters try to use the headquarters por- the open doorway and lash toward you.
tal, they are shunted back into the portal nexus.
Any Intelligence (Arcana) check made to read the por-
tal's magic reveals that the way forward is blocked ex- This self-contained dimension is fueled by the power of
cept to those with experience using the portal network. the Far Realm. Planar instability prevents characters
The characters must pass through three other portals from moving beyond the immediate area of the deck (in-
first, but you can say that their attempts to access the cluding jumping off the ship or fleeing belowdecks).
headquarters portal have locked it down temporarily, Creature. The mass of writhing tentacles is a Far
preventing the Six from accessing it. Remove one failure Realm horror known as a chaos quadrapod (see ap-
point from the party's total. pendix B). It uses its Chaos Cloud at the start of combat,
then surges forward to lay into stunned characters. Each
PORTAL l: FAR REALM HORROR round, it focuses its grappling ability on whichever char-
A month ago, an encounter with operatives of the Six led acters dealt it the most damage in the previous round.
Dran Enterprises to try to fight that group using its own lf any part of the chaos quadrapod is pushed back
dark magic. Sadly, that attempt failed, and this portal through the door, it can be forced to return to its void
now remains tied to a pocket dimension channeling the of origin if the door is closed with a successful DC 15
power of the Far Realm. Danger lurks on the other side Strength (Athletics) check. If this happens, any crea-
of the door, whose stone has been marked as off limits tures it has grappled are automatically released.

CHAPTER 4- I THE ORRERY Of" THE WANDERER


As soon as the chaos quadrapod is killed or sent back checks, all at DC 12. When an order comes in, it ap-
through the door. the unstable magic of this portal pears magicaJly on Dagdra's ledger, three items at a
draws the characters back to the portal nexus. giving time (see the Dagdra's List table below). The dwarf calls
them no time to explore the ship. However, a successful out the three items, and a character must make a n abil-
DC 12 Intelligence (Arcana) check identifies the strange ity check using one of the skills noted for an item to lo-
surroundings and the chaos quadrapod as products of cate that item in the warehouse. Each check represents
the nightmaris h Far Realm. the act of eit her physically searching for the item o r
understanding the cha racteristics of the ite m. The nar-
PORTAL 2: GUARDED WAREHOUSE row space between piles of crates means t hat o nly o ne
character can search for each item.
Once three items are located with three checks, any
As the portal opens, you feel a lurch as its magic wraps
character must then make a Strength (Athletics) or
around you. The door is gone suddenly, and you are Dexterity (Acrobatics) check to place the three items in
standing in a hot and humid warehouse filled with crates Dagdra's cart as the dwarf races around the warehouse.
stacked to the ceiling. Windows high up on the walls let The items are found and collected regardless of the
in light and reveal what look like tropical trees outside. success or failure of the checks. But if the characters fail
three or more of the four checks necessa ry to collect a
The crates are organized in mazelike rows, making it hard
group of items, their lackluster performance causes a
to see how far the warehouse spreads. From somewhere bearded de vil productivity specialist to appea r and at-
to your right, you hea r humming, run ning footste ps, and tack the pa rty (including Dagdra) for 1 ro und. T he devil
the squeak of a wheeled cart drawing closer. then van ishes, a nd the party gains a failure point.

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

C HAPTER 4 I T H E O RRE RY O F THE WANDERER


1.15
to be done on their own, or the captain or first mate
twins Travis and Benham (both NG male half-elf com-
moners) can suggest usefu l actions.
Each of the tasks below involves one or more charac-
ters attempting specific ability checks to aid the ship's
crew during the storm. All six checks must be attempted
by the characters. The players can decide which charac-
ters make which checks, but a character cannot make
a second check until all the characters have made one
check. A character with the sailor background has
advantage on these checks. If the charac-
ters fail three or more checks. the party
gains one failure point.
Lower Main Sails. The storm's
winds will shatter the mast if the sail
can't be brought down, but its lines are
tangled. A successful DC 13 Dexterity
(Acrobatics) check is needed to reach the tangled
lines, followed by a successful DC 12 Dexterity
(Sleight of Hand) check to untangle them. A crew
member named Streams (CG female halfting com-
moner) provides advice to any character attempt-
ing this task. A character who fai ls is tangled up
and takes 3 (ld6) slashing damage.
Secure the Rum. Casks of rum are rolling around
the decks, creating a short-term danger to the crew-
and a longer-term danger to the crew's morale if too
much of the rum goes overboard. A successful DC 13
D llGO Rll 0E£ P FO RGE Strength (Athletics) check helps first mates Travis and
Benham secure the casks. If a character fails, they are
new life for herself, Dagdra makes an excellent potential
slammed by an errant cask and take 3 (ld6) bludgeon-
employee for the franchise.
ing damage.
If the characters did not befriend Dagdra, they must
Wave Lookout. The captain needs a sharp eye to call
search the endless maze of crates for the exit portal.
out when waves are about to strike the ship. An intern
This search can reveal the various products noted above
named Heian (LN female half-elf commoner wearing
(which the characters are free to steal and later resell
a shirt emblazoned with "Aeofel Lives") is currently on
using the shady business practice activity). Either way,
this duty, but she needs help. A successful DC 13 Wis-
unauthorized movement in the warehouse causes a
dom (Perception) check provides timely warning for the
bearded devil to appear and fight the characters until
next set of waves. If the character's check fails, the next
destroyed. Only then can the exit portal be found. The
check made by any character to aid the ship is made
party gains one failure point as a result of the time they
with disadvantage.
spent in the maze.
Calm the Beast. A tiger being transported on the
P ORTAL 3: R AGING STORM main deck in a large metal cage is frightened by the
storm and trying to escape. Its keeper Bendari (N male
elf druid) needs help. A successful DC 14 Wisdom (An-
The moment you open the door, magic wraps around imal Handling) check calms the tiger. Failure results
you, drawing you through the portal and into a raging in the tiger making one attack against the cha racter
storm. You stand on the deck of a ship that heaves from through the bars of its cage.
Lift the Curse. A crew member named lncindorita
one side to the other as waves crash over the rails. Crew
(CN tiefiing acolyte) claims that the ship has been
members pull lines and tie down cargo, as a heavyset, cursed. They insist that one of the newcomers to the
bearded captain calls out orders. Looking across the ship must offer up a prayer to calm the storm. There is
bow, you see tall spires of rock emerging through the no curse, but a character who succeeds on a DC 11 In-
storm- and the ship is headed straight toward them! telligence (Arcana or Religion) check can go through the
motions to calm Incindorita and inspire the crew.
Spot the Rocks. Captain Nuxoll needs someone to
Captain Nuxoll (NG male human veteran) and the crew mark the distance and direction to the spires of rock
of the Dran Enterprises cargo vessel Liar's Luck are along the shore, allowing the ship to pilot around them
overwhelmed by the storm. Though they recognize at and to a calmer bay beyond. A successful DC 14 Wisdom
::;
once that the characters are not in Dran Enterprises (Perception) check allows the ship to make a safe pas- z
livery, they are in no mood for a fight and need any help sage, or a character who succeeds on a DC 13 Charisma
they can get. The characters can determine what needs (Persuasion) check can give the captain the confidence

CHAPTER 4 I THE ORRERY OF THE WANDERER


Big Daddy Donaar's Yum Yum Hut began as a
braggadocious endeavor masterminded by one
to navigate the treacherous waters. If the check fails, the
ship shudders as it grinds against rocks. and each crea- Donaar Blit'zen, when taking over the operations
ture on board takes 3 (ld6) bludgeoning damage. of the Dran & Courtier and attempting to rebrand
Calmer Waters. After all six checks have been at- for the night. Though the endeavor was an overall
tempted, the ship passes through the storm. The crew disaster, the brand remains unnervingly strong.
hails the characters as heroes (or, if they failed, at least Folks travel far and wide to sample Yum Yum Hut
appreciates their attempt to help). Captain Nuxoll for- wares and merchandise. I yearn to know why.
gives the characters for infiltrating the Dran Enterprises
portal network, and agrees to pretend that the crew
-Omin Dran
never saw the party. He allows the characters access to
the exit portal, which is located in his chamber.
While passing through the captain's chamber. the motion from drawing the attention of those below. If at
characters can clearly see a logbook filled with records least half the characters succeed, the party reaches the
ofDran Enterprises trade transactions, which is worth crow's nest unseen. If the check is a failure, crew mem-
250 gp to Acq Inc Head Office. A character can steal the bers on the deck spot the characters.
logbook with a successful DC 12 Dexterity (Sleight of Crow's Nest. As the characters reach the crow's nest,
Hand) check. On a failed check, the captain and crew have the two lead characters attempt DC 14 Wisdom
members spot and prevent the theft, and each character (Perception) checks to spot Bardok the ship's cook (N
takes 3 (ld6) bludgeoning damage from the beating they male human commoner) currently lounging there. He
endure as they escape through the portal. wears an apron that reads "Big Daddy Donaar's Yum
Yum Hut," which is the first thing visible if he is spotted.
PORTAL 4: AMID THE RIGGING Bardok is too mellow to care about intruders, so that
if the characters approach him carefully, they discover
he's a big fan of Acquisitions Incorporated and is willing
The moment you open the iron door, a tug of magic
to help them out. The characters could instead handle
leaves you clinging shakily to a triangular foretop plat- Bardok in other ways, but if the initial Wisdom (Percep-
form, high above the deck of a gently swaying cargo ship. tion) checks are failed or Bardok is attacked, the startled
From your vantage point forty feet above the deck, you cook cries out and alerts the crew.
can see dozens of crew members below. All wear the Trade Route Maps. When the characters reach the
livery of Oran Enterprises, and most carry swords and crow's nest, even if they raised the alarm, they have time
to look around. On the main deck below the crow's nest,
crossbows. Rigging and rope ladders connect your plat·
a female elf dressed in green leather armor has been
form to the crow's nest in the middle of the ship. Similar studying a map of the Sword Coast marked with trade
rigging connects the crow's nest to a platform at the aft routes. A number of other maps are stuffed into a back-
of the ship. On that far platform, you see an iron door- pack at the foot of the mast.
the exit portal. The characters can attempt to steal the backpack and
the valuable trade route maps within. Doing so requires
a successful DC 12 Dexterity (Acrobatics) check to
Out of sight of the ship's crew, the characters face no im- reach a favorable position in the rigging, followed by a
mediate threats but are nonetheless in a difficult predic- successful DC 12 Dexterity (Sleight of Hand) check to
ament. The most obvious resolution is to try to cross the use some kind of rope-and-hook setup to hoist up the
rigging in stages-first reaching the crow's nest, then backpack. A mage hand cantrip can also be used to
continuing on to the aft platform and the exit portal. retrieve the pack, and the players might come up with
At different points during the crossing of the rigging, other suitable ideas.
the characters might attract the attention of crew mem- If the backpack is claimed, it holds maps worth 500 gp
bers on the deck. The first time the characters are spot- to Head Office. If only one of the checks succeeds, the
ted, the party gains one failure point, and each character characters still gain the maps but a crew member spots
comes under attack by two crew members firing cross- them if they are not already spotted. If neither check
bows (use the bandit stat block). lf the characters are succeeds, the crew is alerted to the characters' presence
spotted during the first stage of the trek across the rig- if not already alerted, and each character comes under
ging, the attacks repeat during the second stage, though attack by two crew members firing crossbows (use the
no additional failure points are gained. bandit stat block).
Reaching the Crow's Nest. Crossing the rigging re- Aft Platform. Traversing the rigging and the rope
quires a successful DC 13 group check using Strength ladders from the crow's nest to the aft platform requires
(Athletics) or Dexterity (Acrobatics). If at least half the another DC 13 group check using Strength (Athletics) or
characters succeed on the check, all the characters Dexterity (Acrobatics). Once the characters reach the aft
make it across unseen, with characters who fai led platform, they face one final barrage of attacks if they've
checks being grabbed and aided by the other characters. been previously spotted. They can then step through
If more than half the characters fail the check, each the portal.
character who failed slips from the rigging but manages As the characters step through the portal, read the
to hang on. The characters must then succeed on a DC following, making adjustments as necessary if they have
12 group Dexterity (Stealth) check to prevent the com- already seen the Six operatives:

CHAPTER 4 I THE ORR.ERV OF THE WANDERER


Even as your group reaches the aft portal, you see an-
other group ap pear through the fo redeck portal. Five
humans surround a tall, purple-skinned creature in black
and purple robes- and which has four tentacles where
its mouth should be. Oddly, those tentacles are tied to·
gether into a stylish handlebar mustache. The creature's
companions fire arrows and swing down the rigging to
do battle below. As your portal begins to close, the tenta·
cled creature looks up to coldly watch you.

Choose one of the cha racters to receive a telepathic


message from the mind fl ayer: ·· 1 will consume you and
your companions. Your end comes soon." More informa-
tion on this Six agent can be found in "On Board The
Maverick" below.

PORTAL 5: Pl RATES V ERSUS ZOMBIES


Opening this door brings the characte rs into the middle
of a battle with undead. Map 4.2 s hows the setup of the
docks ide pirate fight.

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-

C H A PTE R 4 I T H I' ORRERY OF'TH.E WAN D E RE R


maining) are trying to reach the captain but face twelve the portal network. Map 4.3 shows the initial setup of
zombies in their way (or half that number if the hammer the river barge crossing.
was abandoned). Defeating the zombies helps to unite Read the following, making adjustments as necessary
the pirates, the characters, and the captain, so they can if the characters have aJready seen the Six operatives:
work more effectively against the horde.
Once they rally. the pirates and the captain working
When you pull open the iron door, the view beyond
together destroy one zombie per round. The characters
have advantage on attack rolls and ability checks, and shows another place-and you are suddenly there, the
the zombies have disadvantage on saving throws. door disappearing behind you. A grassy slope leads
Aftermath. If the characters fought more than two down to the banks of a slow-moving river. A number of
groups of zombies but did not help the crew achieve barges decorated in bright colors move up and down the
victory, the party gains a failure point. If they stayed river, bearing merchants crying out to attract customers.
and helped the crew. Captain Torwyn thanks them effu-
Those customers move from the river bank to the nearest
sively, and tells them that if they ever need a ship near
Luskan, they can call on the Kraken's Lament. Once off barge, then carefully hop from barge to barge until they
the ship, the characters can easily reach the portal, then reach the merchant they want. On the opposite bank, you
return to the portal nexus. If the cha racters ignored the can see a small outhouse set with an oval iron door.
pirates to head straight for the portal, remove one fail- A flash of light draws your attention to the right, where
ure point from the party's total and have the characters
some fifty feet away from you, another group exits a por-
think about their life choices.
Treasure. In thanks, Torwyn and her crew offer the tal that vanishes behind them. The group consists of five
party a wand of magic missiles, a +I vicious rapier, and humans and a tall, purple-skinned creature. That crea-
a rope of entanglement. The rope is seemingly made ture's face has tentacles where its mouth should be-
of seaweed. with those tentacles oddly tied into a stylish handlebar
mustache. The creature wordlessly looks at two archers
P ORTAL 6: RI VER BARGE CROSSI NG
This encounter brings the characters into direct contact accompanying it, who draw their bows. Its three other
with the operatives of the Six who a re a lso traversing companions break into a run toward the riverbank as the
creature vanishes with a popping sound.

Roll initiative. Having seen the characters (or having


seen them again), the mind nayer has used its plane
shift ability to get back to the portal nexus. There, it
prepares for the assault on the Oran Enterprises head-
quarters. leaving its lackeys to try to get to the outhouse
portal before the characters. Of the fou r human scouts
among the Six operatives, two stay behind a nd fire
arrows at the party, while the other two scouts and a hu-
man cult fanatic race toward the barges.
The intention of the Six operatives is to cross the
river barges as quickly as possible and reach the portal
before the characters. The running scouts focus on
crossing, though they use their shortswords against any
character who jumps into the same or an adjacent barge.
The cult fanatic races across the barges as well, but
casts spiritual weapon as soon as possible. He then uses
spells s uch as command or hold person on any charac-
ter who gets a commanding lead.
The river is 85 feet wide and filled with 10-foot-wide
barges. At the start of each round, a barge moves either
left or right ld4 x 5 feet, either drifting with the current
or being poled agains t it. The movement of the barges
adds an unpredictable element to the characters' at-
tempts to get across the river.
Each barge holds a merchant and ld4 - 1 customers,
and all its area counts as difficult terrain. Characters
in one barge can jump to a barge within 5 feet without
an ability check. However, each barge is filled with
different wares, so that some of the barges require
checks by both the characters and the Six operatives to

CHAPTER 4 I Tll f. ORRERY OF THE WANDERER


B A RGE CONTENTS successfully cross them. See the Barge Contents table
Barge Merchandise Complication for more information.
1 Produce The barge contains nothing of note, Characters are free to try to swim across the river.
but doing so while avoiding the shifting barges requires
but the first creature to cross it
a successful DC 15 Strength (Athletics) check for each
attracts the attention of a gia nt poi-
move made to swim. Any character in the water also
sonous snake in the water. The snake
attracts the attention of the giant poisonous snake
surges onto a barge to attack and from barge 1.
uses its swimming speed to follow Between the characters and the Six, the first group to
the creature from barge to barge, have half its members reach the riverbank wins the race
continuing to attack until it is killed. and gets to the portal first. If the characters lose this
2 Fortune-teller The fortune-teller asks for a dona- race, the party gains a fai lure point.
tion. A character who drops one
or more coins (no action required) ON BOA RD THE MAVERICK
gains advantage on thei r next d20 When the characters have traveled through three other
roll. portals, they are able to finally make their way through
3 Weapons A creature on the barge can find and the portal leading to Dran Enterprises headquarters.
purchase (or steal) any weapon in This portal can conveniently be the next one the char-
acters pick after returning from the third portal, unless
the Player's Handbook as an action.
you want to have the characters run through more por-
One of these finely crafted weapons
tal encounters.
grants advantage on the first attack
When the characters enter the headquarters
roll made with it. portal, read:
4 Fireworks As an action, a character can use the
fireworks to create a fire hazard for
a pursuing creature. Any creature At last, you step through the iron door that leads into a
entering the barge must succeed on a palatial room on Dran Enterprises' headquarters ship. A
DC 13 Dexterity saving throw or take placard on one richly polished wooden wall reads, "The
7 (2d6) fire damage. (The Six opera- Maverick." Two dazzling chandeliers. fine paintings, and
tives don't think to do this.) lacquered chairs and tables set with gold trim decorate
5 Alchemist A creature moving through this this opulent and expansive study. Large, curved windows
cramped barge must succeed on a to all sides reveal that you are below decks and far out
DC 13 Dexterity (Acrobatics) check at sea, the ship's wake extending behind it under clear
or crash into a shelf and be doused
skies. But you are not alone.
in alchemical fluids and potion re-
agents. Roll a d4 to determine the
equivalent potion effect: 1-potion of Who the characters find in this room depends on how
diminution, 2- potion ofgrowth, 3- well they navigated the portals. Total the failure points
potion ofhealing, 4-potion ofpoison. earned by the party and consult the following table.
6 Hot Noodles The cantankerous customers on this Failure Points Outcome
barge heave bowls of hot noodles 0- 2 The characters arrive first
at anyone pushing past them: +3 to 3 The characters and the Six operatives arrive
hit; 4 (ld6 + 1) fire damage, and the at the same time
character must ma ke a Constitution 4 or more The Six operatives arrive first
saving throw at the end of each of its
turns. On a failed save, the character
FIRST TO THE MEETING
takes the damage again. A successful
If the characters beat the Six operatives here, the only
saving throw ends the effect. person in the room is a businesslike lizardfolk wearing
7 Monkeys and One of the many monkeys on this a collar, a bow tie, and spectacles. Bracus (N lizardfolk
small pets barge throws a banana peel at any with the iconic hoardsperson feature; see "Iconic Fae-
character moving across it. The tar- tion Features" in appendix B) studies the characters,
get must succeed on a DC 11 Dexter- touch ing his fingers to his chin as he invites them to
ity saving throw or fall prone. introduce themselves. He then states his own name,
8 Flowers The florist becomes furious at any confirming that he is in the employ of the unparalleled
character moving across t he barge, Dran Enterprises.
ordering that character to slow down Bracus shares information with the characters, paus-
ing to allow for questions and posing quer ies of his own.
and attempting to trip them. The
He's interested in what the characters encountered in
character must succeed on a DC 11
the por tal network, and responds favorably to any talk
Dexterity saving throw or fall prone.

CH APTE R 4 I TH.E ORR.ERY OF TH.E WANDER.ER


150
• In an attempt to foil the Six, Dran Enterprises secured
two of the orrery's components-the chronolometer
and the dimensional loop. Dran Enterprises also
knows that the last unclaimed component, known
as the wheel of stars, has been securely stored in the
northern holdfast known as Horn Enclave, and is un-
der the protection of the dwarves who dwell there.
• Bracus is aware that the Six are attempting to gain ac-
cess to the headquarters portal, and suspects they will
arrive at any moment.
Bracus takes the characters' measure during the
conversation. However, as long as the characters stop
short of killing the lizardfolk immediately, the immi-
nent appearance of the Six convinces him that the
enemy of his enemy is now his friend. Reaching into his
hoardsperson Jiving loot satchel, Bracus retrieves the
chronolometer and the dimensional loop. He then offers
both to the characters in exchange for them defending
him when the Six operatives arrive- as they do only mo-
ments later. See "Operatives of the Six" below for more
information on the fight with the mind flayer Szorrulax
and its minions.

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

CHAPTER 4 I THE ORRERY OF THE WANDERER


The Six? Don't
waste my t' .h
scouts and one cult fanatic). If all those foes were killed t Ilereare p eo.p le h d , i'.ne w it fables. Yeah
w 0 on t like A '
in that encounter, Szorrulax has two bandits with it-a g ru dg es. People witl1 axes to . cq Inc. People with
pair of guards held back from previous encounters, and not some sort of Id ' g rind. But they're
who are now the last survivors of the Six's forces. or w J1atever. ··• Ont kn
ow, cu Itor gang
In battle, Szorrulax uses Mind Blast on as many char- How am I so sure? B
acters as possible, making sure that Bracus is in the from the beginnin ..Doecause I've been in this
blast if the lizardfolk is alive. The mind flayer prioritizes I know? What I ' g you have any idea wb t
killing Bracus before turning to other targets, but it has ve seen? Th h. , a
Acquisitions Incorporat:d? ; its I ve taken for
no interest in a fair fight. It uses plane shift to escape
subtle masterm ind~ w k. . f there were a cabal of
if it can seize the components or if it is badly wounded,
leaving its lackeys behind to deal with the characters. plotting the downfall~;A1ng lthe shadows, cunningly
definitely recruit d b cq nc, they would hav
e me y now. e
TREASURE
In addition to the book, the study holds 30 pp, 150 gp,
-Viari
two pieces of pink coral (100 gp each), a small gold
bracelet (50 gp), five +2 arrows decorated with green
flames, a dagger of venom, an immovable rod, and two
lfBracus is alive, all Dran Enterprises personnel have
potions ofgreater healing. Bracus gifts all this to the
been magically ordered to allow the characters to leave
characters if they save him, or they can loot it if things
the Luskan docks unharmed. ff such a message is not
go the other way.
received, the guards on the boat and the docks react
GETTING AWAY badly to the party's appearance, and the characters must
When the fight is done, the characters can exit through sneak, talk, or fight their way to safety. Once away from
the portal, return to the portal nexus, and leave Danger- the docks, the characters can lie low for as long as nec-
ous Business. If they want to explore The Maverick first, essary, then depart Luskan.
that enormous ship is crawling with elite Dran Enter-
CONCLUSIO N
prises operatives (use the veteran stat block), all
of whom know to kill intruders on sight. With their exciting portals-based adventures in Luskan
done, the characters attain 5th level! just as importantly,
they've learned that Dran Enterprises isn't the real
villain behind the attacks on Acquisitions Incorporated
franchises. If the characters spoke to Bracus or ob-
tained the book from the lizard folk's satchel, they also
have a solid lead indicating that Horn Enclave holds the
final orrery component. If they failed to talk to Bracus
and have not yet deciphered the book, see "Enter Flab-
bergast" in the next episode to bring them up to speed.
When the characters complete the journey from Lus-
kan back to their headquarters, they find their half-ore
majordomo in a great mood.

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 <

improvements for the franchise, for its headquarters,


and for the characters as their company positions yield
even more powerful benefits.

CHA PTER 4 I T H E O RRERY OF THE WANDERER


FRANCHISE HEADQUARTERS UPGRADES if the description of the headquarters' appearance and
All the characters' hard work and luck to date is about to movement is vastly different.
pay off in the form of headquarters upgrades! The "Fran- Once the characters are done planning their up-
chise Advancement" section in chapter 2 has details of grades, Gilda the majortlomo takes over the mundane
the cosmetic, expansion, transportation, and weapon op- task of hiring contractors and starting construction. The
tions available to the characters for their headquarters. length of time it takes for upgrades to be completed is
The available upgrades can cover literally any features up to you, but one to two months is reasonable. During
that you and the players decide on, but always keep in that period, the characters have plenty of opportunity to
mind the ways in which the events and developments of engage in downtime activities and franchise tasks.
the adventure might drive those upgrades.
For example, the expansion option available to the FRANC HI SE DOWNTIME
headquarters might amount to simply digging out more During the break between episode 4 and episode 5, the
space beneath Tresendar Manor. But it also might arise characters are likely to be focused on deciding their
as a result of the franchise moving its headquarters to next move. The urgency of seeking out the fina l orrery
the Silent Sound lighthouse-or even claiming both component at Horn Enclave depends on whether the
sites as a joint headquarters. That latter option is even party successfully claimed the two components held by
easier to set up if the characters' possession of the or- Dran Enterprises, or whether they watched the mind
rery and its components allows them to channel telepor- flayer Szorrulax vanish with the components in hand.
tation magic into their headquarters as their transporta- Moreover. knowing that the Six are behind the attacks
tion option. on Acquisitions Incorporated, the characters can learn
everything Head Office knows about that faction-but
HIRING STAFF what is known about the Six amounts to little more than
At rank 2, the franchise gains four additional untrained rumors and their somewhat-trademark-infringing logo.
hirelings and one skilled hireling, allowing the charac- You can tease any of the information from "Factions and
ters to hire new staff to meet their needs. Such hires can Rivals" in chapter 3 as you see fit.
be done in-character if the players enjoy those kinds of Since the characters are now running a rank 2 fran-
scenes- and the franchise could even set up a job fair chise, they can assign two franchise tasks to be run by
for potential employees at a local market or tavern. If the staff in addition to any personal downtime activities they
characters have made any allies or hired NPCs during wish to engage in. If those downtime activities or fran-
preceding episodes, those NPCs might be taken on as chise tasks involve actively seeking connections to and
official staff members at this time. This is also an ex- information about Horn Enclave, that information can
cellent time to bring in an NPC the characters enjoyed be revealed in any number of ways.
interacting with, making that character an official part All the activities mentioned in this section are in-
of the franchise family. troduced or talked about in the "Franchise Tasks and
Crew. In addition to staff, ten crew are hired to help Downtime" section in chapter 2.
with the franchise. In addition to working on the upkeep
of the franchise headquarters, these NPCs might be THE ROAD TO HORN ENCLAVE
part of the team necessary to operate a mobile head- Characters or staff engaging in the research, marketeer-
quarters (sailors for a sailing ship or airship, arcane ing, or scrutineering activities can uncover all kinds of
engineers for a walking statue or teleporting tavern, and connections to the dwarven Clan Horn and its fabled
so forth) . fortress. The characters might connect with custom-
ers or allies who know of caravans that make regular
MAKING FRANCHISE ADVANCEMENT runs to the enclave, or who have heard rumors about
REWARDING local nobles or mages who have left relics there to be
Advancing a franchise is meant to be a major accom- safeguarded.
plishment for the players and their characters. This is The carousing activity can bring the characters into
a moment to celebrate and reward the party's deeds closer contact with merchants or nobles connected
and to help the players get excited about designing and to Horn Enclave. One of those is a company called
selecting their franchise upgrades. Some players might Dhargun Ironworks, who are sending a caravan to the
focus on mechanics, while others enjoy the creativity of enclave within the next month for the unlikely purpose
dreaming up how a franchise headquarters looks and of celebrating a wedding. Episode 5 has much more
feels. There is no wrong way to approach the process. information on the Dhargun wedding-and the unique
Headquarters customization is deliberately open- oppor tunity it offers for the characters to gain access to
ended to allow for creativity. This might create some the enclave.
work for you as the DM , since you adjudicate the charac- You can use the following guidelines to give the char-
ters' customization choices. A good rule of thumb is to acters a quick overview of Horn Enclave. And as they
allow the players full creative freedom while sticking to learn about the enclave, they'll also discover its storied
the mechanics (however loose) presented by the rules in and problematic (for them) connections to Acquisitions
chapter 2. If the characters want their headquarters to Incorporated:
be a giant bouncing rubber ball, let them go for it! In the
end, that option can still make use of the general idea • Horn Enclave is a dwarven stronghold run by the
and mechanics of a walking statue headquarters, even wealthy shield dwarves of Clan Horn.

CHAPTER 1 I THE ORRERY Of THE WANDERER


• Lady Kira Horn and Lord Zardak Horn head the clan.
Rizwin Horn is their daughter, and the public face of EPISODE 5: HIDE AN D SEEK
the enclave. lronbeard is the enclave's head mage. The characters (now 5th level) know that Horn Enclave
The dwarves of Horn Enclave are no friends to Acqui- is the hiding place of the last unclaimed clockwor k com-
sitions Incorporated. During a prior visit to/incursion ponent of the Orrery of the Wanderer, called the wheel
of/assault against Horn Enclave by Acquisitions I ncor- of stars. They also know that Horn Enclave is all but
porated, a number of regrettable incidents occurred. impossible to get into. Thankfully, Acquisitions I ncorpo-
• Those incidents may or may not have i ncluded i mper- rated has the party's back.
sonation, mendaciousness, and violence. With the hel p of Acq Inc fixer Flabbergast, the charac-
Also, there was a maj or theft from the enclave's vaults. ters make use of a unique ritual that lets them sw ap bod-
And there w as a thing about threateni ng l ronbeard. ies with a group of dwarves heading to the enclave for a
And sleeping with Rizwin, then steali ng Rizwin'sjew- wedding. This gives the character s access to the vaults,
elry under the pretense of wanting to remember her ... but the deception creates complications as they struggle
it's a long list, actually. with the deep secrets of their possessed dwarves and
must try to keep the w edding on track.
I f the characters double down on research, you can
Accessing the orrery component vault reveals valuable
share additional specific details from the ""Horn En-
information from the clockwork creatures that guard
clave" section of episode 5 if you like. This might include
the vault. But the characters are ultimately chagrined to
information on residents and guards, gaining access to
discover that the component isn't there, with the vault
the hold. the general workings of its vaults, and so forth.
set up as a ru se to distract anyone attempting to rebuild
the orrery. Still, the orrery's creator- a wizard named
CONTINUING THE ADVENTURE
---- Lottie- wishes to meet anyone savvy enough to have
The more the characters learn about Horn Enclave, the come this far. provided they share her interest in ensur-
stronger thei r understanding that getting inside will ing that the orrery's power is never used.
be a difficult task for most- and an impossible task for Traveling in style in a borrowed battle balloon, the
anyone openly connected to Acquisitions Incorporated. characters j ourney to Lottie's sanctum in the Greypeak
T hank fu lly, Head Office has some assistance it can offer Mountains. But en route, the franchise is intercepted
in that regard as the characters plan their incursion! by airships belonging to the Six. The character s get

CHAPTER 4 I T ll r. ORRERY or T H E WAN DERER


their first glimpse of Splugoth the Returned, one of
the Six's mysterious members, and the point goblin for "As you might well guess, gentlepersons, infiltrating
the plan to claim the orrery. In fact, the attack is only Horn Enclave by t raditional means would be difficult at
a distraction, providing cover for an attempt to steal best. And if you we re discovered, then you r status as
the orrery housing and the components the characters age nts of Acquisitions Incorporated would place you
have obtained.
in grave peril. Though likely not for long." Flabbergast
Continuing across the Greypeaks. the characters
reach the ruined town of Fortune and the casino resort sighs. Mister Snibbly spits up a hairball in disgust. "The
known as Lottie's Palace. There, they discover that Lot- dwarves of Clan Horn would kill you immediately, is what
tie is a lich whose exclusive retreat holds secrets and I'm saying. As such, Omin Oran has requested that I
deadly threats in equal measure. With no hope of win- offer my assistance. Have you ever heard of the ritual of
ning a fight against Lottie and her numerous lich allies, astral transmogrification?"
the battle must be one of wits as the characters attempt
to convince her to help Acquisitions Incorporated, tell
the orrery's origin story, and provide the final orrery The characters will not have heard of the legendary
component. ritual Flabbergast names, which has long been lost to
history. Its magic allows characters to enter a dream-
ENTER FLABBERGAST like state, leaving their bodies safely behind while their
While the characters sought out information on Horn souls temporarily possess other bodies. Flabbergast
Enclave, word of their investigations reached Head explains that the ritual's creator died long ago, and its
Office. Alternatively, if the characters couldn't figure components are now unknown. But if the characters can
out the connection between the orrery and the enclave, help him determine and track down those components,
word of that mystery reaches Head Office instead. Either Flabbergast can provide them the perfect means to in-
way, the characters receive an unexpected visitor, offer- filtrate the dwarven stronghold. By taking possession
ing some unexpected assistance. of some other group with legitimate business in the
enclave, the characters can wander its vaults at their lei-
sure without arousing suspicion. Well, maybe just a little
Standing before you is a tall, smooth-headed male suspicion. But it'll all be fine.
human with a neatly trimmed black beard, dressed in
SEEKING THE RITUAL
pressed business attire. He pauses from writing in his
You decide what form the ritual's components might
ledger to look up at you. His eyes narrow as if evaluating take, from ancient verses and arcane inscriptions, to
you. At his feet is a calico cat wearing a monocle and a rare herbs and alchemical reagents, to any other ob-
horned helmet. The cat is busy licking itself but pauses scure bit of magical paraphernalia in between. You also
to look at you. It also narrows its eyes. decide how much time and what specific effort is nec-
"I am Flabbergast, gentlepersons," the figure says. essary for the characters and Flabbergast to determine
and track down those components. This might involve
"In the employ of Acquisitions lncorporated's Head Of-
short side quests of your own devising, or having NPCs
fice, and at your service." He gestures down to the cat. conveniently turn out to be a source of some compo-
"This is Mister Snibbly. We need to talk. It's about you r nents. The Splintfig sisters from episode 2 are good
mission." candidates, as is Hoobur Gran'Shoop if the party stayed
on good terms with the psychopathic gnome.
If the characters take more downtime to seek out the
Flabbergast, wizard and majordomo to Head Office (see ritual's components, they might use marketeering to find
appendix A), has been dispatched to assist the charac- customers or brokers of magical supplies and rare spell
ters with the goal of gaining the final orrery component components. The shady business practice activity could
from Horn Enclave. Mister Snibbly has no agenda, alternatively turn up connections to those who dabble in
beyond making it clear that he thinks the characters more dangerous and secretive magic.
leave much to be desired. If the characters haven't yet
figured out that the enclave is where the component is DOES ANYONE HAVE A BETTER IDEA?
stored, Flabbergast can fill in the missing bits of what This episode assumes that the characters make use of
they know, all the while chiding the characters for miss- Flabbergast's ritual to enter Horn Enclave, but the infor-
ing important clues. If the characters haven't yet heard mation presented on the enclave is easily adaptable to
about the Dhargun Ironworks caravan's imminent trip other approaches. As such, the players and characters
to Horn Enclave (see "Dhargun Ironworks" below), he are absolutely free to come up with other methods of
can relay that information as well. seeking the final orrery component. Even though the
Flabbergast can also provide or reinforce the back- dwarves of Clan Horn remain furious at Acquisitions
story regarding Acquisitions Incorporated's well-known Incorporated and the enclave's defenses are formidable,
incursion of the enclave. In response to any discussion the players should always have the last say regarding
of that past mission, the wizard sums up the party's po- the characters' actions.
sition as follows: Workable alternatives include such plans as the
characters secreting themselves aboard the Dhargun

CHAPTE R 4 I THE ORRERY OF T H E WANDER ER


Ironworks caravan, posing as last-minute weddjng ding that will unite the Ohargun and Thunderwind
guests, or masquerading as others making a vault de- clans. Both dwarven families are quite different, with
posit. They might attempt to convince the guards that the Oharguns favoring commerce and the Thunder-
their appointment time was somehow overlooked, pay winds dedicated to warfare. But the unlikely love be-
someone off to learn the song of the day that is the pass- tween Gwendolyn Dhargun and Tan nus Thunderwind
word into the enclave, or any other plan they dream up. has brought them together.
Cf another plan is hatched, Flabbergast successfully The reason for holding the wedding at Horn Enclave
seeks out the components for the astral transmogrifica- is that the caravan also bears valuable gifts provided
tion ritual by himself. strictly as a backup plan for the by both fami lies, which will be placed in a vault until
characters. He's been ordered to journey to the enclave Gwendolyn and Tan nus complete their honeymoon and
with the party and watch over the operation, and pro- decide where they'll spend their lives as a couple. (The
vides one of the characters with a small stone token pressure from both families to choose one clan over the
bearing the symbol of Acquisitions Incorporated. other is huge.) Gifts include furniture, art pieces. and
If the characters need the ritual performed in an other large items. along with adamantine bars worth
emergency, they can activate the token by speaking the 5.000 gp. a suit of +l mithral half plate inscribed with
command word "Whippoorwill." Flabbergast then uses the insignia of Dhargun Ironworks. and a belt of dwar-
a crystal ball to locate them and perform the ritual. By venkind bearing the insignia of the Thunderwind Clan.
possessing the bodies of dwarf guards and Clan Horn
operatives, the characters should be able to successfully WEDDING GUESTS
defend their own magically slumbering bodies and get Each of the guests in the wedding party is a dwarf,
them out of the enclave safely. And possessing the token including the happy couple, their family members and
also puts the characters in a position where the ritual wedding party attendants, and various retainers to both
might be cast accidentally if they don't use it to enter the clans. Except for Raia, each guest uses the NPC stat
enclave, strictly for your amusement. block noted below with the following racial traits:
Their speed is 25 feet.
T R AVELING TO HORN ENCLAVE • They have darkvision out to a range of 60 feet.
------ They have advantage on saving throws against poison
The Dhargun Ironworks caravan bound for Horn En-
clave is set to reach the main gates in the morning, then and resistance against poison damage.
depart again that evening. With the characters able to • They speak Common and Dwarvish.
enter the enclave in the bodies of the caravan's wedding You should familiarize yourself with the key NPCs
party, they can locate the vault, secure the orrery com- detailed below. Any of the information that isn't secret
ponent, and leave when the caravan departs at the end can be shared with characters when they first possess
of the day. Should be easy, right? an N PC through Flabbergast's ritual of astral transmog-
With their mobile headquarters, the characters should rification.
have a straightforward time traveling from Phandalin to Gwendolyn Dhargun. Gwendolyn (LG female dwarf
the mountains northeast of Silverymoon. Or if the play- veteran) is the cherubic overseer of Ohargun Ironworks.
ers are dying for some action, you can use wandering having recently taken over from her aging mother.
monsters to liven the journey up. Once close enough, the Amara. Gwendolyn is an excellent metallurgist and runs
characters can set their franchise down in a safe loca- the business with superb aplomb. She worries that her
tion away from prying eyes, then approach the wide dirt professional s uccess overshadows her betrothed, Tan-
road leadi ng to Horn Enclave. From the safety of cover nus, who until recently was a raving barbarian bent only
alongside the road, Flabbergast casts his ritual when on war. She believes that Tan nus has changed. Her goal
the Dhargun Ironworks caravan is spotted. See "Flab- is to convince him that she believes in him and is proud
bergast's Ritual" in the ·'J 1:00 AM" section below. of the person he has become. Gwendolyn carries no
weapons with her for the wedding.
DH A RGUN IRO NWORKS Gwendolyn's secret revolves around wanting to prove
The challenges in this section of the adventure arise that she believes that Tannus has truly changed, but
from the goals of the caravan members and how they in- that she still respects his past. During the celebration,
tersect with those of the characters. Once Flabbergast's she asks Thoman, her family's head of security, to go
ritual is activated, each character possesses one of the to the vault and bring out the suit of armor as a gift to
NPCs in the caravan. However, each NPC has a secret her husband.
goal that remains dormant until the goal is triggered Tannus Thunderwind. Tannus (CG male dwarf ber-
during a specific scene. When the secret is triggered, serker) is a reformed barbarian. His only love used to
the OM tells the player the secret and informs them that be the battlefield, but that changed when he met Gwen-
their character is compelled to fulfill that secret goal. dolyn. Everything about her was peaceful, tranquil, and
For maximum entertainment value, wait until the trig- better than him. He has since sworn to give up violence,
gering scene to tell the players about any secret goals. become a partner to Gwendolyn, and help grow the iron-
works. His goal is to convince Gwendolyn's family that
TuE CARAVAN he is good enough for her. and that he has given up his
The caravan is made up of three horse-drawn carriages violent ways. Tannus carries no weapons with him for
and bears sixteen dwarves to Horn Enclave for a wed- the wedding.

C HAPTE R 4 I THE ORR ERY OF T ll E WA NDE RER


Tannus's secret involves wanting to prove himself to changed. Gorat does not do this out of malice, but out
Gwendolyn. He must abstain from violence all day long, of love. He wants to ensure that his friend is on the
no matter what happens. proper path.
Rala Dhargun. Raia (NG female dwarf spy, to all ap- jormun Thunderwind. Jormun (NG male dwarf
pearances) is Gwendolyn's cousin, lifelong best friend, priest) is Tannus's father, and will conduct the cere-
and attendant of honor for the wedding ceremony. Hav- mony to marry his son to Gwendolyn. He carries a war-
ing lived a life of adventure herself, she is supportive of hammer and a shield.
Gwendolyn marrying someone different. She stays at jormun's secret involves relief that his son has
Gwendolyn's side, encouraging her and ensuring that changed his ways. Though he has not confessed this to
she has a wonderful day. Raia carries a shortsword as anyone, he hopes that Tannus can leave his days of bat·
well as a set of thieves' tools and mason's tools. tie behind and find love and peace with Gwendolyn. If a
Rala's secret is that she isn't actually Raia. The dwarf battle breaks out,jormun stands by Tanous or Gwendo-
was recently kidnapped and is currently held by agents lyn (whoever is in greater danger).
of the Zhentarim. This version of Raia is a doppel- Other Guests. Nine other dwarves representing
ganger on a secret mission to steal the belt of dwarven- both famil ies have come to see the wedding-and to
kind, which the Zhentarim plan to sell to an eager buyer. underline the fact that the two families really don't trust
Rala's plan is to pickpocket the vault key held by Gorat, one another. The Dharguns see the Thunderwinds as
one ofTannus's attendants. She'll then access the vault uncouth and violent, while the Thunderwinds see the
while everyone is having drinks in the tavern. One of the Dharguns as uppity and boring. None of the guests carry
gift boxes present at the celebration has her crossbow weapons, for the safety of all attending.
hidden within.
Rescuing the true Raia might make an interesting CHARACT ER- BUILDING EXERCIS E
side quest for further development, depending on how If the characters use an alternative plan to gain access
and if the characters interact with the dwarves in the to Horn Enclave, they might not play out the NPCs'
wedd ing party. secret agendas. However, these secrets can still be rel-
Amara Dhargun. Amara (NG female dwarf bandit evant factors in the episode. While the characters are
captain) is Gwendolyn's mother-a crotchety old dwarf in Horn Enclave, they will likely interact with members
with serious doubts regarding Tannus Thunderwind. of the wedding party, and might even be invited to join
However. Amara loves her daughter and is willing the festivities or ride in the caravan when the group de-
to trust her judgment. She carries no weapons at parts. At opportune moments, an NPC might befriend a
the wedding. character and ask them for help with their secret goal.
Amara's secret concerns a pledge to ensure that her And, of course, if things start going badly at any point,
daughter's marriage goes off without a hitch. If anything the characters can say "Whippoorwill" into the stone
gets in the way of a successful ceremony, she plans to token given to them by Flabbergast to have him perform
cut that thing to pieces with a family heirloom battleaxe the ritual- or they might have the ritual cast for them
that she's hidden inside a gift box present at the cele- whether they want it or not. See "'Ironbeard's Entrance"
bration. (The battleaxe uses the same statistics as the in the "I I :I5 AM" section of the wedding itinerary for
bandit captain's scimitar attack.) more information.
Thoman Dhargun. Thoman (LN male dwarf priest) is
head of security for Dhargun Ironworks. He cares little HORN ENCLAVE
for weddings or love. All that stuff just gets in the way of Horn Enclave is a legendary dwarven stronghold run by
business and creates security risks. Thoman carries a Ciao Horn, wealthy shield dwarves whose estates and
warhammer that uses the same statistics as the priest's holds spread across the Spine of the World mountains.
mace attack. The enclave's business is the leasing of secure vaults
Thoman's secret involves his professional devotion to to wealthy patrons, with nigh-impregnable defenses
Amara. To make sure nothing goes wrong with the cer- designed to keep each vault's contents safe from thieves.
emony that might upset Gwendolyn's mother, he plans Map 5.1 shows the layout of Horn Enclave.
on checking the vault while Gwendolyn and Tannus are
saying their vows, and must report any distu rbances WITH TN THE ENCLAVE
or thefts. Horn Enclave is a fully inhabited living space, workshop,
Gorat Thunderwind. Gorat (CN male dwarf ber- and stronghold.
serker) is Tannus's cousin and oldest friend, and bears Residents. The enclave is home to more than one
many scars from the battles they've fought together. He hundred dwarves. with nearly half of those working as
loves battle still, and is struggling to understand and guards. Clan Horn is led by Lady Kira Horn and Lord
support Tannus's change of heart and mind. Gorat car- Zardak Horn. Zardak is getting on in years, nearly blind,
ries no weapons for the wedding, but he's resourceful and increasingly defers to Lady Kira's decisions. Rizwio
enough to turn anything he grabs into a weapon. Such Horn, their daughter, is a capable diplomat and negotia-
improvised weapons use the normal berserker attack tor who greets all guests to the enclave. The head mage
statistics. for the enclave is a dwarf known as Ironbeard, responsi-
Gorat's secret involves his goal to deliver a toast ble for security and charged with inspecting all deposits
du ring the dining hall celebration that will call Tan nus to the vaults. (The stat blocks to be used for these NPCs
to battle, to see once and for all whether his friend has are found when they first appear in the adventure.)

CHAPTER 4 I THE ORRERY OF T H E WANDERER


Layout. The Horn Enclave map shows the layout of WEDDING ITINERARY
the fortress and its described locations. Guest quarters
are located in the northwest, near the tavern. The vaults The Wedding Itinerary table provides an overview of the
are located to the northeast. The chambers of the en- day's events, which are part of your recipe for hilarity
clave's lady and lord are located to the east, beyond the and disaster. At the appointed times, guests move from
great halls. To the south stand residences, forges, and one location to another and begin a specific event. If an
the enclave's temple. NPC has a secret, it activates during the appropriate
Entrance. Entrance to the hold is through a long pas- event. Take the player of an NPC aside and inform them
sage secured by four sets of portcullises and by fortified of their secret goal, and explain that the importance of
doors. The doors are opened by iron golems, who do so the goal to the body they inhabit means that they are
only when they hear a set of bagpipes play the song of compelled to try to accomplish this goal. Players can
the day that is the passphrase into the enclave. A dwarf share their secret goal with other individual players
outside the main doors plays this song each time an once they learn it, as long as sharing it would not contra-
approved caravan arrives. The doors lead to the Hall of dict that goal. For example, the player running Gwendo-
War, a large room containing a terrifying construct-the lyn should not share their goal with the player running
aptly named slaughterstone eviscerator-ready to defend Tannus, because the whole point is for Gwendolyn to
the enclave in times of need. See the "11:15 AM" section surprise her new husband with the gift. Likewise, the
of the wedding itinerary for more information. player running Rala does not share her goal with any-
Guards. Scores of dwarf gua rds can be called upon one having an interest in what's in the vaults.
to defend the enclave, with most occupying the barracks In any free time between events, or by sneaking away
adjoining the vaults. Patrols arc infrequent due to the from events, the characters can try to realize their pri-
overall security level of the enclave, but a group of four mary goal of finding the final orrery component. The
guards is dispatched if an attempt to pick a vault's locks time of each event in the itinerary is known to all mem-
is detected. If the guards find trouble they can't handle, bers of the caravan. so the characters can plan when to
they summon more guards and raise a general alarm, perform their heist. Of course. the secret goals of the
summoning Ironbeard, Rizwin, Lady Kira. or Lord wedding guests might impact those plans.
Zardak. In true emergencies, lronbeard activates the Unlike a typical dungeon infiltration. the layout of the
slaughterstone eviscerator in the Hall of War (see the enclave is not as important as the itinerary. Players are
"11 :15 AM" section of the wedding itinerary). not expected to turn this into a dungeon crawl, if only
Alarm Response. If an a larm is raised, the dwarves because Horn Enclave is teeming with guards and other
cordon off sections of the enclave by accessing levers dwarves. Any wedding guests seen in private chambers
in hidden chambers, each of which drops a portcullis or away from the events of the wedding itinerary are
along a major hallway. The lever chamber north of the given a warning the first time, then questioned more
Hall of War controls the main gates and the two port- carefully and searched each time thereafter. Evidence of
cullises north of the Hall of War. The lever chamber theft or other lawbreaking could result in a guest being
east of the forge controls the portcullis south of the supervised by a guard until the caravan departs.
Hall of War. The lever chamber west of the war room If the dwarves of Horn Enclave somehow find out that
controls two portcullises east of the dwarven resi- the characters are members of Acquisitions Incorpo-
dences. Other defenses are noted in relevant sections of rated, permanent incarceration or execution are among
the episode. the best possible outcomes. Ideally, the players coming
Vaults. Details of the famed vaults of Horn Enclave up with hilarious ways to escape will allow them to
are provided in the "11:15 AM" section of the wedding prevent s uch fates. Even if the characters have not used
itinerary. Flabbergast's ritual, it should be clear to them that pay-

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.

CHAPTER 4 I THE ORRERY OF TH F WANDERER


stop. As the magic takes effect, each character's con-
sciousness departs its normal body and enters that of a
named caravan NPC. Go down the list of caravan NPCs
in the order presented in the "Wedding Guests" section
above, assigning each guest to a random player until
each character has an NPC. (If your group has more
than seven players, you'll need to come up with addi-
tional NPCs and secrets.) Describe the NPCs and their
relationships to all the players, but do not divulge any
NPC's secret until it is triggered as described in each
itinerary section.
While the ritual is in play, c haracte rs have full con-
trol of their host bodies and enjoy all capabilities of
their new forms, including weapon and skill proficien-
cies, vis ion. languages, and spellcasting. They can
also apply proficiency bonuses or expertise for skills
their characters have, albeit using the ability scores of
their new form. However, any spellcasting characters
discover that they have left their original magic in
their original brains.
Let each player refer to the entry in the Monster Man-
ual for their NPC's stat block, so that they can familiar-
ize themselves with their new capabilities. The r itual's
magic lasts until nightfall, which is after the caravan's
departure. It can be ended before that time for any char-
acter with a dispel magic spell (DC 20).
Bagpipe-Activated Doors. Once the dwarf with bag-
pipes has identified the caravan properly, they play the
song of the day. (This can be whatever tune you think
has appropriate comedic value.) As the bagpipes fill the
cavernous entranceway with sound, the portcullises
rise. The enormous stone doors are pulled open by two
iron golems, allowing entrance to the Hall of War.
ing attention to the wedding's schedule makes it easier
The carriages remain outside the Hall of War, and
to find times when they can more easily reach the vaults.
dwarves of Clan Horn approach to help with the cargo
11:00 AM-ARRIVAL and lead the guests to the vault. If the characters have
The Dhargun Ironworks caravan rolls up the mountain a different plan, they can execute it now. The party can
and approaches the gates to Horn Enclave. Excitement contact Flabbergast to have him perform the ritual
runs high among the dwarf wedding guests, both for at any time.
the coming events and for their first trip to the storied Secrets. No secrets specifically activate at this time.
enclave. Read or paraphrase the following: However, several NPCs have secrets triggered by events
rather than a specific time. For example, you would
provide Tannus's player with the groom's secret if at any
On a gray morning with cloudy skies, three horse- time Tannus is about to swing a weapon to damage a
drawn carriages roll up the mountain, heavy with cargo. creature. (You can decide whether to allow Tan nus to
Dwarves can be seen steering the carriages and peering fight to protect himself or others, but should encourage
the player running him to think about creative nonattack
out of windows, and their voices carry a sense of excite·
ways to influence the fight.) Provide Amara her secret
ment and wonder as they approach Horn Enclave. if she sees her daughter Gwendolyn in danger. Provide
The stronghold is indeed awe-inspiring. A massive Jormun his secret if he sees Gwendolyn or Tannus
arched stone entrance-a marvelous work of art in and in danger.
of itself-leads into the mountain. Four sets of heavy
11:15 AM-HALL OF WAR AND THE VAULTS
iron portcullises stand fast before the caravan's ap·
The caravan is met in the Hall of War by Rizwin Horn,
proach, with a set of stone doors taller than a giant set daughter of Lady Kira and Lord Zardak. Rizwin is a ca-
behind them to mark the interior entrance to the enclave. pable diplomat and negotiator, and she expects the wed-
The caravan stops and waits as a dwarf with bagpipes ding guests and caravan servants to stick to the areas
steps forward before the portcullis gates. indicated by the itinerary. She despises Acquisitions In-
0 corporated, and brings the full force of the enclave down
..
z
a;
upon the characters if she learns they are members of a
"..< F/abbergast's Ritual. F labbergast casts the ritual franchise.
ofastral transmogrification as the caravan comes to a

CHAPTER 4 I T H E OR RE RY OF THE WAN DE RER


the Wedding Itinerary table) and makes sure everyone
understands that they are not free to wander the en-
clave at will.
If asked about the construct, Rizwin calls it the
slaughterstone eviscerator, and explains that it's there
to protect Horn Enclave. "Moradin help anyone who
crosses us," she says, laughing. The construct can be
activated by Ironbeard or Rizwin, or by anyone who
accesses the control panel in its belly and succeeds on a
DC 20 Dexterity c heck using thieves' tools. If the check
fails by 5 or more. the construct animates and attacks.
The slaughterstone e viscerator is a deadly wild card,
which might serve as a frightening distraction or be
woven into the characters' outrageous plans. It uses the
stat block of a stone golem, but its slam attack is a blade
attack that deals s lashing damage.
When a ll other business is done, Rizwin addresses
the wedding party one last time.

"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

CHAPTER 4 I TllE ORRCRY OF TllE WANDERER


Picking the Locks. Three consecutive successful DC tion) checks, with the highest check overhearing the
20 Dexterity checks using thieves' tools are required password. That character gets a moment's warning of
to open an outer vault door. Failing any check requires what's coming.
restarting the process. After three overall failures. the In an amazing coincidence, "Whippoorwill·' is the
door to the vault gives off a loud ringing noise and four phrase Flabbergast set on the stone token to trigger
guards come to investigate. The DC is reduced to 10 if casting the ritual. If the players have come up with a
the character has one of the vault's keys. Any character savvy approach to entering the enclave that didn't make
who has read the vault records (found in lronbeard's use of the ritual, you don't need lo use this option. But if
quarters or Lady Kira and Lord Zardak's quarters) has your group will have fun with it, Flabbergast hears the
advantage on checks to open a vault door. word spoken and casts the ritual, so that the characters'
Vault Walls. Despite how strong the doors and magic bodies slip into a state of s lumber as they possess the
of the vaults are, the walls between adjacent vaults are bodies of the wedding party. Whal approach the pos-
relatively thin. Dealing 40 bludgeoning or force damage sessed dwarves-now run by the players-might take to
to an inner wall creates a hole wide e nough for a charac- explain the characters' sudden unconsciousness. then
ter to e nter another vault. (What kind of attention doing safely hide those s lumbering bodies away. is up to the
so attracts is left to your determination.) Other means of players and you.
entering might be possible, including some of the scrolls Secrets. No secrets specifically activate at this time.
carried by Two Dry Cloaks the tabaxi (see "11:30 AM.'). However, Thoman and Gorat now each have a key to the
Double Vaults. Some vau lts are set up as two rooms, vault that a llows them to act on their secrets later.
with the magically locked door of the second room also
requiring a password to be s poken before the door can 11:30 A M -THE TAVERN
be opened. The wedding vault is a double vault, with the Rizwin leads the caravan party back through the bar-
password set as seen at ..Ironbeard's Entrance" below. racks, then north, west, a nd north again to the tavern.
Orrery Vault_ The single vault holding the orrery
component is immediately northeast of the vault marked Great tree trunks have been cut in half to form a series
"X:' This vault is further detailed in the "Orrery Vault"
of long tables in this drinking hall. The northern wall be-
section below. Discovering which vault holds the compo-
nent is an important bit of business that the characters hind the bar is formed entirely of kegs of ale, all of them
must accomplish at some point during the day. Rizwin tapped. Busy servers pour frothy mugs and serve them
knows the location, as does Ironbeard, Lady Kira, and to the multitude of dwarves already here. As Rizwin steps
Lord Zardak. The contents of a ll vaults are also noted in into the tavern, she claps her hands once and several
the vault records, a copy of which is kept in lronbeard's dwarves quickly clear two central tables for the wedding
quarters, with another copy in Lady Kira and Lord
Zardak's quarters. A character who has studied the re- party and guests. Tall mugs of amber beer are served,
cords has advantage on checks to open any vault door. while platters loaded with skewers of roasted meat and
Jronbeard's Entrance. As the gifts from the families root vegetables are brought to the table. Drinks and food
are being placed in the wedding vault. a dwarf wizard are on the house!
with a steel-gray beard appears. lronbeard (LN male
dwarf mage) introduces himself and wishes the happy
couple well. He then inspects the vault, carefully exam- For the next two hours, the caravan party e njoys a le
ining everything with the help of a glass jeweler's eye (a and food, toasts Gwendolyn and Tannus, and swaps tall
magic device that functions as a gem of seeing). tales. Guests can visit other tables to meet Clan Horn
When he's convinced that all is well, lronbeard asks dwarves, so the characters can move around without
the couple to set the password they wish to use for drawing attention to themselves. lronbeard and Rizwin
the inner door. For the duration of the wedding. the are both here, and the characters can speak to them to
inner door will remain open so that Gorat and Thoman try to pick up clues as to the location of the orrery com-
can access the vaults. But lronbeard explains that ponent. (Attempts by any characters to hit on Rizwin are
a fterward, even someone with both keys cannot open made with disadvantage.)
the inner vault unless Gwendolyn or Tannus speaks Many of the Clan Horn dwarves have been drinking
the password. heavily. Targeting the heavier drinkers can grant ad-
If the characters are running Gwendolyn and Tan nus, vantage on checks made to pry information from the m.
they can set the password as they wish. If the characters While in the tavern, the dwarves are relaxed and won't
a re not possessing the wedding guests but a re present react negatively to a failed Charisma check. However,
in the vault, things can get pote ntially interesting. continued failures result in guards being called. Those
Plan B. If the players a re not running the wedding guards issue a warning against bothering folk not in the
party at this point-and if they're up for even more of a wedding party, and might eventually search or incarcer-
roleplaying and improvisational challenge- Gwendolyn ate any individual who continues to cause trouble.
and Tanous look to one another and whisper, "Whip- Tabaxi Merchant. Sticking out like a sore thumb is
poorwill." They laughingly explain that a whippoorwill a lone merchant at the end of one of the long tables.
flew overhead when they first met. Ask any characters Two Dry Cloaks (N fema le tabaxi) wears a bandolier
within earshot (as they will be if they're acting as of magic wands and watches over a number of small
tag-along wedding guests) to make Wisdom (Percep- chests beneath her table. She passes herself off as an

C HAPTER 4- I Tilt O RR ERY O F THE WANDERER


accomplished mage and merchant, though she's actu- on her well enough, but a friendly attitude wins her
ally a career rogue-and a member of an Acquisitions over to the characters more strongly. If the characters
Incorporated franchise. After looting the treasury of stay on her good side, she might become a valuable ally
a religious order she was formerly affiliated with, Two and resource.
Dry Cloaks has come to Horn Enclave to deposit her Two Dry Cloaks's wands pulse with magical light,
ill-gained goods and lay low for a while. Whether her though only two of them have actual useful properties.
franchise is known to the characters (and whether her The first is a wand of binding that glows purple. The
recent theft was done for the franchise or as a solo job) second wand blinks with blue and green light and is a
is left up to you. Naturally, Two Dry Cloaks has made failed experiment at combining a wand of fireballs and
sure that the dwarves of Clan Horn know noth ing of her a wand of/ightning. It functions as a wand offireballs,
company affiliations. except it has only two charges per day and casts either a
To use Two Dry Cloaks as an NPC, give her the stat green-flamed fireball or a blue lightning bolt at random.
block of a spy with these changes: Two Dry Cloaks also carries a scroll tube with three
spell scrolls: prayer of healing, silence, and stone shape.
She has the following attack option: Claws. Mefee
Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
Lady and Lord Horn. Lady Kira Horn and Lord
(ld4) slashing damage. Zardak Horn (NG female and male dwarf veterans)
She has the following racial trait: Feline Agility. arrive halfway th rough lunch. Zardak is half-blind and
When the tabaxi moves on its turn in combat, it can periodically confers with his wife to make sure he is
double its speed until the end of the turn. Once it uses speaking to the correct person. Both are pleased to have
this ability, the tabaxi can't use it again until it moves a wedding in their halls, and they engage in small talk to
0 feet on one of its turns. ask polite questions of their guests. Many of those ques-
tions involve the business operations of Dhargun Iron-
• She has the iconic hoardsperson feature (see "Iconic
Faction Features" in appendix B). works and the military history of Clan Thunderwind.
Thankfully, neither Kira nor Zardak appear to mind if a
(More information on the tabaxi can be found in Vo/o's character isn't too sure about the answer.
Guide to Monsters.) At a time of your choosing, Lord Zardak appears to
Two Dry Cloaks is a wild card, placed in the adventure notice something odd about one of the characters or the
to help the characters gain information. She can share body they inhabit, but this ends up just being his bad
details about the vaults in general, where vault records eyesight. Fifteen minutes after they arrive, the two take
are stored, and the like. Intimidation and trickery work their leave.
Rafa's Secret. Rala's secret triggers during this scene,
and the character inside Rala's body is momentarily
Two ORV CLOA~S
overwhelmed by the doppelganger's personality. Steal-
ing Carat's key requires a Dexterity (Sleight of Hand)
check contested by Carat's Wisdom (Perception) check.
Carat has disadvantage on the check from the distrac-
tion of the festivities-or, if controlled by a character, he
could decide to just hand over the key. Raia must then
decide whether to also try to steal Thoman's key (if he
isn't possessed by a character inspired to give it to her).
Having two keys makes opening the door effortless, but
the security chief is a cagey and suspicious sort.
Once she has at least one key, a DC 10 Dexterity
(Stealth) check allows Raia to exit the tavern without
being drawn back into the general merriment by one of
the guests. She must then succeed on a DC 12 Dexter-
ity (Stealth) check to make it past the barracks without
notice and reach the vaults. Raia could instead do away
with stealth and attempt to talk her way past the guards,
given that she's a known member of the wedding party
and has the vault key in her possession. Combat is a
poor option. however. Each barracks room holds ten
dwarves (use the guard stat block, with the modifica-
tions noted for dwarf members of the wedding party).

1:30 PM-GUEST QUARTERS


Rizwin directs the guests out of the tavern and to the
guest quarters. Here they can relax. take a nap (and
sober up as necessary) before changing into the formal
wedding attire waiting for them in their rooms.
This time off is a perfect opportunity to figure out
where the orrery component is stored and make a move

CHAPTER 4 I THE ORRERY OF THE WANDERER


on the vault. Ra la's disappearance might complicate
things. but she can reappear just as everyone is entering SECRET? WHAT SECRET?

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

C HAPTER 4 I THE OR RE RY OF THE WANDERF.R


Horn NPCs) as needed. Accusations and turmoil prompt
No TROUBLE HERE Ironbeard and several guards to inspect the wedding
If the players were lucky, clever, showed amazing restraint, vault, which could lead to the discovery of any breach
or somehow failed to have their characters access the into the orrery vau lt.
vaults at all, it's possible that Thoman didn't find anything Tannus 's andjormun's S ecrets. If violence breaks
missing. If he reports to Amara that all is well, the cele-
out between the families (or between Horn Enclave and
bration is uneventful and the ending could feel a bit Aat. If
you want to shake things up a bit, you could activate the any possible thieves), Tan nus finds that he really wants
tabaxi merchant. In this option, Two Dry Cloaks is a thief to avoid being violent. This might be his last chance to
who hits the vault before the first or second time Thoman prove his love to Gwendolyn!jormun's secret causes
checks it. This act achieves the desired chaos, and should him to protect the married couple at all costs. His ac-
give the characters opportunities to notice Two Dry Cloaks. tions could help bring the warring families together
Perhaps she looks guilty, has some cuts and bruises, or by example.
has a bulge under her shirt from concealed treasure. Once
the tabaxi is identified as the culprit-and especially if the 6:00 PM-D EPA RT UR E
characters out her as an Acquisitions Incorporated franchi- Once the chaos dies down, the guests can go back to
see-the chaos dies down. merrymaking until the evening comes. If the chaos
doesn't die down, the dwarves of Clan Horn eventually
still have it), then go to the vault and bring the suit of order the warring Dhargun and Thunderwind families
armor to the celebration. Depending on what Thoman to leave the enclave and sort out their problems on
has found. it's possible that he's in the middle of telling their own.
Amara about missing items. Guests are led-or driven at spear point- through the
Amara's Secret. lf an item has been stolen, Amara's Hall of War and out the main doors to their waiting car-
secret triggers and she races to get her battleaxe from riages. (Characters who triggered the ritual within the
the gift table. She then begins searching for the culprit enclave will need to juggle getting both their dwarven
and screaming about thieves and saboteurs. The items hosts and their original bodies out.) Rizwin, Ironbeard,
in the vault are meant to bind the fractious families, and Lady Kira, and Lord Zardak all come to say appropriate
if any are missing (presumably taken back by one family goodbyes. lronbeard takes Gorat's key, then returns to
or the other), the wedding might be considered invalid. the dining hall with several guards to take any last gifts
Missing Items. News of any trouble at the vault from the celebration to the vault. By the time he does so,
spreads like wildfire, and members of both families be- the caravan has safely departed.
gin accusing each other. Chaos erupts! Thankfully, The characters can say any final words. If they stole
the guards of Horn Enclave know that any dwarven any treasure, they can attempt to drop it over the side
wedding comes with a certain amount of chaos, and of the caravan for later retrieval. As the sun dips below
are keen to let the two families sort their problems out the horizon, Flabbergast's ritual ends and the charac-
before getting involved. As such, this scene is a great ters return to their normal bodies. Continue with the
opportunity for the characters to explore their NPCs' section "Battle in the Skies" as they travel toward Lot-
personalities and backstories as things get heated. By tie's domain.
focusing on the humor of potential confl icts, you can
avoid having the guards rush in as a first response. 0RRERY VAULT
The characters have many options here. They could At some point during the wedding itinerary, the char-
use the opportunity to escape (or head to the orrery acters attempt to breach the vault containing the wheel
vault if they haven't already). More than likely, they'll of stars. See the "11 AM" section for information on
be inside NPC bodies and need to defuse the situa- the wedding vault, the vault doors, and other defenses.
tion so they can reach the caravan departure phase in When the characters enter the orrery vault, read:
one piece.
The characters could try to save the marriage, per-
haps resolving the crime by pinning it on one person (or Statues of human-sized brass dragons stand at the cen-
convincing Raia to take the fall). Let the players develop ter of the vault, their heads pointed at a globe of light
a plan and add reactions from the crowd (including Clan hovering in the air between them. A circular clockwork
device Aoats within the light, recognizable even at a
INNOCENT BYSTANDERS distance as one of the components of the Orrery ofthe
If the characters have already accessed the orrery vault, Wanderer."
they could decide they don't care what happens and sit on
the sidelines to watch. In this case, take the events directly
to them so that they're encouraged to react. An effective
technique is to couple an NPC approaching them with a CLOCKWO RK DRAG ONS
surge of emotions within one of the controlled NPCs. For Each of the dragon statues in this area is a clockwork
example, lronbea rd could call for everyone to be searched, dragon (see appendix B), and is indistinguishable from
just as Amara (and the character controlling her) begins to a metal statue until it moves. lf the characters are pos-
contemplate what might befall her daughter if the families
sessing the bodies of the dwarf wedding guests, two
decide the wedding is invalid.

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

CHAPTER 4 I THE ORRERY OF THE WANDERER


is written "Congratulations!" Within the bag are thirty The crew that delivered the battle balloon remain with
strange coins that appear to be gold, but which are actu- the ship, though the characters are firmly in charge and
ally copper covered in gold foil and stamped with the let- have plenty to do on board, as seen in the next section.
ter L. (These are tokens for Lottie's casino; see "Lottie's Appendix C provides combat statistics for the battle bal-
Palace" later in this section.) Also in the bag is a note loon (because you know that's coming), so assume that
bearing a message in a regal script. a suitable number of crew are available to operate the
balloon and its weapons alongside the characters.
Congratulations on the determination that got you this far RIDERS ON THE STORM
in search ofthe wheel of stars I And sorry that your reward
As the characters travel to the Greypeaks, they encoun-
has been denied you. The wheel has been with me always, ter unusual weather, followed by an ambush by the Six.
and even as this ruse is ended, I promise it shall never be How well the characters negotiate the weather deter-
given over to those who would use the power ofthe orrery mines certain elements of the ambush.
for woe. If that be you, feel free to face me- and know
NASTY W EATHE R
your doom. But if perchance you have come here seeking
the orrery so as to destroy it ... well, then, you have piqued
my interest. The sun hides behind clouds that increasingly darken as
My name is Lottie. Find me if you can. you head toward the Greypeak Mountains- and, hope-
fully, the wizard who created the orrery. A steady rain
begins to fall , and the wind begins to howl. A crash of
LOOSE E NDS thunder is followed by forks of lightning. Soon, sheets of
If the characters kill the clockwork dragons without rain are fa lling while lightning flashes on every side. The
talking to them, the constructs are able to speak even lightning forms concentrated pockets, creating a maze
after being smashed. This can allow the characters to of sorts.
question them, and vice versa. If the characters com-
pletely miss all the clues in this section, additional
downtime or asking Head Office for help can provide de- A successful DC 12 Intelligence (Nature) or Wisdom
tails regarding someone named Lottie with a penchant (Survival) check confirms that the storm is not natural.
for creating clockwork creatures. It might have been manipulated by a powerful spell, an
Though the characters are unable to claim the final artifact, or proximity to a portal to an elemental plane.
orrery component at this time, they now know where it But whatever its origin, it is obvious to the characters
and its creator can be found. Once the caravan departs that they must maneuver the battle balloon through the
and they return to their bodies, they can plan their storm, and retreat is not an option.
next move. Have the characters select a role on the battle balloon
from one of the following:
GOING IN STYLE
Captain, providing leadership to the other charac-
The journey south and east to the Greypeak Mountains ters and crew
covers miles of treacherous terrain, and time is of the Pilot, charting a safe course
essence. As such, the trip presents an opportunity for Weapon master, directing the crew operating the vehi-
the characters to play with one of Acquisitions lncorpo- cle's weapons in case enemies appear
rated's most sought-after assets- a battle balloon. Lookout, watching for dangers
The characters can report back the outcome of their Mechanic, leading the crew battening down the hatches
Horn Enclave mission to Flabbergast or Omin Dran, and making repairs
or Head Office makes contact with them if they report
Additional characters in a really large party can use
back to Gilda Duhn first. Knowing the importance of
the Help action to aid one of the characters taking a role
tracking Lottie down, Omin authorizes the loan of the
above, or can come up with their own strategy (such
battle balloon at once, with the vehicle arriving at the
as casting an appropriate spell). Any roles not filled by
characters' location within a few days- accompanied by
characters can be filled by crew members, who have a
a voluminous contract and an extensive list of penalties
+3 bonus to any ability checks made in this section.
to be paid if anything should happen to it.
Riding out the storm takes place as three distinct
The primary focus of the agreement is to clarify the
events that play out over a few minutes.
incomprehensibly high rental cost (waived by Omin for
this mission), and to emphasize that the vehicle remains EVENT 1
the property of Acquisitions Incorporated. The lengthy The storm has become deadly, with pockets of lightning
process of signing, countersigning, witnessing, and Raring all around the battle balloon. Have the charac-
signing again is followed by the characters providing ters make the following ability checks, with the outcome
samples of fingernail and hair clippings. In case of the determine as noted . Spells and clever ideas can be
destruction of the balloon and all aboard, the company substituted for any of the suggested actions if you deem
reserves the right to resurrect characters as indentured them effective.
servants to work off the loss.

CHAPTER 4 I THE ORRERY OF THE WANDERER


166
We.a pon Master. No enemies appear during this
event. However, the weapon master can use the Help STICK I NG WI T H WHAT T HEY'VE GOT

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

CHAPTER -~ I ' I'll!'. O RRE RY OF THE WANDERER


proficiency with flying vehicles. This check is made with content to attack at range and entice the characters
disadvantage if the lookout failed their check this event to make counterattacks against the enemy ship. The
(or if the mechanic failed their check in the previous hippogriff. the smoke mephits, and half the goblins and
event}, but is made with advantage if the crew has been hobgoblins are below decks to avoid damage. One of the
steadied during this event. With a success, the battle mcphits activates a wand of magic detection.
balloon evades the storm without taking damage. If the
check fails, the battle balloon's hull takes 5 (ldlO) blud- ROUND 2
geoning damage. If any harpoons have hit, the S ix's crew begin to reel
Mechanic. The battle balloon rigging is being torn them in using the airship's Harpoon Haul, pulling
apart by the strong winds. The character must succeed the characters' battle balloon closer. In this and later
on a DC 12 Wisdom (Survival} check or a Wisdom check rounds, if the Six"s airship and the characters' battle
making use of proficiency with flying vehicles to prevent balloon are within 5 feet of each other. half the goblins
further damage. If the check fails. the battle balloon's and all the hobgoblins except the captain board the
hull takes 5 (ldlO} bludgeoning damage. characters· vessel, hoping to draw the characters into
The sentient cloud moves along as the storm passes. one-on-one combat.
But there's no time to relax ...
ROUND 3
BATTLE IN THE SKIES! A second airship drops out of the clouds! This ship has
no visible crew and no weapons, but it does have an out-
Immediately after the last "'Riders on the Storm" event rageously sized needle attached lo its prow. This second
ends, the characters come under attack by an a irship airship does not attack or have any active crew. It simply
controlled by the Six. Jf anyone needs healing, you could deploys the needle in the hope of puncturing the charac-
let the characters each have a round to cast a spell or ters· battle balloon.
drink a potion. But otherwise. the action is continuous. If the characters are using their own mobile headquar-
ters, adjust the mechanism as appropriate to that head-
Dropping out from behind a dark cloud is an airship held quarters, making use of some obvious vulnerability. The
mechanism's purpose should be immediately obvious.
aloft by a large balloon-emblazoned with the sigil of
For example, if the headquarters is a walking statue,
the Six! A crew of hobgoblins and goblins can be seen
the mechanism might be an arm that deploys a huge
swarming the deck, and a ballista and three harpoon bear trap.
guns are trained on your vessel. To arms! It takes 2 rounds for the needle to reach the charac-
ters' battle balloon. When the needle makes contact, it
automatically deals sufficient damage to the balloon to
If the battle balloon took more than 20 damage, the create a slow-leaking puncture. This doesn't cause a
chaos of the storm has distracted the characters and sudden crash, but the battle balloon begins to descend
crew. In that event. all creatures on the characters· bat- slowly to the ground. To prevent this from happening,
tle balloon are surprised by the airship sent by the Six the characters must destroy the needle (AC 10, 75 hit
to engage the franchise- and to steal the franchise"s points, immunity to poison and psychic damage, and
orrery components. Use the battle balloon stat block vulnerability to bludgeoning damage).
from appendix C for the Six's airship, but substitute the Hoping that the characters are suitably distracted, all
following Blowout Ballista attack for the Green Flame four mephits slip overboard and fly a round and under
Arbalester attack: the characters' battle balloon, hoping to pinpoint the lo-
Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can't hit cation of any strong magic on board.
targets within 60 ft. of it), one target. Hit: 16 (3d10) piercing
damage and 22 (4d10) fire damage. ROUND 4 AND BEYOND
Any remaining goblins emerge to board the battle bal-
The airship's crew is made up of a female hobgoblin loon and attack the characters. The hobgoblin captain
captain named Carla. six hobgoblins, six goblins, six rides her hippogriff into battle. The mephits assume that
smoke mephits. and a hippogriff (serving as the cap- the strongest magic they detect on the battle balloon is
tain's mount). All these creatures are recent mercenary the orrery components the characters have collected.
hires, so none of them have the iconic affiliate of the Six and they undertake any combination of attacks and abil-
features. They employ the following strategy, hoping to ity checks you determine to claim those components.
distract the characters while they stea l the orrery hous- One mephit flies away with each component claimed,
ing and as many of its components as they can. attempting to blind characters trying to follow it with its
Cinder Breath.
ROUND l
The hobgoblins and goblins protect the mephits, even
The Six's airship begins 100 feet away from the charac-
as they obey orders to take out characters holding the
ters' battle balloon. Roll initiative for the airship and all
orrery components. If all the orrery components held by
the creatures on it. but the creatures intentionally take
the characters are claimed. any surviving Six operatives
no actions this turn. The Six's airship keeps more than
flee the battle.
60 feet away from the characters' battle balloon to allow
S plugoth's Retreat. The airship with the needJe dis-
it to fire all weapons. In this round, the Six operatives
engages once the needle has been successfully deployed
don't reel in the lines of their airship's harpoon guns,
or destroyed. As it departs the scene, the characters

C HAPTF.R 4 I THE ORRERY O F Tll E WA ND ERE R


168
spot a smirking goblin with one pale eye looking out at are not actually destroyed-they were simply in the pro-
them through a porthole. Splugoth the Returned laughs cess of being built and never finished. The construction
at or curses the characters, as appropriate to the suc- was hurried and cheap, which caused the structures'
cess or failure of his agents in retrieving the characte rs' rapid deterioration. None of the houses hold valuables,
orrery components. In a worst-case scenario in which but a few reveal makesh ift shelters within, along with
the characters come after him. Splugoth points his air- piles of old clothing and bedding. One of the shelters is
ship at the ground, where it crashes in 2 rounds. During built from large wooden signs upon which is written:
that time, he drinks a potion of invisibility and jumps "There's a Fortune tO Be Made in Fortune!", '"Choose
overboard wearing a ring offeather falling. The charac- Fortune and Win!"". and ..Tokens! Lowest Prices!"
ters get another chance at Splugoth in episode 6. The grass, trees, and other plants in the area appear
normal. Birds and rodents can be seen in typical num-
MOPPING UP bers. A successful DC 14 Intelligence (Nature) check
If the characters capture the Six's airs hip, they find it is turns up no s igns of physical damage consistent with a
in a sorry state. It will not fly much longer, and is beyond battle that could have leveled the town.
repair. By the same token. the characters need to repair Questionable River. The water of the river is thick
their borrowed battle balloon. A few hours' work (includ- and slow moving. glows a phosphorescent green. and
ing salvaging parts from the Six's airship if applicable) smells awful. A successful DC 10 Wisdom (Medicine)
makes the Acq Inc battle balloon airworthy again for the check indicates that the water has been contaminated by
continued journey. magic and has unusual side effects. Anyone dr inking the
Any S ix operatives captured during the fight are keen water gains the poisoned condition for 1 hour and has a
to earn their freedom by telling everything they know. 50 percent cha nce to spontaneously grow an extra head.
They were hired by S plugoth the Returned- a goblin The extra head can speak, see, and hear. but provides
who hates Acquisitions Incorporated. and who claims no mechanical benefits. ft shrinks away to nothing af-
to have returned from the dead. Splugoth hired the hob- ter 1 hour.
goblins a nd goblins to attack the characters as a distrac-
tion, but they know nothing else about the Six's plans . GAMBLING FEVER
After the characters have had time to look around, or if
(M 1s) FORTUNE they make for the cavern straight away, read:
---
Once the battle is over, the characters continue the
voyage to the Greypeak Mountains, following up on the A murmur of voices slowly builds within the wrecked
information gained in the Horn Enclave vault. The mys- buildings. A stocky humanoid with gray skin and a white
terious wizard, Lottie, is said to have destroyed the town
beard suddenly stumbles forth, swaying from one side to
of Fortune, and the characters are about to find out just
what kind of destruction took place. the other as if intoxicated. It stares at you, points a fin-
ger, and yells, "Tokens!" Three more humanoids emerge
FORTUNE'S END from the buildings, yelling, "Tokens!" Two of them con-
trol dogs on leashes-though each of those dogs has
On the eighth day of travel, you finally locate the town of two heads.
Fortune, hidden in the foothills of the Greypeak Moun-
tains near the desert of Anauroch. Though dusk is upon Creatures. These four duergar start as Medium
you, even in the fading light, you can see that the town creatures. In the first 2 rounds of combat, each uses
was never very big to begin with-and that it is com- the Enlarge action after pulling out a bottle filled with
pletely destroyed. Most of its buildings are empty shells phosphorescent green liquid and dri nking it. (The liquid
and piles of wreckage. Looming beyond the town is a
appears to trigger the duergar's sudden growth and bat-
tle prowess, but they drink only to firm up their resolve.
la rge, dark cavern. A narrow river winds down from the
See "Development" below.) The duergar are too inebri-
mountain and along one side of the town. Its water is a ated to turn invisible. Because night is fa lling. their Sun-
strange phosphorescent green color. light S ensitivity does not hinder them.
The two death dogs quickly pull away from their mas-
ters and attack. Each drips green liquid from its jaws
The characters can wander around the town as desired, and fights until defeated.
but the only thing that greets them is the wind blowing As they fight, the duergar continually shout out, ..To-
through empty streets. kens!" in an angry tone. They can be convinced to calm
Investigating the Town. A successful DC 12 Wisdom down or s urrender if they are shown and promjged the
(Survival) check reveals infrequent tracks belonging to tokens the characters received in Horn Enclave, but they
different humanoid creatures. Some travel alone, while otherwise don't respond to any attempts at conversation.
others go in small groups. A check of 17 or higher also Development. The duergar are quite mad. having
reveals dog prints, though some of those prints have been poisoned by the stream and stricken with gam-
more claws per foot than an ordinary dog. bling fever in Lottie's Palace. (See the next section for
A s uccessful DC 13 Wisdom (Perception) check made more information.) Their clothing and armor is filthy,
to search the ruins determines that many of the houses and they carry only their weapons and one extra bottle

CHAPTER 4 I TllE ORRl:.RY OF THE WANDERF.R


t6q
of fermented river water. The glowing green liquid has machinery room and access to Lottie's meeting hall and
no benefit if imbibed. Rather, any humanoid drinking private chamber.
from a bottle suffers as if they had drunk from the river The characters' arrival at Lottie's Palace coincides
(see above) and gains a killer hangover that imposes one with a liches' retreat, wherein Lottie gathers with some
level of exhaustion when the effect wears off. of her lich friends to do lich stuff. The characters need
to poke around to find their way to Lottie, and can learn
ALMOST H ERE! useful information with which to present their case be-
When the characters have fought the duergar and de- fore her while they do. In the end, their goal is to learn
termined that there's nothing of import in Fortune, they the last of the orrery's secrets, and to claim the final
can make their way toward the cavern beyond the town. orrery component from her.
Map 5.2 shows the layout of Lottie's Palace.
The cavern looms more than twenty feet wide and tall, l. GA MBLING D EN
opening up to a dark tunnel that winds its way beneath
the foothills. A strange smell hangs on the air, reminis-
As you pass through the doors, you enter a world of op-
cent of oil and ozone.
ulence. Class chandeliers fill a huge open chamber with
brilliant light. The floors are carpeted, the walls deco-
A successful DC 12 Intelligence (Investigation) or Wis- rated with scrollwork and painted with images of golden
dom (Perception) check to search around the cavern
coins bearing the letter L. Dark wooden beams span the
entrance detects a pressure plate running wall to wall
under the dirt floor. If the check is 17 or higher, it also vast ceiling, which glitters with thousands of tiny gems.
notes a rectangular object hanging from the ceiling fifty The center of the area holds a sunken gambling pit
feet farther down the tunnel. This "trap" can be disabled that is packed with people, sitting in leather-upholstered
with a DC 14 Dexterity check using thieves' tools. chairs around tables covered in green velvet. To one
Stepping on the pressure plate or failing to disable it
side of the hall is a stage where three harpists play, sur-
causes an audible click and the sound of whirring gears.
The rectangular object ahead reveals itself to be a large rounded by a lounge with comfortable chairs and small
metal sign that is suddenly outlined in bright pink light, tables. Beyond that is the bar, and a door presumably
and which bears the words "Welcome! You are Almost leading to a kitchen. A sign to your right indicates the
Here!" shining brightly. If the sign is not activated, it can "Powder Room," while another to your left indicates "To-
be read by any creature within 10 feet of it. kens." To the far left is a fortified iron door sealed with a
Farther down the twisting tunnel, a second pressure
large lock. The center of the far wall features another set
plate activates another sign that spells out "Tokens
Available!" in brilliant green. Not far from the sign is of double doors.
a bridge leading over the glowing green river where it The clientele here all look a lot like the duergar you saw
bisects the tunnel. Beyond the bridge, a third pressure in the town of Fortune. All are gambling in a frenzy, argu-
plate lights up a sign reading "Loosest Slots In FaerGn!" ing with one another over tokens and swearing that the
When the characters round a last corner beyond the
next game will be the big one. Most of them are drink-
third sign, read:
ing heavily.
As you take it all in, a skeleton wearing a red uniform
The darkness of the tunnel suddenly gives way to light. with a high collar and a crisp-looking hat approaches you.
Tiny glowing globes. many of them blinking, flare to life
along the walls and ceiling ahead. Hanging from the
Skeleton Staff. The staff of Lottie's Palace are all
tunnel roof is an enormous sign, around which more
skeletons with the power of magical speech. The skele-
globes of light chase each other, and on which are lit up ton that approaches the characters greets them in Com-
the words "Lottie's Palace." Wide steps at the end of the mon, suggests they get some tokens at the cashier, and
tunnel lead up to a set of open double doors. presents everyone with a tray of drinks. These are com-
plimentary beverages, loaded with rum and fruit juice.
They taste delicious, but any character who imbibes four
There are no dangers outside the palace, beyond expo- or more drinks gains the poisoned condition for 1 hour,
sure to too much flashing light. or until the character has a meal at the lounge .
A total of twenty s keletons work the floor, acting as
LOTTI E'S PALACE dealers, bartenders, wait staff, and entertainment. Many
The creator of the Orrery of the Wanderer, Lottie is a are dwarf-sized (former duergar). The characters can
lich and a master of clockwork magic. Her palace is not fight the skeletons if they wish, but any altercation dark-
a typical lich's lair, however, instead taking the form of ens Lottie's mood when the characters finally meet her.
a swanky casino. As a functional gambling den, pub- Each skeleton uses the normal stat block with
lic places within Lottie's Palace are safe. Dangerous these changes:
creatures guard only the restricted areas, including the

CHAPTER 4 I THE ORRERY OF THE WANDERER


170
~
more than three times in a row, the dealer for the game
declares that it needs to go on its dinner break (despite
being a skeleton).
Slot Machines. One side of the gambling pit features
banks of strange clockwork machines, each with a large
red lever and a slot for tokens. These machines promise
great fun, surrounded by colorful lights and amazing
sounds. They also drain an average of 3 tokens for every
minute of play.
Gamblers. The inebriated patrons are too focused on
their gambling to talk to any characters who aren't also
in the game. A character who gambles can strike up a
conversation at the table, learning three pieces of infor-
mation for each game they play, chosen from the follow-
ing revelations:
• Lottie's Palace has been in operation for over ten
years. Before the casino was built, the cavern it was
carved out of was home to a clan of duergar.
• When Lottie arrived, she offered the duergar jobs
building her lair and minting tokens. When the casino
was complete, Lottie fired her duergar work force
but offered each of them a starter set of tokens as a
severance package. The duergar took up gambling
and drinking.
• Lottie employs on ly skeletons to work her palace,
many of which were once duergar.
Some of the duergar decided to start up a town next to
the casino and sell tokens at lower cost. They took on
construction loans and named their town Fortune.
• After a lot of hard work, customers of the casino be-
gan to come to Fortune to get tokens. Lottie lowered
MAP 5~ LOTTIE'S PALl\GE
her prices in response. Fortune quickly became un-
It speaks Common, though its responses are able to pay its debts. and the town was abandoned.
programmed. • Lottie is not only a powerful wizard- she's a lich.
• A successful DC 11 Wisdom (Perception) check notes • Lottie loves clockwork. She has crafted many amaz-
a small clockwork device attached to the inside of a ing machines, including the clockwork machine room
skeleton's skull that lights up when it speaks. that powers the casino.
• The machine room behind the fortified metal door
one of the skeletons are in a position to set up meet·
controls all the clockwork devices in the casino, in-
ings with Lottie. The characters need to figure out how cluding the locked double doors that lead to Lottie.
to get to her on their own.
Gambling Tables. All manner of games can be played Treasure. The tiny gems embedded into the ceiling
at Lottie's Palace, including Three-Dragon Ante, dice, are va luable if collected. With 1 minute of uninterrupted
Dragonchess, roulette, blackjack, and a cutthroat role- work, a character can collect 30 gp worth of gems, to a
playing game called Papers & Paychecks. A character total of 3,000 gp for the entire area. The chances of the
can play any game for a cost of 3 tokens (available from characters being able to work uninterrupted are left to
the cashier). You can use any combination of checks and your determination.
roleplaying you like to represent a character's attempts
to gamble, but each game should involve at least three
2. CASH I ER
A skeleton in a slinky dress behind the cashier window
checks of DC 12 or higher. An lntelligence (History) or
Wisdom (Perception) check might allow a character to offers tokens for use at the tables. Each token costs 5
gp. The cashier also suggests purchasing "super lucky
suss out the rules of a game or analyze the opposition,
tokens,'' which fun ction identically to normal tokens
while an Intelligence (Investigation) or Charisma (De-
ception) check can represent careful play or cagey bluff- for the low, low cost of 10 gp each. The L-stamped to-
ing. The DC of any checks made to gamble increases by kens are made of copper covered with a thin layer of
l for each drink a character consumes. gold, as the characters saw with the tokens found in
If a character fails all the checks for a game, they lose Horn Enclave.
their 3 tokens and owe another 3. If the character fails The cashier accepts any form of valuables as payment
(excluding IOUs), which are taken to a huge chest on
more than half their checks, they lose their 3 tokens and
the far side of the room. Any nonliving matter placed
owe l token. If they succeed on all checks, they keep
into the chest is teleported to secret vaults located in a
their tokens and gain 2 tokens. This is a great way to
distant land.
lose money, but if a character beats the odds and wins

C HAPTER I I THE ORRERY OF THE WANDERER


171
3. CLUB LOUNGE 4. KI TCHEN
Strange clockwork devices prepare food here, all of
them slicing, dicing, stirring, mixing, and cleaning in a
This club lounge is clearly the place to hang out. A sign
frenzy. Any character w atching the process notes that
on the wall says so. Huge fish tanks feature brightly the fare looks particularly unhealthy, featuring ques-
colored fish and an octopus. Soft leather chairs provide tionable meats, past-their-prime vegetables. and copious
a great place to sober up or to enjoy a delicious drink amounts of lard. Skeletons come and go to pick up food
at the bar. and drop off d ishes. They ignore any characters who
don't get in the way.
The door leading nor th into Lottie's domain is not
Bartender. The skeleton bartender uses clockwork locked. Lottie assumes that anyone coming this way is a
devices to shake rum drinks, peel fruit, blend fruit staff member on legitimate business, or is looking to die.
juices, and create souvenir flattened tokens (at a cost
of 3 tokens). A door behind the bar leads to the kitchen. 5. MAC HINE R OOM
Characters who sit in the lounge are shown a menu The clockwork machinery in this area generates power
whose only item is " Delicious Meals"' for 3 tokens. for the casino and controls all the other clockwork in the
The bartender can be bribed (6 tokens) to let charac- place. The heavy iron door is set with a large Jock and a
ters into the kitchen. A successful DC 13 Wisdom (Per- dangerous trap, which sprays anyone who tries to pick
ception) check notices a brass key hanging around the the lock with a potent contact poison. The trap can be
bartender's neck. This opens the door to the machine detected with a successful DC 16 Intelligence (Arcana
room (area 5). It's possible to steal the key with a suc· or Investigation) check and disarmed with a DC 14 lotel-
cessful DC 14 Dexterity (Sleight of Hand) check. or co ligence (Arcana) check or Dexterity check using thieves·
sweet talk the bartender into ..lending" it with a success- tools. If the lock is picked without disabling the trap. the
fu l DC 13 Charisma (Deception or Persuasion) check. character picking it must make a DC 14 Constitution
Lounging Duergar. A few duergar are in the lounge, saving throw. taking 22 (4d l0) poison damage on a
taking a break from gambling and watching the three failed save, or half as much damage on a successful one.
harpist skeletons on the stage. Chatting up these duer- The trap resets automatically.
gar can provide information as in the gambling ha ll, at a The bartender sometimes accesses this area to adj ust
rate of l token per piece of information. power levels and has the key (see area 3). Using the key

C HAPTE R 4 I T ll E O RR~ RY OF TH J:: WAN D ERER


172
doesn't bypass the trap (it doesn't need to, as skeletons Lottie created the orrery and its components, but she
are immune to poison damage), but grants advantage on quickly grew to regret having done so. since the arti-
the saving throw when the trap is triggered. fact could destroy the world if used improperly.
This encounter setup assumes that the characters • When she realized how dangerous the orrery was,
come here before encountering Lottie in area 8. If Lottie scattered its pieces and left the message in
they've already been to the boardroom and met the Horn Enclave that brought the characters here.
lich. adjust the setup so that the clockwork behir at- She is aware that the orrery's components have been
tacks at once. coming together. and that all the missing components
When the door is opened. read the following: and the orrery housing have now been found.
She knows that the Six wants the orrery. That organi-
zation has bargained with terrible powers, which have
The wal ls of this room are cove red in condui ts and glow- instructed them in how to use the orrery and its com-
ing panels, many of which leak green Au id that Rows ponents to open a portal to the Far Real m.
toward a grated drain on the Aoor. In the center of the • If the portal is opened. the world will likely be de-
room stands a large glass globe on a stone pedestal. A stroyed. A shame. really, because Paerun is such a
profitable place.
brilliant ball of light pulses within the globe, which roils
Even if the Six don't have all the orrery components,
with dark energy bearing a disturbing resemblance to a they'll be able to start their ritual given enough time.
map of the world. tapping into the power of the Far Realm from some-
Coiled around the globe is a long, serpentine creatu re where in the material world.
that resembles a cross between a centipede and a croco- • Lottie would totally love to save the world, but she's in
the middle of a retreat and completely busy. It's a lot of
dile-and which is made entirely of clockwork. It begins
work keeping all these liches happy.
to move, but of more immediate notice is the translucent
When the characters have learned all you want them
illusion of a lich in an evening gown lounging on a couch
to (or if they start to get the upper hand against the
at the far side of the room. She wears an eye patch and
clockwork behir). Lottie ends the conversation by say-
strokes a con tented-looking dog as she speaks. ing, "Oh, T'm terribly sorry. I have an appointment. I
"So, you thought to enter my palace and rob me, did must go. Have fun dying!" Her illusion then fades.
you? Let's make it interesting, then. See if you can con- Wreaking Havoc. Talking to Lottie and not getting
vince me to spare you before my clockwork pet destroys killed is the major point of this area. But characters who
defeat the behir can remove the panels to access the
you all!" The lich laughs as the clockwork creature lunges
clockwork machinery here. With a little experimenta-
toward you. tion, characters can deactivate any of the machinery in
the casino, including the locks on the double doors into
Creature. The clockwork behir uses the behir stat area 6. At your determination. tearing down the panels
and attacking the clockwork behind them can have the
block with these changes:
same effect.
• It is a construct.
• It has immunity to poison and psychic damage. 6. S w IMM f NG POOL
• lt has immunity to the charmed, frightened, paralyzed, The double doors to this huge chamber are covered in
petrified, and poisoned conditions, and to exhaustion. clockwork that functions as a lock. A successful DC 20
The clockwork behir does its best to destroy the char- Dexterity check using jeweler's tools or thieves' tools
acters. and conti nues fighting even after Lottie's illusion unlocks the door. The characters can also open the
depar ts (see below). doors from the machine room, or can use the kitchen to
Any character fighting the clockwork behir can see access this area. The skeleton staff in the front areas of
that the complex arrangement of its workings gives it a the casino assume that anyone entering Lottie's private
unique vulnerability. Any character within 5 feet of the domain is either invited or is soon to be dead, and pay
construct can use an action to attempt a DC 14 Dex- no mind to characters breaking in.
terity check using jeweler's tools or thieves' tools. On a
success, the behir takes 15 bludgeoning damage as it The floor of this room is covered in red tiles surrounding
components start to grind, and it is no longer able to re-
a large swimming pool, the bottom of which glitters with
charge its lightning breath.
thousands of gems. Fountains around the room spray
musory Lottie. Lottie. her couch, and her dog are all
a projected illusion. The lich nonetheless behaves like a water into the air that hangs as a fine mist.
classic villain, and is keen to reveal secrets during the
battle if the characters try to explain themselves or do
Unlocked double doors across from the pool lead out to
a deal with her. She is generally forthright in her an-
a hallway, while smaller doors lead to Lottie's office and
swers (because she's proud of her brilliance and expects
to a changing room stocked with swim suits sized for
the characters to die). revealing any of the following
every type of humanoid creature.
information:
Creatures. A w ater el em ent al and a water weird lurk
in the pool. If any creature enters the room and doesn't

CHAPTE R 4 I THE ORRERY OF THE WANDER FR


173
"--
throw a token into one of the fountains within 1 round,
the creatures attack. The water elemental enjoys taking
grappled creatures into the pool so that the water weird
can play with them.
Treasure. Flecks of gemstone embedded into the bot-
tom of the pool are valuable if collected. With 1 minute
of uninterrupted work, a character can collect 10 gp
worth of gems. to a total of 1,000 gp for the entire pool.

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

Large clockwork double doors open by themselves as you


approach, revealing a luxurious room decorated with fine
art, rich carpets, several leather couches, and a board·
room table. Crystal balls sitting on pedestals around the If the characters haven't encountered the illusory
Lottie in area 5, the revelations in that section can be
room Aicker and glow, and a huge fish tank swarms with
moved here, revealed by Lottie or the other liches. Some
unusual creatures. Some of them are even alive. of the other liches have heard rumors of the Six's plots,
Nine liches occupy the room, either lounging around and that the Six have seemingly bargained with terrible
or arguing at the table. All wear leisure suits or sun powers to learn how to use the orrcry components to
dresses, including one sitting comfortably with a dog in open a portal to the Far Realm. The commercial in-
terests of these liches means that all understand how
her lap. All appear surprised to see you.
destroying the world is bad for business, so the Six must
be stopped.
This area is Lottie's public and personal space. with The Orrery. If the characters convince Lottie that
a private bedroom adjoining the swanky boardroom. their goals are to end the orrery's threat and save the
Eight of the nine liches are here on an annual retreat, world, she shares any information regarding the artifact
taking a break from the various exploitative and profit- that the characters don't already know. She then pro-
able enterprises they run back home. Lottie is the ninth vides them with the last orrery component, called the
lich. This year was her turn to host. and she·s regretted wheel of stars. Lottie underscores the importance of the
every minute of it so far. It's a lot of pressure dealing characters stopping the Six and preventing that group
with these high-powered undead. from opening a portal to the Far Realm. The means by
Negotiating with the Liches. Lottie (surprised that which they do so are entirely up to them. But whatever
the characters survived her clockwork behir if they the outcome of the battle with the Six. Lottie insists that
went that way before coming here) wants to disintegrate the orrery must be broken up and never used again-
the characters immediately and says so. However. two and sets a very real threat of dark destruction on the
liches lounging on couches are bored to the point of characters if they fail to permanently disable the relic.
seeking any distraction. and they urge Lottie to let the Franchise Opportunity. The bored liches' thirst for
characters speak. Allow the characters to explain why entertainment might inspire them to ask the characters
they have come, and to plead the case for receiving the about what they do and about Acquisitions Incorpo-
information they need and the last orrery component. rated. Like Lottie, all these undead are focused on the
You can ask for Charisma (Persuasion) checks to carry limitless commercial aspects of immortal evil, and
the conversation . or let good roleplaying rule. might be talked into partnerships with the franchise.
The potential for such deals (and the potential risks

C HAPTE R 4 I THE O RR f: RY OF f H E WAN DE RER


in dealing with such powerful entities) is left to your to be undertaken in a location where the planar bound-
imagination. aries are already thin, and where an existing planar
portal is likely already in operation. Still, though the end
T AK ING LEAVE OF LOTTI E of the world might be nigh, on the off chance that the
Depend ing on how their deal ings with the l iches go (and characters ar e successfu l in stopping the Six's plans.
whether they did any damage to Lottie's Palace while they'll have bills to pay.
getting to her), the characters can spend a few hours All the activities mentioned in this section are in-
hanging out with the undead. Any prospective business troduced or talked about in the ··Franchise Tasks and
dealings can be lined up. after which the liches order Downtime" section in chapter 2.
one last round of drinks. then kick the characters out of
Lottie's Palace. LOCATING THE RITUAL SITE
As the endgame approaches, the time the characters
CONCLUSION have spent with the orrery and its component pieces can
grant the necessary insight to build a detector that can
With the events of this episode complete, the characters
sense portals or planar disturbances. A portalometer,
attain 6th level! Leaving Lottie's Palace behind. they
if you will. The research or scrutineering activities can
can return safely to their borrowed battle balloon or
help the characters uncover the necessary information
mobile headquarters. ready to try to figure out where
or tools, while the crafting a magic item activity can
the Six might be conducting their ritual-and how
cover the construction of the portalometer.
to stop it.
The details of the portalometcr are left to the imagina-
tions of the players (including coming up with a better
FRANCHI SE D OW N TIME
name if they like). The detector might take the form of
Much of the break between episode 5 and 6 will be fo. a magical receptacle allowing one or more orrery com-
cused on determining the location of the Six's ritual site. ponents to function as a compass, a divination window
The key clue to doing so is knowing that the ritual needs tapping into planar disruptions to show brief glimpses
of possible locations, or any other device channeling
suitable magic.
If you really want to dig deep, you could experiment
with the idea that the orrery's power gives it a kind of
LOTTI E
consciousness (or you could even make it a sentient
magic item. as detailed in chapter 7 of the Dungeon
Master's Guide.) ln that scenario, the orrery's conscious-
ness might be what the portalomcter taps into. Or the
orrery components possessed by the Six might begin
to call to the components held by the characters. as the
artifact seeks to be made whole once more.
The time necessary to locate the ritual site is left to
your determination. If the characters are anxious to cut
to the chase, you can have a successfully created por-
talometer lead them straight to the site. In a pinch, you
could even say that any orrery components the charac-
ters still possess become attuned to the ritual as Splu-
goth prepares it, allowing the characters to triangulate
the ritual site's location. For more build up, you can set
up a search involving side treks, which might cover the
length and breadth of the Sword Coast as the characters
make use of their mobile franchise headquarters.
These side trek missions might tie in to improving
the magic of the portalometer and involving tracking
down lore or components. Or the characters could
discover several possible locations for the Six's
ritual. then investigate and eliminate false
leads before finding the real site. One such
side trek is detailed in "The Moon Glade'"
in episode 6. and you can add similar
events as you wish.

SEEKI NG THE Srx


Any number of downtime and franchise
activities- from research to schmooz-
ing to shady business practices-can be
used by characters seeking to learn more about

C ll APT ER 4 I Tt!E ORR FRY OF T H E WANO I:Rl'R


the ritual or how best to take the fight to the Six. For any
tasks in which the outcome includes a complication due EPISODE 6 : SHOWDOWN
to a rival, the Six could be attempting to undermine the
characters' franch ise to eliminate their threat.
WITH THE SIX
The characters (now 6th level) have learned that the Or-
BUSINESS AS USUAL rery of the Wanderer channels magic even more power-
Even as the characters are working on locating the rit- ful than intended by its creator, the lich Lottie. As such,
ual site, they might use the explore territory franchise Lottie broke the orrery into parts and scattered those
activity to interact with local customers and allies to parts far and wide, hoping that no one would discover
strengthen the franchise. A group of merchants might their secret. But the enigmatic group known as the Six
want to sell branded gear manufactured by the liches has collected at least one orrery component (perhaps
the characters met at Lottie's, creating additional busi- more, depending on events in episode 5). and its agents
ness opportunities or allowing the characters to follow now attempt to use those components to open a portal
up on previous negotiations with the liches. to the Far Realm.
After a suitable amount of questing and research,
FRANCHISE RESTRUCTURING the characters locate the ritual site, which they learn
Having recently interacted with several powerful orga- is in the small town of Red Larch. That settlement is
nizations- including Lottie's lich alliance, the Six, and the childhood home of Omin Dran and the stomping
Oran Enterprises-the characters might be bursting grounds of the Acquisitions Incorporated franchise
with ideas for fine-tuning their franchise and headquar- known as the "C" Team, whose members have recently
ters before the final showdown. This might involve or- gone missing.
ganizational restructuring, headquarters modifications, The characters speed toward Red Larch, where they
upgraded magic, and other activities meant to grant the find foes allied with the Six guarding the Oran & Court-
franchise an edge in the coming fight. ier inn. That otherwise quiet establishment has always
possessed unusual magical qualities. but these have
MEET AND GREET been warped by the slowly opening portal to the Far
Engaging in shady business practices or outright crime Realm. The characters can interact with the local towns-
during downtime might result in more than financia l folk, learning that the members of the "C" Team entered
reward for the characters. With a suitable degree of the inn but have not returned. Likewise, the inn's co-
success, such activities can bring the characters into owner and proprietor, P ropha Dran, has not been seen
contact with agents of the Six. Likewise, the characters since the planar strangeness suffusing the inn started.
might use the cover of criminal activity to infiltrate or When the characters enter, the Oran & Courtier
expose the Six, or they could use carousing or other appears normal at first. But opening any of its interior
social activities to contact an ally or operative of the or- doors causes the entire site to transform under the
ganization. watchful eye of an agent of the Six known as the Key-
Any such interactions should automatically create master. A nightmare version of the Dran & Courtier is
complications to be resolved, with those complications revealed, filled with aberrant horrors. Defeating the hor-
revealing useful information concerning the Six's plots, rors of this incarnation of the inn returns the characters
the ritual site's possible location, and the defenses to the actual inn.
around the site. A second transformation turns the characters into
miniature heroes as they are greeted by Splugoth the
CONTI NUING THE ADVENTU RE
------ Returned. On behalf of the Six, the wily goblin asks the
characters to surrender their orrery components- and
If the characters communicate with Head Office at any
point during their downtime, it should be made clear then releases Onyx, the giant (relative to the characters)
that Acquisitions Incorporated is impressed by the inn's cat, upon them. Successfully fleeing from Onyx
franchise's success. Omin Oran does whatever he can transforms the inn once more.
to backstop the characters' efforts to find the ritual site, In the final stage, the characters discover the mem-
even as he directs other franchises and operatives to bers of the "C" Team fallen in combat and must fight
seek the site as well. (In the end, the characters will the horrid Far Realm creature that slew them. Doing
conveniently be the ones to locate the ritual site, but it so brings those NPC heroes back to life. Once the Key-
should be clear that the entire organization takes the im- master has been subsequently bested, the characters
pending end of the world as seriously as they do.) can open a final door leading to a dark series of dimen-
Omin is also troubled because he's lost contact with sional caverns-and the lair of an ancient deep crow.
the members of the "C" Team (see appendix A). The That terrible creature is sure to defeat the characters,
members of that franchise have been actively seeking unless they can determine that it's suffering from a deep
the Six, and Om in hopes that they might simply be in depression and desperately seeks a mate. Successfully
the midst of an operation with no chance to report in. playing the part of deep crow relationship counselor al-
But just in case, he asks the characters to keep an eye lows the characters to continue on, finally reaching the
out for them. The fate of the "C" Team-and the possible portal site.
fate of all FaerCtn- will be revealed to the characters as Splugoth is in control of the ritual and has defenses in
they charge toward the grand finale of the adventure! place to prevent the meddling characters from thwarting
his plans. As the characters face off against a mutated

CHAPTER 4 I THE ORRERY OF THE WANDERER


Far Realm goblin horde, Splugoth's control of the orrery CANDLEKEEP
components that fuel the ritual lets him summon forth The many towers of the largest and most storied library
twisted, evil versions of some of Acquisitions Incorpo- in all FaerOn are the perfect place to search for clues
rated's most famous members. Oh, and there's a thing leading to the location or nature of the ritual site, or to
where the ritual keeps resurrecting Splugoth every time find instructions for crafting a portalometer. Gaining
the characters kill him. lore or befriending the monks of the library could reveal
In the end, clever thinking and a measure of luck that someone else recently came to Candlekeep to in-
might allow the heroes to keep Splugoth dead, seize quire into the nature of portals to other dimensions. Jn
control of the orrery components, and end the ritual. If fact, this representative of the Six was studying the very
victorious, the characters will earn accolades from Head tomes the characters are now investigating!
Office for a job well done! To dial up the action in an otherwise studious scene,
And the world will be safe from destruction. That's remember that research in Candlekeep is never en-
always a plus. tirely safe. Opening a particular book might lead to
a pocket dimension, conjure up a fiend, or create any
SEEKI NG THE RITUAL SITE other distraction of your design. More information on
------ Candlekeep can be found in the Sword Coast Adventur-
1n the course of locating the ritual site (see "Franchise
Downtime" in episode 5), the characters might travel er's Guide.
to any number of locations, either to confirm that those
MANTOL-DERITH
locations are not the ritual site or to gain addHional
Duergar, drow. and svirfneblin trade and exchange
information or magic useful in the search for the real
site. If you want to set up a prolonged search for the site, information in the city of Mantol-Derith deep in the Un-
derdark. A deep gnome sage named Lunicifer dwells
any of the following iconic locations along the Sword
in the city, living in a crumbling home on the shores of
Coast might make an interesting stop for the characters.
the Darklake. A half-mad servant of a forgotten deity
Each location offers the potential to gain information re-
named Azmekidom, Lunicifer has been researching
garding sites known for planar disturbances or strange
planar disturbances for more than a century and can
magic, or to seek lore and materials to refine the opera-
provide the characters with insight or research- if the
tion of the characters' portalometer.
party helps him with his dangerous errands. These

CllAPTER 4 I THE ORRERY OF THE WANDER.ER


side trek missions might include stealing a magic item INVESTIGATING THE GLADE
from a drow noble house, gathering unique fungus The characters can use their mobile headquarters to
from a mind flayer's garden, and other potentially reach the Moon Glade easily enough. When they finally
deadly tasks. More information on Mantol-Derith can arrive at the site, read the following:
be found in Out of the Abyss and the Sword Coast Ad-
venturer's Guide.
The Moon Glade is a secluded clearing, roughly eighty
NEVERWINTER
feet in diameter, with half that space taken up by the
Depending on how much time the characters spent in
pool of water at its center. Huge ancient trees around the
Neverwinter in episode 3. they might have heard tales of
how the Spellplague (the great magical devastation that perimeter tower overhead, allowing only a narrow slice
tore across Faerfin more than a century ago) tore a large of sky to illuminate the pool's silvery surface. The pool
chasm through the city. This chasm (helpfully known as is surrounded by a circle of huge standing stones, all in-
"the Chasm") has since been sealed, but pockets of blue scribed with strange writing.
spell fire and the warping effects of planar energy can
often still be seen in the area.
The characters can make use of contacts from ep- Inscribed Stones. Anyone able to read Dru idic can
isode 3 to determine that agents of the Six appeared read the writing on the stones, all of which makes ref-
recently in Neverwinter and were rumored to have been erence to divination and magic. The stones of the pool
researching the magic of the Chasm. Tracking down were brought here by visiting druids using large beasts
any agents who remain might allow the characters to or magical transportation, but any magic they might
gain hints regarding the ritual's location. You might also possess is dormant during this encounter.
decide that these Six agents have been warped by the la- Tainted Guardian. The Moon Glade is protected by
tent energy of the Chasm, making them formidable and Garalel, a weeping willow treant. She is cantankerous
unpredictable foes. and ancient, and presently has iconic affiliate of the Six
More information on Neverwinter can be found in the features (see "Iconic Faction Features" in appendix B).
Sword Coast Adventurer's Guide. Garalel became tainted by the Six when Splugoth and
other members of that organization recently used the
KRYPTGARDEN FOREST pool to seek out their ritual site.
This dread forest abutting the S word Mountains is the Garalel initiates combat by animating trees, following
demesne of the ancient green dragon Claugiyliamatar. up with her Glimpse of the Beyond feature . Characters
That terrible and cruel beast- known as Old Gnawbone can see that her bark is covered in dark, foul-smell-
for her habit of flying over the forest with a corpse in her ing moss. A successful DC 12 Intelligence (Arcana or
jaws as a light snack-has long dominated Kryptgarden Nature) check identifies the bark as magically ta inted.
with her evil presence. Dealing damage to Garalel harms her but also breaks
The forest is also home to a dryad named Ishaldra, off large pieces of the tainted bark and moss. When she
who studies how evil magic can alter locations in the is reduced to 30 hit points or fewer, enough corrupted
world. She can help the characters learn how to detect bark has been sloughed off that the treant regains her
powerful magical essences, but only if they can elude senses and stops fighting.
Claugiyliamatar and the other dark creatures that dwell A character can also use an action to throw water
within the forest. from the pool onto Garalel. Each time she is splashed
More information on Kryptgarden and Claugiylia- so, it helps cleanse the dark magic binding her and
matar can be found in the adventures Princes of the increases the hit point total at which she regains her
Apocalypse and Storm King's Thunder. senses by 10.
If Garalel regains her senses, she apologizes pro-
THE MOON GLADE fusely. She allows the characters to approach the pool
This section expands on one location the characters and tells them how the members of the Six used its
might journey to as part of their search for the Six's waters to determine the ideal location for a dark ritual.
ritual site. Knowing that their actions contaminated the pool, she
drew that corruption into herself instead.
RESEARCH AND REQUISITIONS
As the characters work to perfect their portalometer, COMPLETING THE MISSION
they hear of a site deep in the High Forest not far from What the characters get out of this side trek depends on
the Star Mounds, known as the Moon Glade. The wa- where it fits in the longer process of perfecting a por-
ters of the Moon Glade rest upon an intersection of talometer or eliminating possible ritual sites. Depending
magical ley lines, tied to the weave of the world. The on the goal, Garalel can a llow the characters to use the
glade's waters are thick like mercury and said to have pool's divination power to seek the ritual site, to take a
powerful properties of divination. The characters might sample of the glade's magical waters for use in their por-
also learn that the glade is protected by a powerful talometer, or what have you.
natural guardian. Or you could keep that information
to yourself.

CHAPTER 4 I THE ORRERY OF THE WANDERER


tage on Wisdom (Perception) checks to notice anyone
MISSION TO RED LARCH
approaching them. If the characters free the captives.
At whatever point in the search process you deem ap- Ironhead, Harburk, and SiJvana offer to lead the other
propriate, the characters narrow down the search for townsfolk to safety.
the ritual site to a final location: the settlement of Red
Larch on the western side of the Dessarin Valley. This NORTH SJ DE OF TOWN
small town services passing caravans and has a large Though these shops and houses look deserted at first,
quarry from which local folk mine marble favored by the the characters catch periodic glimpses of frightened
wealthy of Waterdeep. A wagon can reach Waterdeep townsfolk peering through shuttered windows, or
from Red Larch in seven days, and the town of Phand- hear them trying to barricade doors with furniture.
alin is six days away on foot. A successful DC 15 Charisma (Persuasion) check or
Red Larch is also the hometown of Om in Dran and good roleplaying can convince the locals to share what
the location of the Dran fami ly business- the Dran & they know.
Courtier inn and restaurant. As the characters soon dis- One of the NPCs the characters could meet is Imdarr
cover, this is not a coincidence. The Princes of the Apoc- Relvaunder (LN male human priest). Imdarr is hiding
alypse adventure contains more information on Red with four other townsfolk (male and female common-
Larch and the surrounding region. As with Phandalin, ers). He won't leave the others, but he casts any of his
this version of Red Larch is set about five years later useful spells on the adventurers if he believes they are
than that earl ier adventure. earnest about helping Red Larch.
How the characters arrive in Red Larch is likely deter-
mined by what they suspect or have learned regarding SOU T H SIDE OF TOWN
the defenses the Six have set up around the ritual. They As described above. characters can spot frightened
might choose a stealthy incursion in the dead of night, to townsfolk within the houses and other buildings, and
roar straight in aboard a mobile franchise headquarters can question them with appropriate Charisma checks or
at midday, or any approach in between. But however roleplaying. Scouting around the area also reveals the
they first enter the town, the characters quickly confirm odd sight of an unconscious bugbear wrapped up in a
that the Six's ritual is already underway. floral print dress.
Approaching the bugbear draws the attention of
Haeleeya Hanadroum (NG female human commoner),
Something is seriously wrong in Red Larch. The Oran who is holed up in her bathhouse and dress shop.
& Courtier inn can be seen at the crossroads near the Haeleeya knocked the bugbear unconscious after win-
center of town easily enough. But the beams of purple ning an unlikely battle against it by dropping flowerpots
on its head from the second-story landing. She tied it up
energy emanating from the establishment are decidedly
in several of her dresses, and is now wondering what to
unusual, as is the presence of frighte ned townsfolk cor-
do with it.
ralled in a pen nearby. Then, of course, there 's the small Haeleeya is glad to hand the characters her captive
force of bugbears guarding the pen and the gnolls sur- bugbear, which is happy to tell the characters everything
rounding the inn. That doesn't look right at all. it knows in exchange for staying alive. lt tells how the
bugbears were employed by the Six and ordered to
round up twenty captives in case the Six needed them
The amount of time the characters spend skulking for some ritual, though it knows nothing more than that.
around town is up to them. Each lime they investigate a
feature noted below, roll a dlO. On a roll of 1, a patrol of TuE OR AN & COURTIER
two nothics working for the Six attempts to ambush the
party from the cover of nearby buildings. attacking with
As you draw closer, you see the sign marking the Oran
surprise if not seen.
& Courtier swinging slowly despite the absence of any
C ORR ALLED TOWNSFOLK breeze. Purple light continues to seep out through roof
Twenty locals have been gathered by Six operatives in tiles, shuttered windows, and the closed front door.
a fenced-in yard behind Iron head Arms, a shop selling
new and used weapons and armor. Three townsfolk are
currently plotting an escape. but they fear that the other Even in daylight, the building is shrouded by shadows,
captured folk are not prepared for battle. The three are as if every part of the inn is somehow in the shade.
the shop's owner lronhead (NG male half-ore veteran). Ringing the building are twenty gnolls. arranged in
the town's constable Harburk (LG male human vet- four packs of five. Even the fearless gnolls are weirded
eran), and an explorer from out of town named Silvana out by the strange lights emanating from the inn. The
(CG female human scout). The three work with any characters can engage the gnolls head-on or attempt to
characters who help defend the townsfolk. take them out stealthily. Because the mercenaries are
Guarding the yard are ten bugb ears that have been on edge, they can be easily distracted by a fire, recruit-
instructed to safeguard the prisoners- but only because ing NPCs to draw them off. illusions, or other clever
it isn't clear to Splugoth whether the ritual might even- strategies.
tually require humanoid sacrifices. The bugbears are Once the gnolls have been dealt with, the characters
focused on watching their captives. and have disadvan- are free to enter the Draa & Courtier. The incursion of

C fl A PTE R 4 I TH E O R RE RY O F THE WANDERER


179
the inn and restaurant plays out as four distinct stages, THE KEYMASTER'S PLANS
each channeling a unique version of the establishment- One of the seemingly ordinary inhabitants of the inn is
and forcing the characters to face off against the effects an agent of the Six. Known as the Keymaster. the agent
of the dark magic churning within. is a doppelganger presently posing as Prophetess "Pro-
pha" Dran (see area 3). The doppelganger holds a portal
STAGE l: THE DRAN & COURTIER? key that allows it to select which version of the Test
The Dran & Courtier is normally a fine inn run by Market the characters access when they open one of the
Prophetess "Propha" Dran, who happens to be Om in inn's interior doors. It does so in the hope of destroying
Dran's mother, and her wife, Audra Courtier. The inn is anyone attempting to interfere with Splugoth's ritual.
a favorite of locals and travelers alike, but it a lso serves The Keymaster runs the characters through new
another purpose. When someone carrying an acorn versions of the warped Test Market until its identity is
whose cap is dipped in gold (usually given to them by Ac- discovered. Once caught, the Keymaster can be forced
quisitions Incorporated Head Office) passes through the to open the inn's basement door- revealing the dimen-
door, they end up in an extradimensional version of the sional caverns leading to the ritual site.
inn known as the Test Market.
The Test Market is meant to test new recruits to Ac- ADVANCING TO STAGE 2 AND BEYOND
quisitions Incorporated, and it has several known ver- Until the characters confront the Keymaster, they ad-
sions. The multifaceted extradimensional nature of the vance to the next stage of the Test Market every time
Dran & Courtier makes it an ideal location for the Or- they open a door within the default version of the inn.
rery of the Wanderer to channel the extraplanar magic Opened doors remain open, so the characters can ex-
of the S ix's ritual. A convenient number of days before plore the rooms beyond when they return from whatever
the characters discovered the portal site, Splugoth ac- stage is triggered by opening the door. Any treasure or
cessed the extradimensional space and began the pro- other objects claimed in a stage stay with the characters.
cess of opening the portal. Energy from the Far Realm The Test Market is not advanced when NPCs open
has infused several versions of the Test Market, making the doors, since the Keymaster has control of the inn's
them even more dangerous than usual-including one magic. As such, the NPCs stuck in the main stage (see
version that has already defeated the "C" Team. below) wander around the inn as they please. If calcu-
z
Map 6.1 shows the layout of this episode's Test Market lating characters think to have an NPC open a door for "'
versions of the Dran & Courtier. them, it advances the Test Market to the next stage for
them only, plus any NPCs that appear in the next stage.

CHAPTER 4 I THE ORRERY Of THE WANDERER


180
Stop by the Oran & Courtier if you're ever in Red
Larch. In late summer, preferably. Come hungry.
- Omin Oran

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.

The door of the Oran & Courtier is neither locked nor


trapped-though the building emanates strange sounds,
shakes as though it's falling apart, and continues to radi·
ate a strange purple energy. As soon as you step through
the door, though , all the strangeness stops.
You see a perfectly ordinary inn, its common room
featuring five round tables. Two of those tables are occu·
pied by typical patrons, while two other people stand at
the bar. A sleek house cat sizes you up as it paces across
the floor, stalking some unseen prey. Oddly, the interior
space of the inn seems slightly out of sync with the exte·
rior-almost as if you 've stepped into somewhere else.
But even as you ponder this, the front door closes behind
you, and you notice everyone in the inn glance your way
expectantly.

The door closes behind the characters as soon as they


Next to the fireplace is an unoccupied raised stage
are all inside. Powerful magic imbued into the door
makes it impossible to hold it open, as it pushes any- where a bard might strike up a tune. The bar is to your
thing blocking it out of the way. Characters attempting left , where a half-elf in a heavy leather duster receives
to hold the door become suddenly distracted. unable a drink from a tall female elf wearing a gold medallion.
to remember why they were doing so. Characters who Stairs beyond the bar lead up to a balcony on the second
refuse to enter the inn feel oddly compelled to move for·
floor. Eight doors along the open upsta irs hallways likely
ward.Just get everyone inside. You'll make it work.
Once closed, the door cannot be opened or damaged. lead to bedrooms.
Teleportation and other modes of extradimensional
travel fail in the Oran & Courtier, and magic cannot be
The characters can explore the common room and
used to view or communicate with the outside world.
speak to any patrons they wish.
Door Magic. If the characters open any of the interior Long Lunch. The table farthest from the door is occu-
doors of the Oran & Courtier. it advances the Test Mar-
pied by Sigil Macfinn. a tall and strong wagon worker,
ket to the next stage. When this happens the first time,
and his squat friend. a carpenter who goes by the name
see the section "Stage 2: Little Inn of Horrors" below.
of Whiskey (both N male human guards). The two
See also "Advancing to Stage 2 and Beyond" above.
are complete opposites: Sigil composed and pleasant,
Whiskey uncouth and short-tempered. They have been
2. COMMON R OOM
in the inn's restaurant for a long time. The outside doors
simply don't work for them. However. they enjoy the free
Two male humans are quietly eating a meal at one of the food, and as long as they aren't speaking to each other,
common room tables, while a young male and female
human and an elderly female human sit at another. A
fireplace occupies the corner closest to the door, burning .. · Incorporated
ffi · 1A u1s1uons
brightly, and a chandelier above the common room pro· The followin g o i~~\l ~~r resale (at regular
beers a re now ava1 a e d r f ch ise parties (at rull
vides additional light from its tall candles. Hanging over . ts) an ror ran
d
wholesale iscoun k" k ay?) :
the fireplace is a portrait of three children, two female d . k" g rnore wor ing. o
cost; less n n tn , R d Larch Regular •
and one male. The male is clearly a young Omin Oran.
\ Var Priest Dark Ale • e, W d Stain • Lo rd's
· • Waelvu rs oo
Velvet C u rtain M thcr Tong ue • Cold
favor • Little Dagger • •oW"d ' Wake
10W S
Comfort • Surnrner G old
Runni ng a Yum
.
v1
um H ut 1st
· h e single
· most
they get along well. When someone talks to them, their ~mportant moment in a person's life. It's more
contrasting personalities erupt and arguments break impo~tant than marriage or the birth of an offsprin .
out. They go back to being quiet and happy if left alone. · k"mg proper g
It eclipses all other things · So w hen p1c
Anyone making it through the arguments can learn employees, I can't stress this enough-you really
that these two came in for lunch one day and have never need to make sure they have at least six fingers.
left (they disagree as to how many days they've been
here). They have seen a number of strange, shady people -Donaar Bl it'zen
coming and going, including some who wore cloaks to
conceal their features. The doors seemed to work for fidgets with the medallion s he wears, especia lly when
those people. They suggest speaking to Propha, the trying to remember something. A DC 12 Intelligence
barkeep and owner, who always appears to be trying to (Religion) check notes that priests often wear such
remember something. medallions, engraved with their holy symbol, but this
R eservation on Hold. The three people at the table one is blank.
nearest the door include Luna and Thalen (CG female Behind the Bar. Prop ha keeps a supply of magic
and male human commoners), the adolescent servants potions in tall, thin, color-coded bottles: three potions
of a wandering wizard named Thed. They were sent to ofinvisibility, a potion of poison, and three potions that
the Dran & Courtier to reserve a room for their master, confer the benefit of a greater restoration spell. The
and though they keep trying to leave, the outside door Keymaster is aware of the potions and uses a potion of
doesn't open for them. Bored, they have begun to make invisibility to get away from the characters if things go
notes of everything around them. They have noticed that badly. See "Confronting the Keymaster" below.
the mice appear very intelligent, ably eluding the inn's
resident cat, Onyx. The dark cat can be seen roaming 4. KITCHEN AND LARDER
the area periodically, and keeps an eye on a mouse hole The doors to this area, once opened and after the char-
near the fireplace. Luna and Thalen would make excel- acters have returned to this scene, lead to a perpetually
lent wizard hirelings for the franchise if the characters well-stocked kitchen. A food preparation table set with
were inclined to train them. storage cabinets stands against one wall. Food is always
Also s itting at the table is the elderly Tanas (NG fe- ready on the table as if Propha had just prepared it,
male human scout), who has been watching over the reappearing moments after it is served. Any common
youngsters and doing her best to keep them out of trou- cooking ingredients a nd supplies, in addition to ale and
ble. All three can share that strangers come and go, with wine, can be found in the adjoining larder.
the main door always closing behind them before any-
one else can get out. The strangers often head into the 5. PROPHA AND A U DRA'S ROO M
door to the right of the bar. Others have gone upstairs. Propha a nd Audra's bedroom is next to the common
room, so they can hear any disturbances at night.
3 .BA R
Two figures at the bar offer additional conversational 6. D O OR T O T H E BASEM ENT
possibilities- including the owner of the inn, who is not A door adjacent to the bar s hould lead under the sec-
what she appears . ond-floor stairs and down into the inn's basement.
Diplomatic Observer. Chance (N half-elf spy) is a Instead, anyone opening it glimpses a bricked-over door-
Waterdavian diplomat who has been trapped here for way before the next stage is triggered. The door remains
days. Chance has no particular use for gender, prefer- open when the characters return, but shows only a brick
ring to be known simply by their nickname. Chance has wall until the Keymaster opens the door, revealing the
seen some strange people come and go, including one dimensional caverns leading to the ritual site.
in cowled robes who seemed to be a mass of eyes and
mouths. There was also a goblin who walked around as 7. UPSTAI RS ROOMS
if he owned the place. If the characters ask, the goblin The upstairs landing features four doors along each
matches Splugoth's smirking, pale-eyed description. wall, leading into eight bedrooms. Each bedroom has
Forgetful Owner. Prophetess "Propha" Dran, the another door, leading into a shared study (area 8). The
proprietor of the Dran & Courtier, manages the bar ably, door from any bedroom into the study can be accessed
pouring drinks and bringing out platters of food (no without triggering a new stage of the Test Market, but
charge). She appears oblivious to the bar's problems, as any door opened into a bedroom triggers a new stage.
if she has never noticed them. This Propha is secretly a Each of these four guest rooms is presently empty, but
doppelganger and is also the Keymaster, though she/ a search of the rooms and a successful DC 14 Wisdom
it pretends to be the addled owner who is trying to help (Perception) check locates a silver ring under a carpet in
the characters. When Propha is asked any questions, one room- a ring offree action, forgotten by a guest.
characters can attempt a Wisdom (Insight) check con-
tested by the doppelganger's Charisma (Deception)
8. S HARED STUDY
check, which is usually made with advantage thanks to These areas connect to the four rooms adjacent to
its Read Thoughts feature. them, and contain a table, chairs, and bookshelves. The
If the character's check fa ils, the character perceives shared study connected to the "C" Team's quarters (area
that "Propha" truly wa nts to help the characters, but 9) contains books, notes, and maps related to their ex-
is unable to do so for some reason. The barkeep often ploits, as well as mundane personal effects. The s hared
study connected to the inn's currently empty rooms con-

CHAPTER 4 I T HE OR RERY OF THE WANDERER


182
tains a selection of generic fic1ion works and travelogues
detailing the Sword Coast.

9. "C" TEAM QUARTERS


The fou r rooms above the bar and kitchen are always
rented by the "C" Team, with each room's characteris-
tics reflecting the person renting it.
Rosie Beestinger's room has a simple floor mat used
for stretching and exercises. sheaths holding maps. and
a training dummy that has been beaten nearly to the
breaking point.
K'thriss Drow'b has a neat room decorated in black
and purple, a crystal ball that displays only a haze of
smoke, and a collection of strange purple rocks.
Walnut Dankgrass's room has recycling and reuse
bins, is decorated with several plants and vines. and has
a stack of steamy love letters bearing the initials B.L.
and a bottle of wine by the bedside table.
Donaar Blit'zen's room smells like a college dorm,
has exercise equipment in one corner, three boxes of
delicious snacks bearing the Big Daddy Donaar's Yum
Yum Hut brand, an autographed pin-up scroll of a band
named Sixty Wrong Sausages, and a wall calendar
where every month bears his likeness.

STAGE 2: LITTLE INN OF HORRORS


The Test Market warps reality the moment any charac-
ter opens a door within the Oran & Courtier. The first
time this happens, all the characters find themselves
back in the common room of the inn (area 2), as if they
had just walked through the main door.

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 ").

This is a version of the Test Market where everything HORRID KITCHEN


has gone wrong. When the fight is done, the characters hear noise from
the kitchen.
NoTWHATTHEY SEEM
The figure swinging from the chandel ier appears to be
Viari (met at the end of episode 2)- but he and the scout As the battle ends. you hear a muffled thumping sound,
Tanas are actually two gi bbering m outber s. Illusion as if something is striking wood. The sound comes from
magic cloaks their appearance. though anyone touching
the kitchen.
them or succeeding on a DC 13 Intelligence (Investiga-
tion) check can see through the illusion. lf the illusion is

(.; MAPTER 4 T H E ORRL:RY OF T H E WANDE RER


The characters can safely open the door to the kitchen Chest. The iron-bound chest has a simple lock requir-
(and any doors in the inn other than the outside door. ing a successful DC lO Dexterity check using thieves'
which still does not open). They might also explore tools to open, and contains packets and jars of spices.
Propha and Audra's room (finding it unremarkable) Among these is a small packet containing dust of sneez-
or head upstairs (see "Upstairs Bedrooms" below). ing and choking, another of dust of dryness. and a jar of
Entering area 4 reveals a most macabre version of the Keoghtom's ointment.
inn's kitchen.
UPSTAIRS BEDROOMS
In this version of the Test Market inn, all the rooms
The transformed kitchen's shelves contain all manner upstairs (areas 7 and 8) are empty except for one room
of ingredients suitable for a hag's den, including bat of your choice. Any character who succeeds on a DC 12
wings, dried lizards, and far too many humanoid skulls. Wisdom (Perception) check or who has a passive Wis-
A trash can stands in one corner, with a small iron-bound dom (Perception score of 12 or higher can hear slurping
and chewing sounds from that area.
chest next to it. On the kitchen's preparation table sits a
Creatures. Inside the room are two cbuuls. One has
spectacularly long butcher's knife surrounded by severed grappled Chance (from area 3). and both are feasting on
fingers. Other equally questionable meats are arranged the unconscious half-elf spy. The chuul drops Chance
nearby. A pot on the stove threatens to boil over, its lid as combat begins, leaving the spy unconscious with two
rattling. You hear the thumping noise again, coming from failed death saving throws. Chance makes a death sav-
the cabinets underneath the preparation table. ing throw at the end of each round.
If the chuuls are defeated and Chance is saved and
revived, the spy can share that they were ambushed by
Both the knife and the bubbling pot are dangerous. and goblins and thrown upstairs to be eaten by the chuuls.
the cabinet holds a captured Humph. At the end of each Chance heard the goblins talking about a ritual with
character's turn. roll a d6. On a roll of 1. the boiling pot someone named Splugoth in charge.
boils over (see below). Treasure. In this reality. a small chest by the bed in
Creature. The gleaming butcher's knife is a mimic. the chuul room contains a rod oft he pact keeper+2.
The creature waits until it is picked up to trigger its Ad-
hesive trait. If a creature is attacked by the mimic, the ADVANCING TO STAGE 3
boiling pot's lid comes off. When the cr eatures in the common room and upstairs
Boiling Pot. T he boiling pot acts as a trap. A charac- have been defeated, the characters feel the real ity
ter examining the pot and succeeding on a DC 14 Wis- around them unravel as they are returned to the de-
dom (Perception) check can spot glimpses of tentacles fault inn of stage 1. As before, opening another door in
beneath the rattling lid, and notes that the lid will Hy the default version of the inn advances the characters
off if the pressure continues to mount. As an action. a to stage 3.
character can attempt a DC 15 Dexterity check using
thieves' tools or cook's utensils to disable the pot, either STAGE 3: FEELING SMALL
by relieving the pressure safely or moving the pot off the
fire without the lid coming off.
The stove has no discernible fuel source or way to You are standing just inside the front door to the Oran &
turn off its heat. If the lid comes off or is removed, an ex- Courtier. The inn is seemingly deserted- or not. No one
plosion of tentacles and scalding water fills the k itchen. is in sight, but you see food and drink moving on several
Each character in the area must succeed on a DC 14 tables. A mug is lifted as if to an unseen mouth. A chair
Dexterity saving throw or take 9 (2d8) bludgeoning dam-
shifts like someone's leaning back in it. But there's no
age and 5 (ldlO) fire damage. The trap acts on initiative
count 10, repeating this effect each turn until a charac- one there.
ter uses an action to replace the lid. Even with the lid on, Suddenly, the ceiling begins to rise away from you.
the pot boils over again in ld4 rounds unless disabled, Then you notice that the closest table is growing, as are
as noted above. the floor boards beneath your feet. The entire inn is ex-
Cabinet. The cabinet is locked, requiring a successful panding-or maybe you're shrinking. Assuming the rest
DC 14 Dexterity check using thieves' tools to pick or a
of the inn is its usual size, by the time the effect stops,
successful DC 14 Strength (Athletics) check to break
open. Locked inside is a ftumph named Phfffffffft. If you are each no more than six inches tall.
freed, Phfffffffft shares how it sensed the aberrant hor-
rors in this pocket dimension and came to help, but was
The characters and all their equipment are reduced in
captured. lt heard the name "Splugoth" used by some of
size by the magic of the Test Market. This version of
the creatures passing through the horrid inn. Phfffffffft
the inn is, in fact. empty. but the objects in it continue to
also recalls someone discussing a terrifying guardian
move as if manipulated by creatures.
that protects "the dimensional caverns." The flumph
Allow the characters some time to explore their new
can accompany the characters back to the default Test
environment. They can use ropes to climb tables or
Market if they wish, helping them as best it can in future
chairs, avoid chunks of discarded food the size of their
encounters (and probably dying horribly).
heads. and see the inn from an entirely different per-

CHAPTER 4 I THE ORRERY Qt THF. W·\NDERER


spective. They cannot detect any magical effect upon
themselves that could be ended, and the resizing ap- "See, you must know that I'm all about business-some·
pears permanent. thing Omin and Jim were too blind to see. This, between

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.

5PLUGon• Tl-IE RETUR N ED

CHAPTE R 4 I T H E ORRERY OF THE WANDE RER


185
This scene takes place entirely in the common room of • Her claws attack uses the following statistics: +7
the Dran & Courtier, since none of the interior doors of to h it, reach 20 ft., one target. H it: 11 (2dl0) s lash-
this version of the inn can be opened. All the cha racters ing damage.
use their norma l speed for movement, but you multiply Onyx's relative speed likely a llows her to move any-
the dime nsions of the common room a nd any furniture where within the inn on her turn. On her turn, s he uses
or objects in it by a factor of 10. For exa mple. relative to her action to ma ke a Claws attack against a random
the characters the length of the bar is 300 feet, while a character if she can.
stool that stands 3 feet high is effectively 30 feet high. Dealing with Onyx. Onyx cannot be overcome or
The characters a re free to move wherever they can, or killed by combat. Any weapon attack against her that
to climb objects in the room. Additionally, at the end of hits AC 12 makes contact but deals no lasting damage.
each cha racter's turn as they try to avoid Onyx, roll on However, if the attack would deal 10 or more damage,
the Cat Chase Complications table below to see what Onyx has d isadva ntage on attack rolls until the end of
happens, or use the table as inspiration for your own her next turn. If Onyx would take 10 or more damage
complications . from spells or other effects, it yields the same result.
Onyx uses the cat stat block with these changes: Spells that impose conditions fu nction normally against
• Her s ize (relative to the characters in their diminutive Onyx, but those conditions e nd automatically at the end
state) is Huge. of the cat's next turn.
Her s peed (relative to the characters) is te n times nor- Ending the Chase. Onyx continues her "playful"
mal. This gives her a speed of 400 feet a nd a climbing chase as long as s he can see any Jiving characters . Only
speed of 200 feet. if a ll the characters s uccessfully hide from her does she
Any damage Onyx would take is reduced to 0 (but see eventually give up. The cha racters might determine a n-
"Dealing with Onyx" below). other location to hide at your discretion. but tbe mouse
• S he has advantage on ability checks and sav- hole near the fi replace makes an obvious a nd effective
ing throws . safe spot.

CAT CHASE COMPLICATIONS


d20 Complication d20 Complication
A tumbling chair or other large obstacle blocks the 5 Spilled ale turns the floor beneath the character
character's path. The character must succeed on into a slippery pool. The character must succeed
a DC 1S Dexterity (Acrobatics) check to maneuver on a DC 10 Dexterity saving throw or fal l prone.
over, under, or to the side of the obstacle. On a 6 The character attract s the at tention of three huge
failed check, the character's speed is halved until cockroac hes, and m ust succeed on a DC 10 Dex-
the end of their next turn. terity (Acrobatics) check to pass th e enorm ous in-
2 A small stool is tipped over, or a mug o r plate goes sects unim peded. O n a fai led check, the cha racter
flying off a ta ble. The characte r must succeed on takes 3 (ld6) piercing damage from the roaches'
a DC 12 Dexterity saving t hrow to dodge it. On a bites, and the character's speed is halved unt il the
fa iled save, the character is struck a gla ncing blow end of their next turn.
for 4 (ld8) blud geon ing damage and m ust succeed 7 A bottle falls off a table and rol ls toward the char-
o n a DC 15 Strength saving throw or be knocked acter. The character must succeed on a DC 10
prone. Strength or Dexterity saving throw to dodge or
3 A previously unseen patch of spiderweb, chewing jump over it. On a failure, the character takes S
gum, or mud catches a character as they move. (2d4) bludgeoning damage and is knocked prone.
The character must succeed on a DC 12 Strength 8 A plate of food spills, spreading a fie ld of mashed
(Athletics) check to push through without becom· potatoes, bu tter and jam, or some o ther thick,
ing stuck. On a failure, the character's speed is sticky su bstan ce in the cha racter's path. The char-
halved until the end of their next turn. If the check acter mu st succeed o n a DC 12 Dexterity (Acrobat-
fails by Sor more, the character is restrained until ics) o r Strength (Athletics) check to avoid or push
they or another character succeeds on a DC 12 through the fo od . O n a fa ilure, the character's
Strength (Athletics) check to free them. s peed is halved until the end of their turn.
4 A cloak sudde nly slips down from the back of 9 Three wasps feeding on fallen food catch sight of
a chair. A character who succeeds on a DC 14 the character and zoom in. The character must
Strength (Athletics) check can grab it, pulli ng it succeed on a DC 10 Intel li gence (Nature) or Wis-
down onto O nyx. O n he r next turn, the cat m ust dom (Survival) check to avoid angering them. On
use her act ion to free he rself before she can move. a failure, the character is stung and takes 3 (1d6)
poison damage.
10-20 No complication.

CHAPTER 4 I THE ORRERY OF THE WANDERER


presumably to keep her out of the way. Thankfully,
Audra Courtier was out of town when the Six's
agents attacked.
• She has no idea who the "Propha" in the default ver-
sion of the inn is. It might be another creature posing
as her, but it could also be an actual version of her
split off by the Test Market's magic.
• Propha overheard Splugoth talk about the ritual being
undertaken in some location called the dimensional
caverns. He also bragged that the caverns are guarded
by a monster known as an ancient deep crow. Propha
can fill the characters in on deep crow lore if they're
unfamiliar with those creatures (see appendix B), and
makes it clear that even one ancient deep crow is a
threat the characters cannot expect to overcome by
normal means.
• Propha heard the voices of the "C" Team once while
fading in and out of consciousness. Given that the
cha racters haven't seen them, she fears that they
might be trapped in one of the other versions of the
Test Market.

ADVA NC ING TO STAGE 4


Shortly after finding Propha, reality shimmers around
the characters and they are returned to the default inn
of stage 1. The characters are once again their normal
size, though the only Propha in the room is the doppel-
ganger behind the bar, wearing her blank medallion.
The false Propha claims to have no idea what the
characters are talking about if they recount their meet-
ing with her.
As before, the characters stay in this default scene un-
til they open another of the inn's interior doors.
During the chase, any character within view of the
fireplace whose passive Wisdom (Perception) score is STAGE 4: REVENGE FOR THE "C"
15 or higher spots the mouse hole. A character specif- T EAM
ically seeking a ground-level hiding place can attempt
a DC 15 Wisdom (Perception) check from anywhere in
the common room to spot the mouse hole, with advan- You are standing just inside the front door to the Dran
tage on the check. At their reduced size, the characters
& Courtier. The place is deserted, the tables empty. Ev-
can easily slip through the mouse hole to escape Onyx.
erything is in shadow, except where a purple light pulses
MOUSE D EN from the fo ur open bedroom doors above the bar.
When the characters reach the mouse hole, they find a
small cozy den inside, lined with matted hair and fur.
Next to a block of cheese is a bound and unconscious This version of the Test Market is empty except for the
Propha Dran, her clothes stained with dried blood. This rooms rented by the "C" Team. When the characters
is the real Propha (see area 3 of the default inn), who is make their way to the second floor, read:
stable but requires healing to return to consciousness.
If awakened, she thanks the characters for their rescue,
All four of the bedrooms along the hall show signs of a
listens to any explanation of how they got there. then
fierce battle that took place here-and which has seem-
shares the following information:
ingly claimed the lives of Walnut Dankgrass, Donaar
• Propha was attacked and captured by Splugoth and
Blit'zen, Rosie Beestinger, and K'thriss Drow'b. All four
another goblin (the shapechanged Keymaster). She
members of the "C" Team lie dead on the floor of their

-----
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.

ELDRITCH HORROR I NAN IM ATE TRAUMA


When any door into the shared study is opened, the No people are found in the Dran & Courtier, but a num-
characters see the horror that waits beyond. ber of inanimate objects are sitting in chairs where
people once were. Written on a chalkboard that would
otherwise announce the inn's meal of the day is the
The far wall of the study is filled by a giant gaping maw. phrase: "The names of things must be arranged and
Purple eldritch light seeps out of the maw, bathing the spoken." The first letter of each word in the clue is
room in a sickly glow. Four massive tentacles covered underlined.
This Test Market is a puzzle in which the first letter in
in eyes and spines flail about the room and immediately
the name of each object that was formerly a person must
reach for you. be scrambled to determine a password. You choose the
password, then choose the nature of the objects so that
This creature is an eldritch horror from the Far Realm, their names provide the needed letters. For example,
using the stat block of an otyugh. the password "lamp" could be created from a lock, an
arrow, a mirror, and a piton. When the password is spo-
ken, the stage ends.
T HE "C" ThA M R ESTORED
If the characters defeat the eldritch horror, a pulse of B ATTLE AT THE HEA D QUARTERS
magic radiates outward as the maw collapses and van- The tavern becomes the franchise's headquarters,
ishes. The members of the "C" Team wake up, freed which is under attack by agents of the Six! For even
from the magic that had vanquished them in this version more chaos, each of the characters temporarily trans-
of the Test Market. The characters have a chance to forms into a franch ise staff member using an NPC stat
share their story with the NPCs. block, so that the players must use those NPCs to repel
The members of the "C" Team know Splugoth well, the attackers. When the battle is over-one way or the
and can fill the characters in on any information the other- the stage ends.
goblin didn't get around to mentioning in stage 3 (see
"Splugoth's Bargain"). They have faced different ver- Too MAN Y PROPHAS
sions of the Test Market chan those seen by the char- The tavern appears normal, but it holds three people
acters, which they talk about if asked (see "Additional who look exactly like Propha Dran and none of them
Stages" below for inspiration). lf they don't presently are behind the bar. Each time a Propha touches a char-
return to the same version of the Dran & Courtier as the acter or another patron, the person touched turns into a
characters (as will prove to be the case), the "C" Team Propha in body and mind, with the players roleplaying
members promise to continue trying to free the inn from that development as they see fit. Whether as themselves
the Six's magic. or as Propha, the characters must determine which is
As thanks for the rescue, K'thriss gifts a pair of slip- the original Propha (still secretly the Keymaster) and
pers of spider climbing to the party. The characters then get it to touch the other Prophas, which turns them
feel themselves being pulled away, back to the default back to normal. Once everyone is their former self, the
inn of stage 1. stage ends.

AFT E R STAGE FOUR NEED TO F EE D


The "C" Team members do not accompany the charac- Every patron seen previously in the inn has a head re-
ters as they are returned to the stage 1 version of the sembling a fleshy ball surrounded by tentacles and a
Dran & Courtier, but end up in other stages of the Test gaping maw where a face should be. These otherworldly
Market until the ritual is ended. creatures are tearing the inn apart and attempting to eat
everything they can get their hands on-including the
ADDITIONAL STAGE S characters.
You are free to add additional stages to the Keymaster's Fighting the patrons is difficult (use the dire wolf stat
version of the Test Market if the players are having fun block for each to underline their fierce bite). But if two of
with these off-the-wall challenges. Use the following set- them are forced together (by a character shoving one of
ups, or use them as inspiration for creating you r own. them, a thunderwave spell, and so forth), they immedi-
ately attack and wholly consume each other. When only
FLASHBAC K one patron remains. it transforms into Propha (the Key-
The inn changes to resemble one of the other inns or master) and the stage ends.
taverns the characters have been to previously during

C HAPTER 4 (THE ORRERY OF THE WANDERER


188
FOOD FIGHT Of course, all members of the Six have been prom-
The characters appear behind the bar, with every patron ised safe harbor and cushy desk jobs under this
in the inn shouting furiously at them regarding poor ser- new regime.
vice. The patrons begin to hurl food at the characters : The Keymaster'sjob is to oversee the different Test
+4 to hit, 4 (ld8) bludgeoning damage. The patrons are Market dimensions. It has been allowing servants of
immune to damage from any of the characters' normal the Six into the various Test Markets and the ritual
attacks and spells. However. each patron is vulnerable site, while trapping and eliminating anyone coming in
to one type of food currently being hurled around the to cause trouble-especially meddlesome and pesky
inn. If that type of food hits a patron, they immediately adventurers.
vanish. When all the patrons have been vanquished in • The people within the default version of the inn are or-
this way, the stage ends. dinary mortals trapped by magic, and must remain in
the inn until the ritual is shut down. The real Propha
CO NFRO N TI NG THE KEYMASTER likewise remains trapped in stage 3 of the Test Market
until the ritual ends.
Whether as a result of information gathered during The amulet the doppelganger wears controls which
stages of the Test Market, magic brought to bear while Test Market appears when a door is opened. The am-
talking to "Propha," or simply adventurers' instinct, the ulet can also open the door to the basement, which
characters eventually become aware of the Keymaster's leads to the dimensional caverns (see below), which in
identity. If this happens before the characters have trig- turn lead to the ritual site.
gered all the presented stages of the Test Market, that's The Keymaster can use the amulet without needing
fine. You can have the Keymaster flee through an inte- to make an ability check, and will do so at the char-
rior door to generate a new stage (see below). Or you can acters' request if its life is spared. Anyone else who
ignore the later stages and let the characters capture the uses an action to activate the amulet and succeeds
doppelganger (especially if the players are anxious to get on a DC 15 Intelligence (Arcana) check can open the
to the ritual site as quickly as possible). basement door.
When the Keymaster's true nature is discovered, it
shifts to its natural form and engages the characters ff the characters control the amulet. they can access
in combat. The Keymaster uses the doppelganger stat any versions of the Test Market, but planar energy
block with the iconic affiliate of the Six features (see continues to course through the Oran & Courtier as a
"Iconic Faction Features" in appendix B). result of Splugoth's ritual. Opening the inn's main doors
The doppelganger leads with Multiattack if it has or contacting NPCs moving through other versions of
surprise, to make the most of its Surprise Attack trait. the Test Market (including the "C" Team) is impossible
It otherwise uses its Glimpse of the Beyond feature to until the ritual is ended. But once the basement door is
blind as many foes as possible. It then attempts to drink opened from within any stage of the Test Market, the
a potion of invisibility and flee. characters are ready to enter the dimensional caverns-
If you want it to, the Keymaster opening one of the and to save FaerGn.
inn's interior doors triggers the next stage of the Test
DIMENSIONAL CAVERNS
Market. The doppelganger can vanish in that next stage
to leave the characters to their own devices, or it can
--------
When the basement door is opened, read:
remain in the next stage. engaging the party in combat
and attempting to help the threats of that stage fin -
ish them off. Instead of a basement stairway, a rough stone tunnel
The Keymaster bargains for its life if reduced to 35 hit stretches away from the Dran & Courtier, quickly wid·
points or fewer, revealing the following if the characters ening to a cavernous space studded with purple crys·
agree to spare it: tals. The tunnel echoes with strange voices and far-off
• All the versions of the Oran & Courtier-even the sounds, as if originating from distant places ... or per·
"normal" version-are part of the Test Market.Jim haps even distant worlds.
Oarkmagic foolishly created the Test Market as a
way to test (or, you know, torture) applicants to Ac-
quisitions Incorporated. This established the Dran & The tunnel is unlit. A successful DC l2 Intelligence
Courtier as a crossroads between demiplanes, and its (Arcana) check made while investigating the tunnel con-
planar instability makes it perfect for opening portals firms that it is wholly contained within a pocket dimen-
to additional dimensions. sion. Because the characters have been in possession of
• Splugoth the Returned does not lead the Six, but he the orrery housing and some of its components, they feel
oversees this operation. He hates Acquisitions Incor- the presence of whichever components Splugoth now
porated, as does everyone in the Six. possesses at some great distance straight ahead.
• The components of the Orrery of the Wanderer are To provide context for the background noise, tell
being used to anchor a complex ritual that will open the players that the characters are hearing snippets
a portal to the Far Realm. When the portal opens from the adventures of the "C" Team and Acquisitions
completely, an otherworldly army will emerge to de- Incorporated. You might even use dialogue from an Ac-
stroy Red Larch, sweep across the Sword Coast, and quisitions Incorporated live play session as background
wipe out Acquisitions Incorporated in the process. sound while the characters traverse the tunnel.

CHAPTER 4 I THE ORR.ERY OF THE WANDERER


189
I dislike deep crows immensel~-_But
cooked up with cheese are delicious.
their eggs when
.
~
The tunnel continues for what feels like forever before - Jim Oarkmag1c
the ceiling suddenly begins to rise. The walls frame an
impossibly tall canyon that slowly widens, the air becom-
ing hot and heavy with the scent of sulfur. Glowing vents
Other characters can note that as Raah shifts around its
of magma fill a huge cavern with a dull red glow. From nest, books and scrolls are knocked out to drift to the
somewhere ahead, you hear a deep, echoing caw, sound- ground. all focused on the same subject matter as the
ing like the call of some great bird. It repeats periodically, destroyed works.
always far off in the distance.
THE HARD WAY
Set into a large cleft in the canyon wall is an enormous
The characters are free to engage Raah in battle. It has
nest of sticks, bones, paper, and other debris. An im- a lot of pent-up rage these days, and is happy to have
mense black form resembling a crow shelters in the nest. someone to direct that rage against other than itself. An
It has a beak that comes together like mandibles, large ancient deep crow is a formidable foe, and Raah does
enough to grasp a horse. Even more unsettling are the not hold back in combat, opening with its Shadow Caw
multitude of eyes clustered on its forehead, though those and carving up characters who dare attack it. Even as
the battle unfolds, however, the characters shou ld have
are thankfully all closed in sleep.
the chance to realize that there arc other options .
During the fight, Raah s hrieks angry epithets in the
The ancient deep crow in the nest (see appendix B) Deep Crow tongue, such as: "I'll kill you all! Because
is only pretending to sleep. Any character studying what else am I good for? No one cares!" If none of the
the creature and succeeding on a DC 18 Intelligence characters understands Deep Crow, a successful DC 15
(Nature) or Wisdom (Perception) check notices one of Wisdom (Insight) check detects a note of self-recrimina-
ics eyes opening momentarily 10 a glowing red slit. The tion in the creature's savage caw. At the same time, as
deep crow's name is Raah, and ii (thankfully) has things the ancient deep crow swoops around or a character's
on its mind other than eating adventurers, as the charac- fireball spell catches the edge of the nest, more parch-
1ers soon discover. ments might dislodge. revealing underlined passages
fil led with humanoid dating advice.
APPROACHING THE NEST At any point at which the characters offer to cease
As the characters draw closer. they see a broad expanse hostilities, or if they are clever e nough to negotiate with
of detritus and guano spread out below the nest. With a Raah from the outset, proceed as follows.
successful DC 10 Wisdom (Perception) check, a charac-
DATING ADVICE
ter notes that a great amount of that detritus appears to
be shredded parchments and bound books-all works Having a character able to speak Deep Crow with the
destroyed by Raah in various fits of pique. use of a tongues spell or similar magic makes dealing
Either before or after the ancient deep crow awakes, with Raah a lot easier. But if not. don't be afraid to
any character can draw close enough to the pile ro in- explore the comedic value of negotiating with a deadly
vestigate the destroyed works. These bear s uch titles lovesick monster by way of pantomime and crude art
as Twenty Ways to Gain Your Lover; Crazy Little Thing scratched on cavern walls. (The books in the nest
Called Love; What is Romance?; Men are from Abeir. are evidence that Raah can understand at least a bit
Women are from Tori/; and so forth. Passages on nearly of Common, which might also give the characters
every ruined page are crudely underlined and circled a leg up.)
with guano-based pigment. If the characters ask Raah about the books, the an-
cient deep crow threatens again to kill them all, but
WAKING RAAH holds back from attacking. Give the characters free rein
At whatever point is convenient as the characters in- as they attempt to communicate with an otherworldly
spect the ruined books or try to skirt past the ancienr creature stricken with all-too-worldly relationship
deep crow's nest, Raah angrily "wakes up:· woes, using the following points and ability checks as
guidelines.
If the characters are supportive and sincere in their
A sense of doom pervades the cavern around you as the attempts to engage the deep crow, you can decide that
ancient deep crow suddenly rises up. Its great wings successful roleplaying a nd a reasonable number of
unfurl, its multiple eyes blazing red as it lets loose a caw successful ability checks let them gain Raah's trust.
that shakes the cavern walls. On a badly failed check or in response to a snide
comment, Raah might attack again for a round before
calming down.
Any character who succeeds on a DC 14 Wisdom (In- Understanding Raah. A successful DC 14 Wisdom
sight) check intuits that despite its aggressive display. at (Insight) check reveals that Raah is feeling emotionally
least some of the a ncient deep crow's outrage is feigned, wounded and unsure of itself. The threats it can mani-
and that it appears to be in a deep state of melancholy. fest in battle are deadly, but the ancient deep crow gets
no satisfaction from its combat prowess.

C M APTER 4 I THE ORRE RY OF T M I' WA NDERER


A successful DC 16 Intelligence (Nature) check allows
a character to recall obscure lore about deep crows and The in ky black space above is now dotted by pulses of
their reproductive practices. A deep crow mates only purple and green fi re. The canyon narrows, then o pens
once in its lifetime, and Raah has so far been spectacu- again into a cavern, where a broad sandstone rise is lit by
larly unsuccessful in its attempts to find a mate. sheets of green Aame that scour the ceiling. Thin shelves
A successful DC 16 Charisma (Persuasion) check of eroded rock emerge from the center of the rise to cre-
encourages Raah to share that its deep crow parent and
ate a large central mesa. Ten other goblins stand guard
nest mates taught it only to embrace rage and physical
power. It never learned about its emotions or how to around this promontory, which has twisting steps lead-
listen to others. As a result, the deep crow doesn't know ing up to whe re Splugoth stands.
what to say to a potential mate. It just tries to break stuff A sandstone pillar rises from the mesa before the
to impress them. goblin. Floating above it is the orre ry, its clockwork com-
Giving Raah Advice. A successful DC 12 Intelligence
ponents spinning rapidly, glowing with power. Behind
(Investigation) or Wisdom (Perception) check to quickly
Splugoth is a rift in reality-a purple woun d in the world,
assess Raah's reading material determines that the
ancient deep crow is highlighting everything, no mat- beyond wh ich you can see goblins with purple eyes, extra
ter how good or bad the advice might be-and with no limbs, and other strange mutations. The Far Realm gob-
thought given to the fact that relationship advice for hu- lins push forwa rd, trying to press through the portal and
manoids has no bearing on its own needs. Raah needs into your wo rld.
better guidance.
Splugoth laughs. "You are too late! The ritua l is under
Allow the characters to give Raah any relationship
advice that feels apropos. This might involve roleplaying my control, and now you must hear my most vil lainous
in more ways than one, as a character takes on the part speech! Oh, who am I kidd ing? Goblins, kill these med-
of a prospective deep crow partner and Raah tries to put dlesome fools ! And just to sway the odds, how abou t
the advice into practice. If you need mechanics for this some ironic assistance for my minions?" With a flourish,
scenario, call for DC 14 Charisma (Persuasion) checks Splugoth manipulates one of the orrery's clockwork
from each character offering advice to determine how
components. Four purple-black outlines begin to form
well Raah takes it.
before the rift-slowly taking the shape of characters you
MOVING ON recognize.
When the characters have either defeated or befriended
Raah, they can continue beyond the ancient deep crow's
cavern toward the ritual site.
FRI ENDS FRO M T H E F A R R EAL M
As the ritual approaches its end, the magic imbued
The ancient deep crow's cavernous lair begins to taper into the orrery components senses the presence of the
down again, reveal ing another canyon passage ahead. characters and works to thwart them. Drawing from the
The light of volcan ic vents fades behind you as you con- franchise's collective subconscious, the ritual manifests
the most terrifying figures the characters can thin k of-
tinue into darkness.
their bosses.
At the start of combat, wraithlike Far Realm versions
of Omin Dran,Jim Darkmagic, Morgren, and Viari ap-
THE END OF THE WORLD pear in front of the planar rift. On initiative count 10
~~~~~~~~~~~~-

each round, roll on the Far Realm Friends table to deter-


This is it! The showdown with Splugoth! The moment
mine which of those manifestations vanishes from be-
of truth as the characters battle for control of the orrery
fore the rift, appears suddenly in the thick of combat at a
and try to stop the world's end!
location of your choosing, and lays into the characters.
The read-aloud text below assumes that the Six suc-
cessfully gained the housing of the Orrery of the Wan-
FAR REALM FRIENDS
derer in episode 5. If they don't have the housing, any
components the Six have obtained spin in place on their d4 Far Realm Friend
own. (Even if the characters thwarted the Six at every Omin Dran
turn, Splugoth holds at least the far gear.) 2 Jim Darkmagic
Map 6.2 shows the setup of the ritual site and the fi - 3 Morg~n
nal battle. 4 Viari

Whichever Far Realm friend appears in combat lin-


gers on the battlefield until initiative count 0, when it
vanishes and reappears before the rift again.
All franchisees must note: Each Far Realm version of an Acquisitions Incorpo-
rated character is shaded purple-black, its eyes glowing
Expenses i~c~rred during extra planar excu rsions yellow-gold. A Far Realm friend has all the information
are NOT el1g1ble for reimbursement. about the characters that Head Office knows, and uses
-Omin Dran
CHAPTER 4 I THE ORRERY OF THE WANDERER
that knowledge to be as effective as possible in combat. with a successful DC 13 Intelligence (Investigation) or
It uses the appropriate stat block found in appendix A, Wisdom (Perception) check.
but is neutral evil. Once detected, a rune can be disabled with a DC 15
The Far Realm friends cannot be attacked while they Intelligence (Arcana) check or Dexterity check using
wait before the rift- only when they manifesr in combat. thieves' tools. A character aware of the rune can also
A Far Realm friend that is killed does not reappear in attempt a DC 14 Strength (Athletics) check to jump
front of the rift. If that character is subsequently rolled safely over it. Moving past the rune otherwise deals 5
on initiative count 10, no Far Realm friend enters the (ldlO) necrotic damage to a creature and teleports it
fight that round. back to the cavern entrance. The runes remain active
until disabled.
REACHING THE MESA Planar Rift. The rift tearing reality apart hovers a
As the characters fight, their primary goal will be to few feet above the mesa and pu lses with eldritch power.
reach the top of the sandstone mesa, from which the or- A character who reaches the top can see more details
rery components and the ritual can be controlled. Char- behind the Far Realm friends and the army of goblins
acters can use the steps to reach the top, but those steps visible within the rift, including enormous nightmare
are warded against intruders (see below). Moreover, the creatures with far too many eyes. tentacles, and teeth.
Far Realm friends and the goblins fighting for S plugoth
attempt to stop the characters from reaching the top SPLUGOTH 'S FORCES
at any cost. Splugoth spends most of the fight mocking the charac-
Characters can climb to the top of the promontory. ters, as long as he and his forces have the upper hand.
but the weathered sandstone crumbles easily. It takes a While he controls the orrery components (see below), he
successful DC 14 Strength (Athletics) check to reach the uses a bonus action to mutate his goblins or send an el-
top. with climbing gear or a rope providing advantage on dritch bolt toward a particularly troublesome character.
the check. This leaves him free to attack a character who reaches
Twis ting Step s and Rune Traps. The steps leading the mesa top. If he does not currently control the orrery,
up the mesa shift underfoot as a result of Far Realm he attempts to regain control.
energy flooding through them, making them difficult Mutating Goblins. During the fight, Splugoth's goblin
terrain. Additionally, each flight of steps is trapped at its minions start out as a force of ten goblins, with their
midpoint with a magical rune that can be detected only numbers and combat features augmented by the ritual

C HAPTE R 4 I T ll E O RR E RY OF T H E WAN DERER


KEEPING THE BATTLE E XCITING
This final fight is a complex battle with a lot going on.
Whether you want to simplify the encounter or dial up the
chaos, you can tweak the elements of the fight as needed
to create an exciting challenge.
When the ritual summons new goblins, you can have
the minimum or maximum number appear, depending
on how the characters are doing in the fight. If the charac·
ters are so focused on the fight that they don't ma ke the
connection between Splugoth's control of the orrery com·
ponents and the goblins' appearance, have any character
trained in Arcana or Religion intuit that controlling the
components can shut down the summoning.
Likewise, if Splugoth is brought back to life by the ritual,
you can make it clear to the characters that seizing control
of the orrery components can prevent this from happen-
ing. At your discretion, you might also limit how many
times Splugoth can be returned to life in this manner.
During the fight, feel free to reward player ingenuity.
Maybe a character attempts to baffle or seduce a Far
Realm friend to remove that ma nifestation from the fight
for the round. If it's roleplayed well enough and you think it
might be fun, let it work.

and by Splugoth's control of the orrery components


during the fight. S ee "Ritual Actions·· and "Using the
Components" below for more information. The goblins
s pread out, with some hanging back to use their short·
bows and others pushing forward into melee.

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.

CHAPTE R 4 I T ll lo. ORRl::RY OJ I llE WANDERE R


llJI
If the characters were victorious, you can all celebrate Acquis itions Incorporated franchise. New rivals, new
a job well done! When the ritual ends, any remaining allies, and new opportunities are su re to make their
goblins surrender and beg for mercy (and jobs). Where presence known.
the rift once opened, a temporary portal now leads back
to the Oran & Courtier. which has returned to normal. THE CAMPAIGN TO COME
The freed (and real) Propha Oran thanks the characters
So what's next? Only you and the players know for
for saving the establishment and promises that they will
sure. You can extend this campaign by allowing the
always drink for free while in Red Larch. The members
characters to resolve plot hooks left open from previous
of the "C'' Team are likewise indebted to the characters,
episodes. or you can build on this adventure with new
promising them "just heaps of money'' at some time in
hooks like the following:
the future.
If the characters were successful in giving relation-
0RR ERY OF THE WANDE RER ship advice to Raah the ancient deep crow. it might
The final state of the orrery depends on what happened ask for (or, you know, demand) their assistance to
during the ritual. If a significant number of mishaps locate and assess potential mates, involving combat or
occurred while the characters and Splugoth fought for matchmaking as you dete rmine.
control of the components, the orrery might develop • Acquisitions Incorporated has been working to open
even more random properties, or it might lose some of a franchise in Luskan, and the characters' experience
its more potent powers . Either way, it remains a power- in that city makes them the perfect people to lead the
ful artifact, as detailed in appendix D. operation. Because they're totally on the best of terms
In keeping with their promise to Lottie, the characters with Oran Enterprises!
are obliged to break the orrery up again and scatter its • Lottie the lich calls in he r favor of not killing the party
components far and wide. But hey, sometimes adven- to hire the characters as troubleshooters. She might
turers are forgetful. In the end, Omin Oran might have need someone lo help her out with difficulties in her
to announce that Head Office is taking charge of the expansive business operations, or to take care of ri-
orrery's final fate- though the franchise might certainly vals trying to shoehorn their way into the Greypeaks
be entitled to keep a favorite timepiece. (Or two. Really, casino trade. Sure, she's evil. But is she really ·'evil"?
who can keep track of these things?) And wherever its It's a fine line.
pieces end up. the Orrery ofthe Wanderer still has a will When the characters left the bodies of the dwarf
of its own, and might spawn additional adventures in wedding party at the end of episode 5. the dwarves
the future. immediately understood that they'd been possessed.
Through divination magic or incriminating evidence
T H E FATE OF THE FRANCHISE accidentally left in the caravan on the way out of Horn
At an appropriate time. Omin Oran summons the Enclave, Clans Thunderwind and Dhargun know that
characters to Acquisitions Incorporated Head Office in the characters were the ones responsible. Clan Dhar-
Waterdeep for a special dinner to thank them for a job gun might want to hire the characters as operatives
well done. The cost of admission is even reduced for the for their business operations or engage in commercial
characters and their guests! Whatever reward you think agreements with the franchise on the basis of the
is appropriate can be bestowed upon the characters- characters' extraordinarily clever ruse. Clan Thunder-
including magic or contracts that provide convenient wind might want them all dead.
hooks for upcoming adventures. • If the characters didn't defeat him, evil arcbmage-for-
hire Hoobur Gran'Shoop is still out there somewhere .
FRANCHISE DOWNTIME The crazed gnome might be spoiling for revenge. Or
Even though "The Orrery of the Wanderer'' is at an end, he might have forgotten all about the characters, only
the characters should run downtime activities. both as to accidentally cross their paths again on completely
a celebration of their victory (or to lessen the sting of a unrelated business. Seriously, he's a little out of it.
partial defeat) and to set the course for the campaign to • As word of their triumph over the Six spreads, char-
come. The characters might enjoy changing cosmetic acters returning to Waterdeep for business will be
elements of their franchise headquarters to reflect their sought out by Otis Adalgrim, who wants them to meet
recent victories, spread their reputation as heroes, the Blackstaff, Vajra Safahr. The characters could be
cement recent alliances, wrap up open plot hooks, or asked to join the Gray Hands, and might have an op-
deal with debts or obligations incurred while saving portunity to work with Force Grey- an elite group of
the world. specialist adventurers drawn from the Gray Hands.
• Rumors begin to spread of purple-and-black versions
FRIEN DS AND ENEMIES of famous Acquisitions Incorporated members rob·
The characters' heroics might have changed the dy- bing treasure vaults up and down the Sword Coast.
namic between Acquisitions Incorporated and Oran That can't be real. right?
Enterprises, for good or ill. Likewise, a failed ritual Whatever direction you and the players decide to take
deals the S ix a severe setback, though Jeff Magic your Acquisitions Incorporated campaign in, kee p one
(Splugoth's lich boss) is sti ll out there somewhere. But eye on the balance sheet, the other eye on the competi-
whether the S ix seek immediate revenge or decide to tion- a nd have fun.
bide their time, things don't stay quiet for long for an

C:HAPTJ:. R ·~ I T H I ORRERY Of' TH£ WAN DERE R


ICJ'i
APPENDIX A: ACQ INC
This section details some of the notable NPCs who can
play a part in an Acquisitions Incorporated campaign.

O MIN D RAN
1\{y duty, first and foremost, is to my shareholders. And I am
the only shareholder.

Ominifis Hereward Dran spent his formative years


in the small waystop of Red Larch, where his mother,
Prophetess, ran a popular inn and restaurant. In the
brief periods of respite afforded by working the family
business, Omin and his sisters. Auspicia and Portentia,
were wont to wander the hills and trails around town,
dreaming of adventure. But adventure of the wrong kind
came calling for the trio one day, when an underground
ruin they had often explored- actually a creature called
the Wandering Crypt-took Auspicia from the world.
Orn in Dran built the organization called Acquisitions
Incorporated to facilitate and expand his quest to find
his true s ister, at least in part. For despite his unprece-
dented success in establishing the market for franchised
adventuring across the Sword Coast and beyond, Om-
in's full measure eludes most people. He is known to be
a worshiper of Tymora, ruthless in matters of business,
feckless in matters of love, and hopeless in games of
chance. Omin is also often accused of being one of the
Masked Lords of Waterdeep, though this bit of fancy
earns little more than a chuckle in response. And even
if the rumor were true, Omin would never leverage such
a position for greater financial gain and power. Because
that would be wrong ...

Cantrips (a t will): guidance, sacred flame , spare the dying,


0MIN DRAN thaumaturgy
Medium humanoid (half elf), lawful neutral
1st level (4 slots): bless, command, divine favor, shield offaith
2nd leve l (3 slots): enhance ability, hold person, magic weapon,
Armor Class l l\ (plate)
silence, spiritual weapon
Hit Points 65 (10d8 + 20)
3rd level (3 slots): beacon ofhope, crusader's mantle, dispel
Speed 30 ft.
magic, mass healing word, spirit guardians
4th level (3 slots): death ward.freedom of movement, locate
STR DEX CON INT WIS CH A creature, stoneskin
16 (+3) 8 (-1) 14 (+2) 11 (+O) 18 (+4) 12 (+1 ) 5th level (1 slot): dispel evil and good, flame strike, hold monster,
greater restoration, legend lore
Saving Throws Wis +7, Cha +4
Skills Deception +4, Insight +7, Intimidation +4, Medicine +7, ACTIONS
Perception +7, Persuasion +4
Senses darkvision 60 ft. , passive Percept ion 17 Multiattack. Omin makes two attacks with his m aul.
l anguages Comm on, Dwarvish, Elvish, Goblin Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one ta rget.
Challenge 5 (1,800 XP) Hit: 10 (2d6 + 3) bludgeoning damage.

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.

Spe/lcasting. Omin is a 9th-level spellcaster. His spellcasting


ability is Wisdom (spell save DC 15, + 7 to hit with spell at-
tacks). He has the following cle ric spells prepared:

APPENDTX A I ACQ. INC


r9G
JI M D A RKMAGIC
Have a magical day!

James Winifred Darkmagic III is the scion of a mys-


terious, multiplanar wizarding family.Jim's arcane
pedigree has long preceded him, incorporating equally
healthy amounts of magical training and innate eldritch
prowess. However, despite a natural talent that could
have allowed him to make a name for himself as a court
wizard, or perhaps "'that strange old man in the village."
Jim's original penchant was not for the magic of scroll or
spell. but for the stage.
As an entertainer and purveyor of the "Jim Darkmagic
Experience," the legendary mage can often be found in
markets and town squares, performing feats of mun-
dane legerdemain. The renown he has earned for these
feats is nearly equaled by the re putation that follows
him as chief arcanist (and occasional arsonist) for Ac-
quisitions Incorporated. And although his skills as an
adventurer and real wizard remain highly sought after,
Jim looks forward to a well-earned retirement. at which
point he hopes to become a ··real wizard"- by which he
means a fake wizard- full time.

Spellcasting. Jim is a 9th-level spellcaster. His spellcasting abil·


JIM DARKMAGIC ity is Intelligence (spell save DC 15, +7 to hit with spell attacks).
Medium humanoid (human), chaotic neutral
He has the following wizard spells prepared:
Armor Class 12 (1 S with mage armor) Cantrips (at will): fire bolt.friends, mage hand, minor illusion ,
Hit Points 40 (9d8) prestidigitation
Speed 30 ft. 1st level (4 slots): disguise self.Jim's magic missile,* shield,
mage armor
STR DEX CON INT WIS CHA 2nd level (3 slots): invisibility, Jim's glowing coin,* scorching ray
8 (-1) 14 (+2) 10 (+0) 18 {+4) 12 (+l) 14 (+2) 3rd level (3 slots): incite greed,* dispel magic, fireball
4th level (3 slots): conjure minor elementals, polymorph
Saving Throws Int +7, Wis +4 Sth level (1 slot): mislead
Skills Acrobatics +S, Animal Handling +4, Arcana +7, History *New spell introduced in chapter 3
+7, Performance +S
Senses passive Perception 11 ACTIONS
Languages Common Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Challenge S (1,800 XP) range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

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 ...

A product of life on a small-town farm, the rogue known


as Viari carries fond memories of those childhood days
and his loving family. (Well, except for that thing where
his parents insist on thinking of his older brother as the
successful one.) But he can be quick to show self-con-
sciousness when talking of where he came from, and he
never speaks of the name he bore in that fo rmer life.
After quickly rising in the ranks of Acquisitions Incor-
porated since joining that august team, Viari has come
to head what's known as the organization's Stabbing
Department. A potent threat in both dueling and earnest
debate, he demonstrates an equal flair for planning and
forethought, mad combat moves (involving leaping off
high places whenever possible), and dark vengeance.
Viari's career as an adventu rer was nearly cut short
during a battle of which the bards still sing. Unleashing
a devastating attack with the aptly named Apocalypse
Dagger, the rogue destroyed a giant single-handedly-
and lost his arm in the process. Although Viari was
made bodily whole again in an equally dramatic magical
fashion, some of those closest to him have noticed that
those miraculous events weigh on him still, perhaps
suggesting consequences that only he foresees.

Second-Story Work. Climbing does not cost Viari extra move·


VIA RI ment. Additionally, when he makes a running jump, the dis·
Medium humanoid (human), chaotic good
tance he covers increases by 5 feet.
Armor Class 18 (+1 studded leather; 19 while wielding two Sneak Attack (1/Turn). Viari deals an extra 14 (4d6) damage
melee weapons) when he hits a target with a weapon attack and has advantage
Hit Points 65 (10d8 + 20) on the attack roll, or when the ta rget is within 5 feet of an
Speed 30 ft. al ly ofViari that isn't inca pacitated and Viari doesn't have
disadvantage on the attack ro ll.
STR DEX CON INT WIS CHA
12 (+l) 20 (+5) 14 (+2) 10 (+O) 8 (- 1) 14 (+2) ACTIONS

Saving Throws Dex +8, Int +3


Multiattack. Viari makes two attacks with his shortsword and
Skills Acrobatics +11, Athletics +7, Perception +5, Performance two attacks with his rapier.
+5, Persuasion +5, Sleight of Hand +11, Stealth +8 +1 Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Senses passive Perception 15 target. Hit: 9 (1 d6 + 6) piercing damage.
languages Common, Draconic, thieves' cant
Challenge 5 (1 ,800 XP) Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (ld8 + 5) pierci ng damage.
Evasion. lfViari is subjected to an effect that allows him to
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.
make a Dexterity saving throw to take only half damage, he
o r ra nge 20/60 ft., one target. Hit: 7 (ld4 + 5) piercing damage.
instead takes no damage if he succeeds on the saving throw,
and only half damage if he fails. He can't use this tra it if he 's REACTIO NS
incapacitated.
Uncanny Dodge. Viari halves the damage that he takes from an
attack that hits him. He must be able to see the a ttacker.

APPENDIX A I ACQ INC


M6RG.£N
If I had wanted to kill, 1 would have killed.

The ranger Morgren is a renowned tracker and hunter,


able to pinpoint-target foes at any range. then vanish into
the woods with no one the wiser. Her legendary ability
with the longbow and the custom arrows she crafts
instills fear into the hearts of her many enemies- and
more than a few of her coworkers. Famously, she is the
only member of Acquisitions Incorporated known to be
paid in advance, lest a missed invoice lead to dire re-
percussions.
A child of the forest. Morgren defends the natural
world with singular ferocity and an impressive rate of
sustained fire. I !er core philosophy is that one should
shoot first and then ask no questions later. Because
what's the point of asking questions when the person
you've shot first is already dead? Still. when the situation
calls for it. this protector of the woodlands is equally at
home on missions of subterfuge and social interaction
in the big city. provided her well-known love of ale, wine,
and other intoxicants doesn't get the better of her.

Innate Spe/Jcasting. Morgzn's spellcasting ability is Intelli-


M6RG..£N gence. She can innately cast the following spells, requiring no
Medium humanoid (elf). chaotic neutral
material components:
Armor Class 16 (studded leather) At will: mage hand
Hit Points 66 (12d8 + 12)
Spe/Jcasting. Morgzn is a 9th-level spellcaster. Her spellcast-
Speed 30 ft.
ing abil ity is Wisdom (spell save DC 12, +4 to hit with spell
attacks). She has the following ranger spells prepared:
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 12 (+1) 14 (+2) 10 (+O) 1st level (4 slots): alarm, animal friendship, hunter's mark
2nd level (3 slots): pass without trace, spike growth
Saving Throws Str +3, Dex +6 3rd level (2 slots): conjure animals
Skills Athletics +3, Insight -;-4, Nature +3, Perception +4, Stealth
+6, Survival +4 ACTIONS
Senses darkvision 60 ft., passive Perception 14 Multiattack. Morgzn makes three attacks with her scimitars or
Languages Common, Draconic, Dwarvish, Giant, Goblin
he r lo ngbow.
Challenge 4 (1,100 XP)
Scimitars. Melee Weapon Attack: +6 to hit, reach S ft., one tar-
Fey Ancestry. Morgzn has advantage on saving throws against get. Hit: 7 (ld6 + 4) slashing da mage.
being charmed, and magic can't put her to sleep.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft ..
one target. Hit: 8 (1d8 + 4) piercing damage.

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.

THE "C" TEAM


The Acquisitions Incorporated "C" Team is an up-
and-coming adventuring franchise whose members
have proven themselves able to handle the most dire
threats-and equally able to fully capitalize on the resul-
tant marketing opportunities. Tales of the group's adven-
tures are well known across the North and the Sword
Coast. But less well known to many is that the "C" team
did not come together by mere chance.
Walnut Dankgrass. Rosie Beestinger, Donaar Blit'zen.
Medium humanoid (human). lawful neutral and K'thriss Drow'b were all hand-selected for mem-
bership in Acquisitions Incorporated by founder Omin
Armor Class 12 (15 with mage armor) Oran, based on an experience he'd had as a young man.
Hit Points 40 (9d8) • Upon entering a creature called the Wandering Crypt,
Speed 30 ft. Omin saw a vision of the heroes who would deliver his
sister from that same creature years hence-and later
STR DEX CO N INT WIS CHA created the "C" Team as a manifestation of his lifelong
10 (+0} 14 (+2) 10 (+O) 17 (+3) 13 (+l ) 13 (+l)
goal of seeing Auspicia Oran returned to the world.
The "C" team is headquartered in the small town of
Saving Throws Int +S, Wis +3
Skills Arcana +5, Diplomacy +3, History +S, Perception +3
Red Larch, residing at the Oran & Courtier inn. The fact
Senses passive Perception 13 that the proprietor of this inn is one Prophetess "Pro-
languages Common, Draconic, Elvis h, Gnomish pha'' Oran, mother of Om in Oran, is entirely coinciden-
Challenge 4 (1,100 XP) tal but a totally excellent strategic and cost-saving move.

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

APPEND IX A I ACQ INC


200
DONAAR BLIT'ZEN
Medium humanoid (dragonborn), chaotic good

Armor Class 18 (plate)


Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 8 (-1) 14 (+2) 10 (+O) 10 (+O) 16 (+3)

Saving Throws Wis +2, Cha +5


Skills History +2, Insight +2, Intimidation +5, Persuasion +S
Damage Resistances acid
Senses passive Perception 10
Languages Common, Draconic, Ore
Challenge 3 (700 XP)

Champion Challenge (Recharges after a Short or Long Rest).


As a bonus action, Donaar causes each creature of his choice
that he can see within 30 feet of him to make a DC 13 Wisdom
saving throw. On a failure, a creature can't willingly move more
than 30 feet away from Donaar. This effect ends on the creature
if Donaar is incapacitated or dies, or if the creature is moved
more than 30 feet away from him.
with dental hygiene, Donaar named his greatsword Spel/casting. Donaar is a 5th-level spellcaster. His spellcasting
Toothbrush and calls his whip Floss. He ca rries an ability is Charisma (spell save DC 13, +5 to hit with spell at·
actual toothbrush (named Percival) and actual floss at tacks). He has the following paladin spells prepared:
all times. 1st level (4 slots): command, compelled duel, cure wounds,
Those who know Donaar quickly come to recognize wrathful smite
that the braggadocio that defines him involves a certain 2nd level (2 slots): aid, branding smite, lesser restoration, ward·
amount of artifice. When the young dragonborn left his ing bond, zone oftruth
clan and family to adventure in foreign climes, he real-
ized that doing so provided the perfect opportunity to A CT IO NS
reinvent himself for folk who had no idea what he was Multiattack. Donaar makes two attacks with his greatsword
once like. As such, Donaar has learned that no amount or his whip.
of bravado and compensation is too much- provided he
Creatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
leaves no openings for strangers to call him on it. By the
target. Hit: 10 (2d6 + 3) slashing damage. Whenever Donaar
same token, strangers quickly come to realize chat rein -
rolls a 1 or 2 on a damage die, he can reroll the die and must
forcing Donaar's self-congratulating sense of draconic
use the new roll.
entitlement makes it remarkably easy to win his favor.
Despite his easily massaged vanity, the dragonborn Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
sometimes shows the occasional streak of selflessness. Hit: 5 (ld4 + 3) slashing damage.
Most notably, Donaar serves in his off-hours as part· Acid Vomit. Donaar regurgitates acid in a 30-foot line that is 5
time godfather to a young dragonborn named Chronaar, feet wide. Each creature in that line must make a DC 12 Dexter-
who had inadvertently imprinted on Donaar as a pa- ity saving throw, taking 7 (2d6) acid damage on a failed save, or
rental figure while he watched over her while she was half as much damage on a successful one.
in her egg.

1\J>f'E.N DIX A I AC Q INC


20J
K'THRISS DROW'B
K'thriss's familiar, Ligotti, is a semisapient remnant
All things are divided into meat and mouths-but even a
of a tentacle attack, spawned by the warlock's inter-
mouth is just meat. cessor patron god. Though. entirely alien to the mate-
rial plane (and often appearing in the form of a staff),
The drow warlock K'thriss Drow'b cuts a dashing figure Ligotti uses the stat block of a poisonous s nake with
as the worldly representative of the Ur-a ravenous, these changes:
inscrutable, and largely indifferent elder entity from
• It has an Intelligence score of 12 (+2).
beyond reality. Tapped into this dark power, the "C"
• It has telepathy out to a range of 30 feet.
Team's hoardsperson sees all existence as a puzzle
to unlock, and he is obsessed by the essential lack of
meaning and purpose in the structures of so-ca lled "re- K 'THRISS DROW'B
ality." Still, all things considered, he is most often polite Medium humanoid (elf), chaotic neutral
and affable. Because after a long adventuring career, he
understands that he can't afford to make more enemies. Armor Class 14 (studded leather)
Given his blue skin tone, rumors suggest that K'thriss Hit Points 44 (8d8 + 8)
is of mixed heritage. but no one knows for sure. As a Speed 30 ft.
young and doubting adherent of Lolth. he stumbled
upon fragments of a relic known as the Black Altar, STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 14 (+2) 11 (+O) 18 (+4)
exposing him to their infinite truths and shocking the
drow's hair jet-black. His matching ''beard" is actually
Saving Throws Str +O, Dex +3, Con +2, Int +3, Wis +3, Cha +7
a slow-growing colony of inert spores that K'thriss Skills Arcana +4, Insight +2, Investigation +4, Perception +2,
believes makes him look distinguished. Possessed of Religion +4
alarming and asymmetric crystalline eyes, he often Senses darkvision 120 ft., passive Perception 12
wears a blindfold to spare others his visage, seeing languages Celestial, Common, Elvish, Undercommon; can
through the eyes of his fam iliar while he does. read all writing
Tentacles play a big part in K'thriss's spellcasting, Challenge 3 (700 XP)
whether wrenching him through the sky when he uses
magic to fly, or manifesting in dark, suckered form when Special Equipment. K'thriss wears a robe of stars (accounted
he casts spells such as thorn whip. And when enemies for in his statistics). The robe allows him to cast the follow·
hear K'thriss whisper the deep truths of the Ur-typ- ing spells:
ically something about how on a geologic time scale,
everyone's desires are meaningless-they remember it. 6/day: magic missile (7 missiles)
Awakened Mind. K'thriss can te lepathically speak to any crea-
ture he can see within 30 feet of him, provided the creature can
understand at least one language.
Fey Ancestry. K'thriss has advantage on saving throws against
being charmed, and magic can't put him to sleep.
Sunlight Sensitivity. While in sunlight, K'thriss has disadvan-
tage on attack rolls, as well as on Wisdom (Perception) checks
that rely on sight.
Innate Spel/casting. K'thriss's innate spellcasting ability is
Charisma (s pell save DC 14). He can innately cast the fo llowi ng
spells, requi ri ng no material components:
At will: dancing lights, disguise self
1/day each: darkness.faerie fire
Spel/casting. K' thriss is a Sth·level spellcaster. His spellcasting
ability is Charisma (spell save DC 14, +6 to hit with spell at-
tacks). He regains his expended spell slots when he finishes a
short or long res t, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mending, prestidigi·
tation, thorn whip, vicious mockery
1st- 3rd level (2 3rd-level slots): dissonant whispers, fly, hex,
misty step, sending, shatter

ACTIONS
Muftiattack. K'thriss makes two attacks with his sickle.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. w

Hit: 4 (ld4 + 2) slashing damage. z


ROSIE BEESTINGER
Small humanoid (halj/ing), chaotic goad

Armor Class 15 (Unarmored Defense)


Hit Points 45 (10d6 + 10)
J
Speed 40 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+l) 12 (+l) 14 (+2) 14 (+2)

Saving Throws Str +l, Dex +5


Skills Acrobatics +5, History +3, Intimidation +4, Stealth +S
Senses passive Perception 12
Languages Common, Draconic, Elvish, Halfling
Challenge 3 (700 XP)

Brave. Rosie has advantage on saving throws against being


frightened.

Hal.fling Nimbleness. Rosie can move through the space of any


creature that is of a size larger than hers.

Evasion. If Rosie is subjected to an effect that allows her to


make a Dexterity saving throw to take only half damage, she
instead takes no damage if she succeeds on the saving throw,
and only half damage if she fails. She can't use th is trait if she's
incapacitated. ROSIE BE ESTINGER
Well. I have this jar of eyeballs ...
Shadow Step. When Rosie is in dim light or darkness, she can
use a bonus action to teleport 60 feet to an unoccupied space
she can see that is also in dim light or darkness. She then has Weighing in at just under 30 pounds and with a grand-
advantage on the first melee attack she makes before the end motherly demeanor befitting her advanced age, Rosie
of the turn. Beestinger is easily mistaken for someone on the wrong
side of the "'aggressor/victim" relationship. But this is a
Innate Spellcasting. Rosie's innate spellcasting ability is Wis-
mix-up that few people make more than once. Patient
dom (spell save DC 12). She can innately cast the following
and studious, Rosie has schooled more than one mal-
spells, requiring no material componen ts:
content with what the halfiing refers to as " the sauce"- a
At wil l: minor illusion, sacred flame, thaumaturgy whirlwind of kicks and punches to one or the other
l/day each: command, darkness, darkvision, pass without haunches that can inspire even the toughest half-ore
trace, silence to sprint toward anyplace Rosie isn't. As an increasing
number of folk hear the tales of her prowess, the "C"
A CTIONS
Team cartographer's fame among her fellow halflings
Multiattack. Rosie makes three attacks, then makes two un· has become nothing short of legendary. Still, this ad-
armed strike attacks. oration might be augmented by the sheer number of
Staff ofthe Master (+1 Quarterstaff). Melee Weapon Attack: halfiings related to Rosie. She has a daunting number
+6 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) bludgeon· of natural and adopted children, many of whom have fol-
ing damage, or 8 (ld8 + 4) bludgeoning damage if used with lowed their mother along the adventuring career track.
two hands. Rosie's goals have always been more complex than
merely seeking after adventure. She has long sought for
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft .. ultimate meaning in the stars. and to seek justification
one target. Hit: 6 (ld6 + 3) bludgeoning damage. Rosie's
for her belief that her bonds to her expansive family
unarmed strikes are magical.
are reflected in the endless movements and intricate
REACTI O N S patterns of the sky. However, the Becstinger clan has a
less metaphysical reputation in the eyes of many people,
Deflect Missiles. In response to being hit by a ranged weapon as constantly swirling rumors attempt to connect the
attack, Rosie deflects the missile. The damage she takes from
fam ily to various and nefariou s halfiing criminal enter-
the attack is reduced by ldlO + 9. If the damage is reduced to 0,
prises. Naturally, Rosie knows nothing about any of that.
she catches the missile if it's small enough to hold in one hand
Sure. her nickname is "Grandmother ight," but that
and she has a hand free.
probably doesn't mean anything.

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.

APPENDIX A I ACQ INC


20j
Her retirement is said to be c onnected to a falling out
TH E "B" TEAM
with husband Oak Truestrike. and Brahma has been OP·
Though its exploits are not as well known as those of fel- erating as a solo agent for some time now. Known for a
low franchisees the "C" Team, the Acquisitions Incorpo- personality that is murderous and cheery in equal part,
rated "B" Team has a solid reputation for getting things she utilizes an instrument of dragonborn design in com-
done. Often traveling together in the guise of a musical bat. Known as a war lute, this unique item comes replete
group, the team is best known for its ,;whatever, wher- with hidden storage and powerful weaponry.
ever, whenever" mission statement and a predilection
for extreme violence. (If you meet any of its members, OAK T RUESTRIKE
don't talk about the vampires.just don't.) Oak Truestrike is the "B'' Team's decisionist-and, de-
pending on who you talk to, a reincarnated demigod.
BRAHM A L UTIER (It's a long story.) Those who know him acknowledge
Formally a former member of the "B" Team, Brahma his confidence, his arrogance, and his odd ability to en-
Lutier is a gifted cartographer. spy. and troubadour. gage with others by somehow saying exactly what each
Tutored in at least the latter of those vocations by Audra listener wants to hear. Whether this is some subtle mag-
Courtier (wife of Propha Dran and co-own er of the Oran ical ability or simply grifter's charm, he makes good use
& Courtier inn of Red Larch), Brahma's specialty is a of it either way.
song of domination that is legendarily difficult to resist. Oak becomes a radically different person with each of
his reincarnations, flipping between neutral good and
neutral evil. His memories of past lives have been frac-
BRAHMA LUTIER tured by his many deaths, but he spends each new life
Medium humanoid (elf), neutral
accounting for the previous life in a karmic-ledger kind
Armor Class 12
Hit Points 33 (6d8 + 6) of way. His current incarnation embraces the good side.
Speed 30 ft. Mostly. Except for that occasional toxic bitterness. Oh.
and the misanthropy. Actually. if you end up hating this
STR DEX CON INT WIS CHA guy, it's probably not your fau It.
12 {+1) 15 (+2) 12 (+l) 11 (+0) 13 (+1) 16 (+3)

Skills Perception +3, Performance +5, Persuasion +5 OAK TRUESTRIKE


Senses passive Perception 13 Medium humanoid (elf), neutral good/neulrol evil
Languages Common, Elvish
Challenge 2 (450 XP) Armor Class 15 (studded leather)
_..
Hit Points 32 (Sd8 + 10)
Fey Ancestry. Brahma has advanta ge on saving throws against Speed 30 ft.
being charmed, and magic can' t put her to sleep.
STR DEX CON INT WIS CHA
Spellcasting. Brahma is a 4th-level spellcaster. Her spellcasting 13 (+1) 16 (+3) 14 (+2) 10 {+0) 13 (+1) 11 {+O)
ability is Charisma (spell save DC 13, +5 to hit with spell at·
tacks). She has the following bard spells prepared: Skills Nature +3, Perception +3, Performance +2, Stealth +S,
Survival +3
Cantri ps (at will): mage hand, message, vicious mockery
Senses passive Perce ption 13
l st level (4 slots): charm person, heroism, illusory script, sleep,
Languages Common
unseen servant
Challenge 2 (450 XP)
2nd level (3 slots): cloud of daggers, invisibility
Taunt (2/ Day). Brahma can use a bonus action to target one
creature she can see within 30 feet of her. If the target can hear Fey Ancestry. Oak has advantage on saving throws against be-
Brahm a, it must succeed on a DC 13 Charisma saving throw ing charmed, and magic can' t put him to sleep.
or have disadvantage on ability checks, attack rolls, and saving Keen Hearing and Sight. Oak has advantage on Wisdom
throws until the start of Brah ma's nex t turn. (Perceptio n) checks that rely o n hearing or sight.

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,

BRAHMA LuTIER. "NO PENDRAGON BE EST INC.ER


PHOENIX ANVIL
Medium humanoid (human), lawful neulral

Armor Class 18 (c hain ma il and s hield)


Hit Points 27 (5d8 + 5)
PENDRAGON B EESTINGER Spee d 30 ft.
Medium humanoid (human), neutral evil
STR DEX CON INT WIS CHA
Armor Class 12 (15 with mage armor) 15 (+2) 10 (+O) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Hit Points 27 (Sd8 + S)
Speed 30 ft. Skills Athletics +4, Performance +3 Persuasion +3, Religion +3
Se nses passive Perception 13
STR DEX CON INT WIS CHA Languages Common, Elvish
10 (tO) 14 (+2) 12 (+1) 17 (+3) 10 (+O) 11 (+0) Challe nge 2 (450 XP)

Skills Arcana +5, Investigation +S, Performance +2


Senses passive Pe rception 10 Divine Display (1/day]. As a bonus action, Phoen ix causes his
Languages Common, Draconic, Elvis h, Halfling shield to flare with d ivine light. Each creature of his c hoice
Challe nge 2 (450 XP) within 30 feet of him must succeed on a DC 13 Wisd om saving
throw or be blinded for 1 minute. A creature can repeat the
save at the end of each of its turns , ending the effect on itself
Echo Spell (1/day). Pendragon can cast the spell he cast on his with a success.
last turn, whose casting time becomes 1 bonus action. This
bonus casting uses a spell slot as normal. Spellcasting. Phoenix is a 4th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell at-
Spellcasting. Pend ragon is a 4th·level spellcaste r. His s pellcast- tacks). He has the following cleric spells prepared:
ing abil ity is Inte lligence (spell save DC 13, +5 to hit with spe ll
attac ks). He has the following wizard spells prepared: Cantrips (at will): guidance, light, mending, sacred flame
1st leve l (4 s lots): bane, cure wounds, guiding bolt
Cantri ps (at wi ll ): acid splash, light, mage hand, poison spray, 2nd level (3 slots): hold person , spiritual weapon
shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, sleep A CTIO NS
2nd level (3 slots): blindness/deafness, cloud ofdaggers,
scorching ray Multiattack. Phoenix makes two melee attacks.
Warhammer. Melee Weapon Attack: +4 to hit, reach S ft. ,
A CTIO N S
one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target must succeed on a DC 12 Strength saving throw or be
target. Hit: 5 (ld6 + 2) piercing damage. pushed 5 feet.

APPr::NOlX A I ACQ INC


HOUSE DRAN
A s the renowned head of Acquisitions Incorporated and
totally not a Masked Lord of Waterdeep. Omin Oran
sometimes seems the epitome of the self-made human-
PENDRAGO N BEESTING ER oid. But those who know the story ofOmin's ri se to
Able arcanist Pendragon Beestinger took over as "B" power kn ow the importance of his fam ily to that story-
Team cartographer after Brahma Lutier left the group. and the complicated relationships that continue to bind
In fact. his first assignment was to assist in the team·s Acquisitions Incorporated to the women of House Oran.
attempts to apprehend the wandering bard. An adopted
child of the "C'" Team's Rosie Beestingcr. Pendragon is AuSP ICIA ORAN
his mother's foil in almost every way- including his goal The youngest sister of Om in Oran, the half-elf Auspicia
of wanting to mainstream some of the family's rumored Oran had her life torn apart as a child when she was
criminal interests. Pendragon has. in fact. attempted to seized by a mysterious creature called the Wander ing
kill his mother- and been killed himself in the process. Crypt. Having spent long years in a kind of dark dream
Despite his having been resurrected at Rosie's request, within the crypt, she was saved in the end by her brother
things remain cool between the two. Omin·s tireless efforts and the valor of his handpicked
Pendragon was kicked out of wizarding school as "C'' Team. ow returned safely to the world- and with
a result of the dark rumors following the Beestinger the false Auspicia of the crypt's creation slain-she
clan. Now a self-taught mage. he specializes in making focuses on trying to discover her own identity and to
use of the dangerous spells and weird trinkets he often work through the ongoing complications arising from
comes across in his role as a kind of arcane archaeolo- her ordeal.
gist. Seeking out the family feeling that an adventuring When Auspicia emerged from the Wandering Crypt,
group provides keeps him in the " 8 '" Team, even if that she carri ed within her a growing level of psionic power.
unfortunately comes with Oak Truestrike as a kind of She can't help but read others' minds, but finds that
father figure. wearing a diamond earring helps tamp that unwitting
ability down. This magic has also left her connected
PHOENIX ANVI L to the crypt in a way she doesn't understand. even as it
The " B" Team hoardsperson. Phoenix Anvil is a servant grants her occasional memories of others still trapped
of Waukeen and a soft-spoken sort. Really soft. Like, he there and an awareness of faraway places. In combat,
talk s so infrequently that even he might not recognize she manifests an instinctive knowledge of events before
his own voice. Phoenix comes from the streets, where they happen, often making use of this ability to bring a
he grew up a fighter until a job sw eeping the steps of a fight to a standstill that encourages parley. But she has
small temple ofWaukeen showed him a new path. His only just begun to explore her full precognitive potential.
hunger for coin as an adventurer is thus guided by his
knowledge of what it is to do without. PORTENTIA DRAN
More of an object individual than a people person, ow the owner and driving force behind Oran Enter-
Phoenix is obsessively dedicated to the franch ise's as- prises- perh aps Acquisitions Incorporatcd 's most no-
sets and accounts. Thankfully, he includes his fellow table rival in the adventuring-for-profit-and-power biz-
members among those assets. making him fiercely Portentia Oran is more than she appears to be. Quite
loyal. However, Oak Truestrike is the only team member literally. The person known as Portentia is actually a
he's ever rea lly warmed to, which doesn't do either of changeling, who took the place of the real Portentia be-
them any good. fore her fifth year.
The changeling Portentia can affect a range of dis-
guises, and has spent long years engaged in a mission Prophetess spent long years haunted by the fate of
of manipulating the members of the Oran family. Years her daughter, Auspicia. She never fully believed Omin's
ago, it was Portentia who tricked her sister Auspicia into stor ies about the strange creature that had seized his
exploring the depths of the Wandering Crypt. And she sister, then created a false Auspicia in her stead. Having
would have been successful in arranging for Om in to be long attempted to simply make her peace with the loss,
claimed by that creature as well if he hadn't fled immedi- she was overwhelmed by the real Auspicia's dramatic
ately in search of a weapon to aid his captured sister. and unexpected return to the world. Through all that
Whether in combat or social encounters, Portentia time and currently, Prophetess has maintained a chal -
shifts frequently between different forms and mindsets, lenging relationship with her faith.
only some of which are fu lly humanoid. She fights to Though retired from active service to her deity, Proph-
maim, with a cruel combat style that emphasizes sur- etess can call on her spells and abilities in times of
prise and painful instruction. She is willing to affect need, and remains in constant practice with Confessor.
any appearance or attitude to achieve her goals. But her maul. At her core, she believes that the gods help
what those goals are-for herself and Oran Enterprises those who help themselves. and that people have a
alike remain a secret known only to her. responsibility to their community. A practical sort who
prefer s to do things on her own, she doesn't like to fuss
PROPH ET ESS DRA N with prayer if she doesn't need to, as if bothering Ty-
The el f matriarch of the Oran clan, Prophetess is a re- mora with trifles might seem rude.
tired paladin ofTymora who now runs the inn known Prophetess uses the priest stat block with the follow-
as the Oran & Courtier. Formerly owned by her parents ing changes:
(and once called the Omindran). the inn has been a She is lawful good.
central feature of the village of Red Larch since before
• She has Strength 14.
there was a Red Larch.
• She wears breastplate (AC 14).
• She has the following attack: M aul. Melee Weapon
PORTENTIA DRAN Attack: +4 to hit, reach 5 ft .. one target. Hit: 9 (2d6 + 2)
Medium monstrosity (shapechanger), lawful evil bludgeoning damage.
She has these racial traits: Prophetess has advantage
Armor Class 17 (chain shirt) on saving throws against being charmed, and magic
Hit Points 45 (6d8 + 18) can' t put her to sleep. She has darkvision out to a
Speed 30 ft. range of 60 feet. She speaks Common and Elvish.

STR DEX CON INT WIS CHA


12 (+l) 18 (+4) 16 (+3) 13 (+l) 12 (+1) 14 (+2) AUSPICIA DRAN
Medium humanoid (halfelf), neutral good
Skills Deception +6, Insight +3, Perception +3
Condition Immunities charmed Armor Class 15 (chain shirt)
Senses darkvision 60 ft., passive Perception 13 Hit Points 52 (8d8 + 16)
Languages Common, Elvish Speed 30 ft.
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 15 (+2) 12(+1) 10 (+O)
Sneak Attack (1/Turn). Portentia deals an extra 14 (4d6)
damage when she hits a target with a weapon attack and has Skills Athletics +5, Perception +3
advantage on the attack roll, or when the target is within 5 feet Senses passive Perception 13
of an ally of Portentia that isn't incapacitated and Portentia Languages Common, Elvish
doesn't have disadvantage on the attack roll. Challenge 2 (450 XP)
ACTIONS
Innate Spellcasting (Psionics). Auspicia's innate spellcasting
Multiattack. Portentia makes three melee attacks.
ability is Intelligence. She can innately cast the following spells,
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one requiring no components:
target. Hit: 7 (1 d6 + 4) slashing damage.
At will: detect thoughts
Change Shape. Portentia magically polymorp hs into a human- l /day: augury
oid or beast that has a challenge rating equal to or less than her
ACTIONS
own, or back into her true form. Any equipment she is wearing
or carrying is absorbed or borne by the new form (her choice). Multiattack. Auspicia makes two attacks.
In a new form, Portentia retains her game statistics and ability
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
to speak. but her AC, movement modes, Strength, Dexterity,
get. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing
and special senses are replaced by those of the new form, and
damage if used with two hands.
she gains any statistics and capabilities (except class features,
legendary actions, and lair actions) that the new form has but Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
that she lacks. ft .. one target. Hit: 6 (ld8 + 2) piercing damage.

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 ...

Some adventurers and sages whisper that deep crows


were first spawned as the familiars of evil arcane cast-
ers, abandoned in the subterranean depths and left to
grow to enorm ous size. Others claim these creatures
were once normal crows transmuted by vile essence and
viler powers. But one thing all agree on is that ending up
a meal for one of these m onstrosities is a too-real threat
for those who stumble into their deadly lairs.
Though the deep crow most immediately resembles a
massive ver sion of its namesake bird, this creature is a
unique form of avian insec t. Seen up close, it can easily
be discern ed from any other giant bird by its insectoid
maw, its four-clawed feet, and the cluster of red eyes that
are the most unsettling part of its appearance.

DEEP CROW
Lorge monstrosity. unoligned

Armor Class 17 (natural armor)


Hit Points 133 (1 4dl0 + 56)
Speed 20 ft., Ay 80 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 8 (- 1) 15 (+2) 14 (+2)

Saving Throws Con +8, Wis +6


Skills Perception +6, Stealth +11
Senses blindsight 30 ft., darkvision 120 ft., passive Perception
16
Languages Deep Crow
Challenge 9 (S,000 XP)

Magic Resistance. The deep crow has advantage on savin g


throws against spells and other magical effects.

Shadow Stealth. While in dim light or darkness, the deep crow


can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the deep crow has dis-


advantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.

A CTI O NS
Multiattack. The deep crow makes three attacks: one with its
mandibles and two with its claws.

Mandibles. Melee Weapon Attack: +9 to hit, reach 10 ft., one


target. Hit: 16 (2d10 + S) piercing damage, and the target is
grappled (escape DC 17). Until this grapple ends, the target is
restrained, and the deep crow can't use its mandibles on an·
other target.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.


Hit: 12 (2d6 + 5) slashing damage.
Terror from Above. The deep crow's most fearsome
attack is the bite of its mandibles, which can seize and
hold almost any creature. Their preferred attack is a
snatch-and-grab that sees a deep crow flying off with a ANCIENT DEEP CROW
living victim before its companions have any chance of Huge monstrosity, unaligned
counterattack. Provided the doomed prey doesn't strug-
gle, the deep crow takes it back to its lair to be devoured Armor Class 18 (natu ral armor)
at leisure. Creatures that do struggle might be repeat- Hit Points 187 (15dl2 + 90)
edly dropped from a height to soften them up a bit. Speed 20 ft., fly 80 ft.
Family Ties. Deep crows live alone for an unknown
STR DEX CON INT WIS CHA
length of years. emerging from the lair only to hunt, to
23 (+6) 16 (+3) 23 (+6) 10 (+O) 15 (+2) 19 (+4)
look for potential threats. and to mate. Mating is a once-
in-a-lifetime urge that sees each deep crow involved in
Saving Throws Con +11, Wis +7
the pairing produce a cluster of four to eight eggs. Incu- Skills Perception +7, Stealth +13
bation lasts a year, followed by a year during which the Damage Resistances bludgeoning, piercing, and slashi ng from
fledgling deep crows stay close by their parent's side. nonmagical attacks
The young then set out to establish lairs of their own. Senses blindsight 60 ft., darkvision 120 ft., passive Perception
Unknown and Inscrutable. The mindset of these in- 17
telligent yet alien creatures is a mystery, but some who Languages Deep Crow
have encountered them r elate that they are quick to hold Challenge 15 (13,000 XP)
a grudge. For years. Of even greater importance, they
can teach their chicks to harbor the same resentments, Magic Resistance. The anci ent deep crow has advantage on
instilling a cross-generational hatred of chosen foes that saving throws against spells and other magical effects.
can last for centuries.
Shadow Stealth. While in dim light or darkness, the ancient
ANCIE NT D EEP CROW deep crow can take the Hide action as a bonus action.

So little is known of the deep crows that even less is A CTIONS


known of their monstrous leviathan cousins. the ancient
Multiattack. The ancient dee p crow makes three attacks: one
deep crows. Whether these gargantuan specimens are with its mand ibles and two with its claws.
elder deep crows grown to great size or some higher
form that holds lesser deep crows in thrall remains to Mandibles. Melee Weapon Attack: +11 to hit, reach 10 ft .. one
be determined. Ideally by someone else. Seriously, stay target. Hit: 17 (2d10 + 6) piercing damage, and the target is
away from these things. grappled (escape DC 19). Until this grapple ends, the target is
restrained, and the ancient deep crow can't use its mandibles
A D EEP CROW'S LAIR on another target.

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.

REGIONAL EFF ECTS L EGENDARY A CT IONS


The region containing an ancient deep crow's lair is The ancient deep crow can ta ke 3 legendary actions, choosing
transformed by the creature's presence. which creates from the options below. Only one legendary act ion option can
one or more of the following effects: be used at a time and only at the end of another creature's turn.
The ancient deep crow regains spent legendary actions at the
Supernatural shadow turns all bright light to dim light start of its turn.
in underground regions within 6 miles of the lair.
lntermittent, echoing caws can be heard coming from Detect. The deep crow makes a Wisdom (Perception) check.
Shadow Caw (Costs 2 Actions). The ancient deep crow uses
all directions within 6 miles of the lair.
Shadow Caw.
• Subterranean beasts within 1 mile of the ancient deep
Wing Attack (Costs 2 Actions). The ancient deep crow beats its
crow's lair serve as the creature's eyes and ears, alert· wings. Each creature within 10 feet of the deep crow must
ing it to the presence of intruders and making it all but succeed on a DC 19 Dexterity saving throw or take 13 (2d6 +
impossible to surprise the ancient deep crow. 6) bludgeoning damage and be knocked prone. The ancient
If the ancient deep crow dies, these effects fade deep crow can then fly up to half its flying speed.
immediately.

APPENDIX BI MONSTERS
21J
KEG ROBOT
This beer is delicious. But did the spigot really have to be
placed in that spot?

A keg robot is a stout wood-and-metal construct, vaguely


reminiscent of a dwarf wearing a horned helm and
possessing a barrel for a body. These constructs are
another achievement of the Heuristic Arcane Research
and Development (HARD) department of Acquisitions
Incorporated. These devices have a number of practical
purposes, including the ability to be filled with a variety
of substances of use to an adventuring party. Specific
models are nominally named for their primary function.
including "ambulatory fermenter," "mobile alchemical
dispensary,'· and so forth. But their prominent use as
portable beer dispensers has placed the name "keg ro-
bot" firmly into public consciousness.
A keg robot can hold up to three different kinds of liq-
uid in its body cavity, from water and other potables to
alchemical substances and lamp oil. Its individual stor-
age compartments can leak, providing drinkable liquids
with a unique but mostly safe flavor. These constructs
have a rudimentary intellect that allows chem co operate
independently and discern friend from foe- and which
sometimes causes them to operate with a crass sense of
humor that has never been fully explained.

KEG ROBOT ACTIONS


Medium construct, unaligned Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (ld8 + 3) bludgeoning damage.
Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12) Acid Squirt. Ranged Weapon Attack: +5 to hit, range 20/40 ft. ,
Speed 30 ft. one target. Hit: 7 (ld8 + 3) acid damage.

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.

Some1imes a goblin can't catch a break. First. you fall


in with a cult that works for the release of a dea1h god.
Then you get taken prisoner by a group of sociopathic
adventurers who end up letting you die after you save
their sorry lives. One minute, you're a dead goblin
named Splug. And then you're alive again, and it seems
like a really good idea to play up the drama of resurrec-
tion wi1h a cool new name- and a master plan for cold,
cold revenge against those who betrayed you.
Every once in a while, the (accidentally) capricious
and (1otally unintentionally) self-centered nature of an
Acquisitions Incorporated franchise might incur some
colla1cral damage among followers, hirelings, and staff.
When that happens. the collateral damage sometimes
i nspires some collateral damage of its own. No one is
entirely sur e how many times Splugoth the Returned
has actually returned from the dead. But as the point
goblin for the group known as the Six (see "Factions and
Rivals" in chapter 3), he's made vengeance agains1 Acq
Inc and Omin Oran his life's work. And then the work of
his next life. And the one after that.

SPLUGOTH THE RETURNE D ACTIONS


Small humanoid (goblinoid), neutral evil Multiattack. Splugoth makes two attacks with his dagger.

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.

! CO NIC DRAN ENTERPRI SE S


E MP LOYEE
The iconic employee of Dran Enterprises has two goals
over and above all others: serve Dran E nterprises loy-
ally, and prove the superiority of Dran E nterprises over
Acquisitions Incorporated. Enemy franch ises a re to be
undermined, defeated, and acquired at any cost.
Recommended NPCs : Bandit captain, guard, veteran
(Monster Manual); bard, swashbuckler, transmuter.
warlock of the arch fey (Vo/o's Guide to Monsters)
Corporate Focus. The creature has advantage o n saving th rows
against being charmed, and has advantage on Wisdom or Cha- Recommen ded NPCs: Acolyte, mage. spy, thug (Mon-
risma checks made as part of a contest. ster Manual); archer, enchanter, swashbuckler (Volo'.s
Guide to Monsters)
Freeze Assets (1/Day). The next time this c reature hits with
an attack, it can use a bonus action to cause the ta rget of the Noble Strike (1/Day). The next time th is creature hits with an
attack to make a DC 13 Constitution saving th row. On a fa iled attack, it can use a bonus action to cause the target of the at-
save, the target is paralyzed unt il the s ta rt of its next turn. tack to become frightened. An affected target can make a DC
13 Constitution saving throw at the end of each of its turns,
Hostile Takeover (1/Day). When a vis ible attacker withi n 15 ending the effect on itself on a success.
feet of th is creatu re makes an attack roll, this c reatu re uses its
reactio n to force the attacker to make a DC 13 Wisdom saving Ready t o Fight. This creature has advantage on attack rolls
throw. Unless the save succeeds, th is creature forces the attac k aga inst any creature that is surprised.
ro ll to be rerolled aga inst a different targe t of its choice (other
Reality Slip (1/Day). As a reaction when this creature is hit by
than the attacker) that is w ithin the attack's range.
an attack, it can move up to its speed without provoking op-
portunity attacks, then can make one melee weapon attack.
!C ON IC N OBLE KNIFE AGE N T
T he iconic Noble Knife agent sees Acquisitions Incor- ICONIC ZEALOT OF THE SILVER
porated as just another power-hungry group inevitably SLIVE R
getting in the way of their own order's principled stand
against tyranny. And maybe a few of the higher-ups The iconic zealot of the Silver Sliver is guided by a
in Acq Inc need to be looked at a little more closely in desire for justice and good, but appears to have no
that regard. grasp of business or market forces. Zealots hide behind

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.

S1lvER SuvER ZEAlOT

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.

Move up to the speed of the ship's propeller, with one 90-de-


BATTLE BALLOON gree turn. If the helm is destroyed, the ship can't turn.
Gargantuan Vehicle (80 ft. x 20 ft.)
CONTROL: BA LLOO N
Creature Capacity 20 crew, 10 passengers
Cargo Capacity 1 ton Armor Class 12
Travel Pace 9 miles per hour (216 miles per day) Hit Points 75
If its balloon is destroyed, a battle balloon cannot main-
STR DEX CON INT WIS CHA tain altitude.
18 (+4) 17 (+3) 20 (+5) 0 0 0
MOVEMENT: PROPELLER
Damage Immunities poison, psychic Armor Class 12
Condition Immunities blinded, charmed, deafened, Hit Points 100; -5 ft. speed per 25 damage taken
exhaustion, frightened , incapacitated, paralyzed, petrified, Speed (air) 80 ft.; 50 ft. while flying into the wind; 100 ft. while
poisoned, prone, stunned, unconscious flying with the wind

WEAPON: GREEN FLAME ARBA LESTE R


ACTIONS
Armor Class 15
On its turn the battle balloon can take 3 actions if it has Hit Points 75
twenty or more crew, 2 actions if it has ten or more crew, or 1 Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can't hit
action if it has fewer than ten crew, choosing from the options targets within 60 ft . of it), one target. Hit: 16 (3d10) piercing
below. It cannot take any actions ifit has no remaining crew. damage and 22 (4dl 0) fire damage. If the attack misses, the
Fire Ballista. The battle balloon can fire its harpoon guns. DM determines where the arbalester bolt hits. Each creature
Fire Green Flame Arbalester. The battle balloon can fire its within 10 feet of that spot must make a DC 15 Dexterity saving
green flame arbalester. throw to avo id the bolt as it shatters, taking 5 (1 dlO) piercing
Move. The battle balloon can use its helm to move using its damage and 5 (ldlO) fire damage on a failed save.
propeller. If the battle balloon enters a Large or smaller crea-
ture's space, that creature is automatically pushed to the WEAPON : HARPOON GUN (3)
edge of the battle balloon's space. The creature must also
succeed on a DC 15 Dexterity saving throw or take 5 (1dlO) Armor Class 15
bludgeoni ng damage. Hit Points SO
Harpoon Haul. The battle balloon can pull each target grap- Ranged Weapon Attack: +8 to hit, range 120/480 ft., one tar-
pled by it up to 30 feet toward the battle balloon. get. Hit: 11 (2dl 0) piercing damage, and the target is grappled
(escape DC 16). Until the grapple ends, the target's speed is
HULL halved, and it can't move farther away from the battle balloon.
Armor Class 15 Each of the battle balloon's harpoon guns can grapple one
Hit Points 200 (damage threshold 15) target. While it has one or more targets grappled with its har-
poon gun attack, the battle balloon's speed is not halved.
CONTROL: HELM
Armor Class 18
Hit Points 50

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.

A mechanical beholder takes the form of an oversized


eye tyrant whose central eye is a viewport window. Part
conveyance, part laboratory, and part siege engine, the
vehicle can transport up to six humanoids through any
terrain or medium, including underwater and through
solid stone. A complex and often dangerous manipula-
tion of gears, levers, and buttons controlled the original
mechanical beholders, but more recent models feature
magical controls that respond to voice commands-
though not always accurately.
Equipment and Options. The mechanical beholder
can be outfitted with a variety of sensors, probes, and
gauges, allowing for functions as varied as determining
alchemical composition, picking up on magical auras,
or making masterfully dry martinis. Its range of arma-
ments includes a disintegration ray modeled after that of
its monstrous namesake (which for reasons of liability
is advertised as being designed exclusively for waste
removal). Portholes and hatches allow characters inside
the beholder to make ranged and magical attacks from
within it.

Move up to the speed of the ship's magical propulsion unit,


MECHANICAL BEHOLDER with one 90-degree turn. The helm can be attacked only if the
Huge vehicle (15ft. by IS ft .)
hull has taken 100 or mo re damage. If the helm is destroyed,
the mechanical beholder can't move.
Creature Capacity l crew, S passengers
Cargo Capacity crew and passengers' normal gear
MOVEMENT: MAG ICAL P RO PULSI ON UNIT
Travel Pace 3 miles per hour (72 miles per day}
Armor Class 16
STR DEX CON INT WIS CHA Hit Points 100; -5 ft. speed per 25 damage taken
18 (+4} 12 (+l} 18 (+4} 0 0 0 Speed (magical} burrowing speed 30 ft., flying speed 30 ft.
(hover), swimming speed 30 ft.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafe ned, WEAPON: EYE RAY TENTACLES (6)
exhaustion, frightened, incapacitated, paralyzed, petrified, Armor Class 14
poisoned, prone, stunned, unconscious Hit Points 50
Magical Attack: The mechanical beholder shoots the following
magical eye rays at up to three targets that would be visible to
A CTIONS the crew and are within 120 feet of it.
On its turn the mechanical beholde r can take l action. It can- Disintegration Ray. If the ta rget is a creature, it must succeed
not take any actions if it has no crew. on a DC 1S Dexterity saving throw or take 18 (4d8) force
Eye Rays. The mechanical beholder can use its eye ray damage. If this damage reduces the creature to 0 hit points,
tentacles. its body becomes a pile of fine gray dust. If the target is a
Move. The mechanical beholder can use its helm to move us- Large or smaller nonmagical object or creation of magical
ing its magical propulsion unit. force, it is disintegrated without a saving throw. If the target
is a Huge or larger object or creation of magical force, this
HULL ray dis integrates a 10-foot cube of it.
Enervation Ray. The targeted creature must make a DC 15
Armor Class 18 Constitution savi ng throw, taking 18 (4d8} necrotic dam-
Hit Points 200 (damage threshold 10} age o n a fai led save, or half as much damage on a suc-
cessful one.
CONTRO L: HE LM Paralyzing Ray. The targeted creature must succeed on a DC
Armor Class 16 15 Constitution saving throw or be paralyzed for l minute.
Hit Points 25 The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.

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

A PP EN DIX 0 I O RRERY ANO COMPONENTS


Unnatural Bane. You can cast the bane spell (save
DC 15), which affects any number of creatures within
range for 1 minute. Once you use this feature of the far
gear, it cannot be used again until the next dawn.
Part ofa Whole. While this component is not in-
stalled in the Orreryofthe Wanderer, its magic might
function sporadically or with unpredictable side effects,
as determined by the DM.

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.

APPE'IDIX D I ORRERY AND COM PONENTS


?.21
The timepiece is of no use for reaching locations that Portent ofthe Stars. As a reaction when a creature
are wholly secret or not known to any creatures within you can see within 60 feet of you makes an attack roll,
range. Once you use this feature of the timepiece of saving throw, or ability check, you make that crea-
travel, it cannot be used again until the next dawn. ture roll a dlO and add or subtract the number rolled
Get Away From It AIJ. As an action, you can cast the (your choice) from the roll. Once you use this feature
teleport spell. Once you use this feature of the timepiece of the wheel of stars, it cannot be used again until the
of travel, it cannot be used again until the next dawn. next dawn.
Part ofa Whole. While this component is not in- Alter Gravity. As an action, you can cas t fly on your-
stalled in the Orre1y of the Wanderer, its magic might self or you can cast levitate (save DC 15). Once you use
function sporadically or with unpredictable side effects, this feature of the wheel of stars, it cannot be used again
as determined by the DM. until the next dawn.
Part ofa Whole. While this component is not in-
WHEE L OF STARS stalled in the Orreryofthe Wanderer, its magic might
function sporadically or with unpredictable s ide effects,
Wondrous item, very rare (requires attunement) as determined by the DM.
While attu ned to this device , you have a +l bonus to
Wisdom saving throws, and you can use an action to
cast the dancing lights, guidance, or m essage cant rips.

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

.\PP l '\:DIX £ I TR I S KETS


INDEX
absentee ballot (decisionist), 22 deep crow, 210-211 starter headquarters, 13-14 roguish archetypes, 66-67
Acquisitions Incorporated, 77 defaulting, 18 transportation features, 15-16 royalty components, 76
in campaigns, 5-6, 79 documancer, 23-24, 216 weapon features, 16 rumor mill (secretarian), 34
history, 6-8 documancy satchel headquarters modification running a franchise (fra nchise
magic and, 15 (documancer), 24 (franchise activity), 38-39 activity), 18, 42-43
advanced preparations document flexibility hoardsperson, 24-26, 21 6 satchel of holdi ng
(obviator), 30 (documancer), 24 House Ora n, 207 (documancer), 24
alchemist's insight (obviator) , 29 downtime activities, 35-36. See improved ru mor mill schmoozing (franchise activity),
always hiring (secretarian), 34 also franchises: activities (secretarian), 34 45
Anvil, Phoenix, 206-207 Dran Enterprises, 7, 77, 214. inspired decision (decisionist). scroll humidor (documancer), 24
"B" Team, 205 See also the Orrery of the 22 scroll service (documancer), 24
backgrounds, 47-52 Wanderer it's a rental (cartographer), 19 scrutineering (franchise activity),
celebrity adventurer's scion, 48 Dran, Auspicia, 7, 77, 196, keg robot, 212 43
failed merchant, 49 207-208 licensed region, 9-10 secret satchel (hoardsperson),
gambler, 49-50 Dran, Omin, 6, 196 living loot satchel 26
plaintiff, 50-51 Dran, Portentia, 7, 20 7-208 (hoardsperson), 25-26 secretarian, 32-34, 216
rival intern, 51- 52 Dran, Prophetess, 208 living the good life sending stone (secretarian), 33
barbarian, 52- 54 Drow'b, K' thriss, 202 (hoards person), 26 shady business practice
options, 54 drui d, 57-59 loremonger, 26- 28, 216 (franchise activity), 43-44
primal paths, 54 druid circles, 58- 59 Lutier, Brahma, 205 Silver Sliver, 78, 21 5
bard, 54-SS options, 54 majordomo, 8, 11 Six, the, 7, 78, 214. See also the
bard colleges, SS efficient upgrades (loremonger), map of shortcuts (cartographer), Orrery of the Wanderer
options, 54 28 20 skilled hirelings, 12
spells, 74 elder cartographer's map of the moment sorcerer, 67-68
baseline costs. Su franchises: glossography (cartographer), (cartographer), 20 options, 54
costs 20 marketeering (franchise activity), sorcerous origins, 68
battle balloon, 217-218 eldritch occultant (occultant), 31 40-41 spells, 74
bead of diverted karma enhanced lenses (obviator), 30 mechanical beholder, 219 spell descriptions, 75- 77
(occultant), 32 explore territory (franchise monk, 61-62 Splugoth the Returned, 7, 213.
bead of instant karma activity), 37-38 monastic traditions, 62 See also the Orrery of the
(occultant), 31 faction features, 21 4-215 options, 54 Wanderer
Beestinger, Pendragon, 206-207 factions and rivals, 77- 78 monthly business performance, spyglass of clairvoyance
Beestinger, Rosie, 203 fighter, 59-61 18 (cartographer), 19
better odds (decisionist), 22 martial archetypes, 60 monthly cost. See franchises: ta le of safe travel (cartographer),
Blit'zen, Donaar, 200-201 options, 54 costs 19- 20
bring out your dead (occultant), Flabbergast, 200 Morg~n. 7, 199 team building (franchise
31 fluent in boss (documancer), 24 need to know (loremonger), 27 activity), 4 S-46
"C" Team, 200 franchise restructuring Noble Knife, the, 78, 214 that expensive thing you need
cards of sending (secretarian), (franchise activity), 38-39 nonpayment penalties. See (hoardsperson), 26
34 franchise tasks, 12, 34-37 defaulting that thing you need
cartographer, 19-21, 215-216 in the campaign, 35 obviate the opposition (hoardsperson), 26
chaos quadrapod, 209 selecting, 35 (obviator), 30 That-Which-Endures, 72, 73
charming introduction as narrative, 35-36 obviator, 28-30, 21 6 tiebreaker (decisionist), 22
(secretarian), 34 See also franchises: activities obviator's lenses (obviator), 30 travel alchemical kit (obviator),
charming misdemeanor fra nchises 9- 12, 17-1 8, 34-46 occultant, 30-32, 216 30
(decisionist), 22 activities, 37-46 Orrery of the Wanderer (artifact), trinkets, 222-223
clandestine kit (decisionist), 22 advancement, 9-18 220-222 Truestrike, Oak, 205
cleric, 56-57 costs, 17-18 Orrery of the Wanderer, the untrained hirelings, 11
options, 54 fast generator, 8 (adventure), 79-195 vehicles, 217-219
spells, 74 headquarters. See paladin, 62-64 verdan, 72-75
clockwork dragon, 209 headquarters options, 54 Viar· 7, 198
coin of decisionry (decisionist), rank, 9 sacred oaths, 64 voting ~1t (dec1s1on1st), 22
22 rank multiplier, 18 philanthropic enterprise warlock 68-70
company position, 18-19 staff, 10- 12 (fra nchise activity), 4 l-42 options, 54
iconic featu res, 215-216 tasks. See franchise tasks portable hole satchel otherworldly patrons, 69- 70
items, 19 task slots, 10 (hoardsperson), 26 spells, 74
See also specific company gift of words (documancer), 24 portfolio keeper (secretarian), 33 what a deal (hoardsperson), 25
positions greater tale of safe travel position check, 18-19. See also whisper jar (loremonger), 27
complications and rivals, 36- 37 (cartographer), 20-21 specific company positions whispered arca na (loremonger),
construction permits group dynamics, 10, 12, 18 position rank, 19 28
(loremonger), 28 Hard Cloud, the, 217 ranger, 64-65 whispered encyclopedia
correct the balance (occultant), headquarters, 8, 12- 17 options, 54 (loremonger), 27
32 arcane features, 16 ranger archetypes, 65 whispered warnings
crew, 12 cosmetic features, 14 read the kill (occultant), 31 (loremonger), 28
Darkmagic, Jim, 6, 197 defensive features, 16-17 read the opposition (obviator), wizard, 70-72
Dankgrass, Walnut, 204 expansion features, 14-15 29 arcane schools, 71-72
death's omen (occultant), 32 franchise choice features, 17 rogue, 65-67 options, 54
decisionist, 21-23, 216 secret features, 1 7 options, 54 spells, 74

INDEX

You might also like