Acquisitions Incorporated - Flip eBook Pages 201-226 (2024)

200 Medium humanoid (human). lawful neutral Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR 10 (+0} DEX 14 (+2) CON 10 (+O) Saving Throws Int +S, Wis +3 INT 17 (+3) WIS 13 (+ l ) CHA 13 (+l) Skills Arcana +5, Diplomacy +3, History +S, Perception +3 Senses passive Perception 13 languages Common, Draconic, Elvish, Gnomish Challenge 4 (1,100 XP) Spel/casting. Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +S to hit with spell attacks). He has the fol lowing wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation • 1st level (4 slots): detect magic, mage armor, distort value!' sleep 2nd level (3 slots): gift of gab,* misty step, suggestion 3rd level (3 slots): fast friends,'" fly, lightning bolt 4th level (3 slots): greater invisibility Sth level (1 slot): cone of cold *New spell introduced in chapter 3 A CTIONS Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach S ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. APPEND IX A I ACQ INC FLABBERGAST Not much is known of the mysterious and aloof majordomo 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. Although 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 Incorporated 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 familiar, Mister Snibbly, uses the cat stat block. THE "C" TEAM The Acquisitions Incorporated "C" Team is an upand-coming adventuring franchise whose members have proven themselves able to handle the most dire threats-and equally able to fully capitalize on the resultant marketing opportunities. Tales of the group's adventures 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. and K'thriss Drow'b were all hand-selected for membership in Acquisitions Incorporated by founder Omin Oran, based on an experience he'd had as a young man. Upon entering a creature called the Wandering Crypt, Omin saw a vision of the heroes who would deliver his sister from that same creature years hence-and later created the "C" Team as a manifestation of his lifelong goal of seeing Auspicia Oran returned to the world. The "C" team is headquartered in the small town of Red Larch, residing at the Oran & Courtier inn. The fact that the proprietor of this inn is one Prophetess "Propha'' Oran, mother of Om in Oran, is entirely coincidental but a totally excellent strategic and cost-saving move. D ONAAR BLIT'ZEN Eve1ybody cooooool out! The hulking dragonborn decisionist of the "C" Team. Donaar Blit'zen is an icon of brash confidence and warrior chill. He is known for his furious skill in battle, and for his propensity to fall asleep as soon as a fight is done (as well as countless other inopportune times). More immediately notable is the unique physical trait that all members of his clan bear- a stylish tail that is rare and often considered a deformity among dragonborn. As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting, giving rise to a driving paranoia that this regurgitation might damage his teeth. As testaments to his obsession

with dental hygiene, Donaar named his greatsword Toothbrush and calls his whip Floss. He ca rries an actual toothbrush (named Percival) and actual floss at all times. Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was once like. As such, Donaar has learned that no amount of bravado and compensation is too much- provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly come to realize chat reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor. Despite his easily massaged vanity, the dragonborn sometimes shows the occasional streak of selflessness. Most notably, Donaar serves in his off-hours as part· time godfather to a young dragonborn named Chronaar, who had inadvertently imprinted on Donaar as a parental figure while he watched over her while she was in her egg. DONAAR BLIT'ZEN Medium humanoid (dragonborn), chaotic good Armor Class 18 (plate) Hit Points 45 (7d8 + 14) Speed 30 ft. STR 17 (+3) DEX 8 (-1) CON 14 (+2) Saving Throws Wis +2, Cha +5 INT 10 (+O) WIS 10 (+O) CHA 16 (+3) 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. Spel/casting. Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell at· tacks). He has the following paladin spells prepared: 1st level (4 slots): command, compelled duel, cure wounds, wrathful smite 2nd level (2 slots): aid, branding smite, lesser restoration, ward· ing bond, zone of truth ACT IO NS Multiattack. Donaar makes two attacks with his greatsword or his whip. Creatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll. Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (ld4 + 3) slashing damage. Acid Vomit. Donaar regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. 1\J>f'E.N DIX A I ACQ INC 20J

K'THRISS DROW'B All things are divided into meat and mouths-but even a mouth is just meat. The drow warlock K'thriss Drow'b cuts a dashing figure as the worldly representative of the Ur-a ravenous, inscrutable, and largely indifferent elder entity from beyond reality. Tapped into this dark power, the "C" 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 "reality." Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can't afford to make more enemies. Given his blue skin tone, rumors suggest that K'thriss is of mixed heritage. but no one knows for sure. As a young and doubting adherent of Lolth. he stumbled upon fragments of a relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching ''beard" is actually a slow-growing colony of inert spores that K'thriss believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does. Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And when enemies hear K'thriss whisper the deep truths of the Ur-typically something about how on a geologic time scale, everyone's desires are meaningless-they remember it. K'thriss's familiar, Ligotti, is a semisapient remnant of a tentacle attack, spawned by the warlock's intercessor patron god. Though. entirely alien to the material plane (and often appearing in the form of a staff), Ligotti uses the stat block of a poisonous s nake with these changes: • It has an Intelligence score of 12 (+2). • It has telepathy out to a range of 30 feet. K 'THRISS DROW'B Medium humanoid (elf), chaotic neutral Armor Class 14 (studded leather) Hit Points 44 (8d8 + 8) Speed 30 ft. STR 8 (-1) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 11 (+O) CHA 18 (+4) Saving Throws Str +O, Dex +3, Con +2, Int +3, Wis +3, Cha +7 Skills Arcana +4, Insight +2, Investigation +4, Perception +2, Religion +4 Senses darkvision 120 ft., passive Perception 12 languages Celestial, Common, Elvish, Undercommon; can read all writing Challenge 3 (700 XP) Special Equipment. K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the follow· ing spells: 6/day: magic missile (7 missiles) Awakened Mind. K'thriss can telepathically speak to any creature 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 disadvantage 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 (spell save DC 14). He can innately cast the fo llowing spells, requiring 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 spell casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, 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) Speed 40 ft. STR 8 (-1) DEX 16 (+3) CON 12 (+l) Saving Throws Str +l, Dex +5 INT 12 (+l) WIS 14 (+2) CHA 14 (+2) 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 this trait if she's incapacitated. 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 advantage on the first melee attack she makes before the end of the turn. Innate Spellcasting. Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: minor illusion, sacred flame, thaumaturgy l/day each: command, darkness, darkvision, pass without trace, silence A CTIONS Multiattack. Rosie makes three attacks, then makes two un· armed strike attacks. Staff of the Master (+1 Quarterstaff). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) bludgeon· ing damage, or 8 (ld8 + 4) bludgeoning damage if used with two hands. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft .. one target. Hit: 6 (ld6 + 3) bludgeoning damage. Rosie's unarmed strikes are magical. REACTI O N S Deflect Missiles. In response to being hit by a ranged weapon attack, Rosie deflects the missile. The damage she takes from the attack is reduced by ldlO + 9. If the damage is reduced to 0, she catches the missile if it's small enough to hold in one hand and she has a hand free. ROSIE BEESTINGER Well. I have this jar of eyeballs ... Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the wrong side of the "'aggressor/victim" relationship. But this is a mix-up that few people make more than once. Patient and studious, Rosie has schooled more than one malcontent with what the halfiing refers to as "the sauce"- a whirlwind of kicks and punches to one or the other haunches that can inspire even the toughest half-ore to sprint toward anyplace Rosie isn't. As an increasing number of folk hear the tales of her prowess, the "C" Team cartographer's fame among her fellow halflings has become nothing short of legendary. Still, this adoration might be augmented by the sheer number of halfiings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track. Rosie's goals have always been more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars. and to seek justification for her belief that her bonds to her expansive family are reflected in the endless movements and intricate patterns of the sky. However, the Becstinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the family to various and nefarious halfiing criminal enterprises. Naturally, Rosie knows nothing about any of that. Sure. her nickname is "Grandmother ight," but that probably doesn't mean anything. APPEND IX A I ACQ. INC J 203

20j WALNUT DANKGRASS Medium bumanoid (elf), lawful neutral Armor Class 14 (leather armor) Hit Points 52 (8d8 + 16) Speed 35 ft. STR 8 (-1) DEX 16 (+3) CON 14 (+2) Saving Throws Int +2, Wis +6 INT 10 (+O) WIS 18 (+4) - CHA 10 (+0) Skills Athletics +l, Insight +6, Perception +6, Stealth +5, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Druidic, Elvish, Sylvan Challenge 3 (700 XP) Fey Ancestry. Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep. Mask of the Wild. Walnut can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Wild Shape (Recharges after a Short or Long rest). As a bonus action, Walnut can assume the shape of a dire wolf. She can 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 statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. Her attacks in beast form are magical. While in beast form, Walnut can use a bonus action to expend one spell slot and regain l d8 hit points per level of the spell slot expended. Spe/lcasting. Walnut is a 7th-level spellcaster. Her spellcasting 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 WALNUT DANKGRASS The war ever rages. Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last-leaving her with nothing but the all-consuming desire to seek out and destroy those responsible. As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil that destroyed her people, she makes rhe city her home now. She embraces her role as the "C" Team's documancer, knowing that the city's power-and its weaknesses-can be fully gleaned only from within. Walnut distrusts most folk she meets, except for those whose bearing reflects the matriarchal structure she was once part of. No matter what shape her struggles take, she knows instinctively that her beliefs are right and true-and that she will follow those beliefs to the bitter end.

THE "B" TEAM Though its exploits are not as well known as those of fellow franchisees the "C" Team, the Acquisitions Incorporated "B" Team has a solid reputation for getting things done. Often traveling together in the guise of a musical group, the team is best known for its ,;whatever, wherever, whenever" mission statement and a predilection for extreme violence. (If you meet any of its members, don't talk about the vampires.just don't.) BRAHMA L UTIER Formally a former member of the "B" Team, Brahma Lutier is a gifted cartographer. spy. and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of Propha Dran and co-own er of the Oran & Courtier inn of Red Larch), Brahma's specialty is a song of domination that is legendarily difficult to resist. BRAHMA LUTIER Medium humanoid (elf), neutral Armor Class 12 Hit Points 33 (6d8 + 6) Speed 30 ft. STR 12 {+1) DEX 15 (+2) CON 12 (+l) INT 11 (+0) WIS 13 (+1) Skills Perception +3, Performance +5, Persuasion +5 Senses passive Perception 13 Languages Common, Elvish Challenge 2 (450 XP) CHA 16 (+3) Fey Ancestry. Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep. Spellcasting. Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell at· tacks). She has the following bard spells prepared: Cantri ps (at will): mage hand, message, vicious mockery lst level (4 slots): charm person, heroism, illusory script, sleep, unseen servant 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 Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Brahma's next turn. ACTI ONS War Lute. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 {ld6 + 2) slashing damage. Song of Domination (3/day). Brahma targets one creature that can see o r hear her, which must succeed on a DC 13 Wisdom saving throw o r be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or Charisma checks made as part of a contest with Brahma. Her retirement is said to be c onnected to a falling out with husband Oak Truestrike. and Brahma has been OP· erating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry. OAK T RUESTRIKE Oak Truestrike is the "B'' Team's decisionist-and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way. 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 fractured by his many deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh. and the misanthropy. Actually. if you end up hating this guy, it's probably not your fau It. OAK TRUESTRIKE Medium humanoid (elf), neutral good/neulrol evil Armor Class 15 (studded leather) Hit Points 32 (Sd8 + 10) Speed 30 ft. STR 13 (+1) DEX 16 (+3) CON 14 (+2) INT 10 {+0) _ .. WIS 13 (+1) CHA 11 {+O) Skills Nature +3, Perception +3, Performance +2, Stealth +S, Survival +3 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) Fey Ancestry. Oak has advantage on saving throws against being charmed, and magic can't put him to sleep. Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely o n hearing or sight. ACTIONS Multiattack. Oak makes three attacks with his hooked daggers or his hand crossbow. Hooked Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (l d4 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., o ne target. Hit: 6 (ld6 + 3) piercing damage. REACTI ONS Return the Favor (3/day). When Oak takes damage from a melee weapon attack, he can make a hooked dagger attack. APPENDIX A I ACQ I NC

PHOENIX ANVIL, OA~ TRUESTRIKE, BRAHMA LuTIER. "NO PENDRAGON BE EST INC.ER PENDRAGON BEESTINGER Medium humanoid (human), neutral evil Armor Class 12 (15 with mage armor) Hit Points 27 (Sd8 + S) Speed 30 ft. STR 10 (tO) DEX 14 (+2) CON 12 (+1) INT 17 (+3) WIS 10 (+O) Skills Arcana +5, Investigation +S, Performance +2 Senses passive Pe rception 10 Languages Common, Draconic, Elvish, Halfling Challenge 2 (450 XP) CHA 11 (+0) Echo Spell (1/day). Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal. Spellcasting. Pendragon is a 4th·level spellcaste r. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: Cantri ps (at will): acid splash, light, mage hand, poison spray, shocking grasp 1st level (4 slots): detect magic, mage armor, magic missile, sleep 2nd level (3 slots): blindness/deafness, cloud of daggers, scorching ray A CTION S Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage. APPr::NOlX A I ACQ INC PHOENIX ANVIL Medium humanoid (human), lawful neulral Armor Class 18 (chain mail and shield) Hit Points 27 (5d8 + 5) Speed 30 ft. STR 15 (+2) DEX 10 (+O) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+ 1) Skills Athletics +4, Performance +3 Persuasion +3, Religion +3 Senses passive Perception 13 Languages Common, Elvish Challenge 2 (450 XP) Divine Display (1/day]. As a bonus action, Phoenix causes his shield to flare with divine light. Each creature of his choice within 30 feet of him must succeed on a DC 13 Wisdom 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 with a success. Spellcasting. Phoenix is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, sacred flame 1st level (4 slots): bane, cure wounds, guiding bolt 2nd level (3 slots): hold person, spiritual weapon A CTIONS Multiattack. Phoenix makes two melee attacks. Warhammer. Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet.

PENDRAGON BEESTINGER Able arcanist Pendragon Beestinger took over as "B" Team cartographer after Brahma Lutier left the group. In fact. his first assignment was to assist in the team·s attempts to apprehend the wandering bard. An adopted child of the "C'" Team's Rosie Beestingcr. Pendragon is his mother's foil in almost every way- including his goal of wanting to mainstream some of the family's rumored criminal interests. Pendragon has. in fact. attempted to kill his mother- and been killed himself in the process. Despite his having been resurrected at Rosie's request, things remain cool between the two. Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage. he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out the family feeling that an adventuring group provides keeps him in the " 8 '" Team, even if that unfortunately comes with Oak Truestrike as a kind of father figure. PHOENIX ANVI L The "B" Team hoardsperson. Phoenix Anvil is a servant of Waukeen and a soft-spoken sort. Really soft. Like, he talks so infrequently that even he might not recognize his own voice. Phoenix comes from the streets, where he grew up a fighter until a job sweeping the steps of a small temple ofWaukeen showed him a new path. His hunger for coin as an adventurer is thus guided by his knowledge of what it is to do without. More of an object individual than a people person, Phoenix is obsessively dedicated to the franchise's assets and accounts. Thankfully, he includes his fellow members among those assets. making him fiercely loyal. However, Oak Truestrike is the only team member he's ever rea lly warmed to, which doesn't do either of them any good. HOUSE DRAN As the renowned head of Acquisitions Incorporated and totally not a Masked Lord of Waterdeep. Omin Oran sometimes seems the epitome of the self-made humanoid. But those who know the story ofOmin's rise to power know the importance of his fam ily to that storyand the complicated relationships that continue to bind Acquisitions Incorporated to the women of House Oran. AuSPICIA ORAN The youngest sister of Om in Oran, the half-elf Auspicia Oran had her life torn apart as a child when she was seized by a mysterious creature called the Wandering Crypt. Having spent long years in a kind of dark dream within the crypt, she was saved in the end by her brother Omin·s tireless efforts and the valor of his handpicked "C'' Team. ow returned safely to the world- and with the false Auspicia of the crypt's creation slain-she focuses on trying to discover her own identity and to work through the ongoing complications arising from her ordeal. When Auspicia emerged from the Wandering Crypt, she carried within her a growing level of psionic power. She can't help but read others' minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way she doesn't understand. even as it grants her occasional memories of others still trapped there and an awareness of faraway places. In combat, she manifests an instinctive knowledge of events before they happen, often making use of this ability to bring a fight to a standstill that encourages parley. But she has only just begun to explore her full precognitive potential. PORTENTIA DRAN ow the owner and driving force behind Oran Enterprises- perhaps Acquisitions Incorporatcd's most notable rival in the adventuring-for-profit-and-power bizPortentia Oran is more than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year.

The changeling Portentia can affect a range of disguises, and has spent long years engaged in a mission of manipulating the members of the Oran family. Years ago, it was Portentia who tricked her sister Auspicia into exploring the depths of the Wandering Crypt. And she would have been successful in arranging for Om in to be claimed by that creature as well if he hadn't fled immediately in search of a weapon to aid his captured sister. Whether in combat or social encounters, Portentia shifts frequently between different forms and mindsets, only some of which are fully humanoid. She fights to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are-for herself and Oran Enterprises alike remain a secret known only to her. PROPH ET ESS DRAN The elf matriarch of the Oran clan, Prophetess is a retired paladin ofTymora who now runs the inn known as the Oran & Courtier. Formerly owned by her parents (and once called the Omindran). the inn has been a central feature of the village of Red Larch since before there was a Red Larch. PORTENTIA DRAN Medium monstrosity (shapechanger), lawful evil Armor Class 17 (chain shirt) Hit Points 45 (6d8 + 18) Speed 30 ft. STR 12 (+l) DEX 18 (+4) CON 16 (+3) INT 13 (+l) WIS 12 (+1) Skills Deception +6, Insight +3, Perception +3 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish Challenge 3 (700 XP) CHA 14 (+2) Sneak Attack (1/Turn). Portentia deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Portentia that isn't incapacitated and Portentia doesn't have disadvantage on the attack roll. ACTIONS Multiattack. Portentia makes three melee attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) slashing damage. Change Shape. Portentia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Portentia retains her game statistics and ability to speak. but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks. APPl'.NDIX A I ACQ I NC Prophetess spent long years haunted by the fate of her daughter, Auspicia. She never fully believed Omin's stories about the strange creature that had seized his sister, then created a false Auspicia in her stead. Having long attempted to simply make her peace with the loss, she was overwhelmed by the real Auspicia's dramatic and unexpected return to the world. Through all that time and currently, Prophetess has maintained a challenging relationship with her faith. Though retired from active service to her deity, Prophetess can call on her spells and abilities in times of need, and remains in constant practice with Confessor. her maul. At her core, she believes that the gods help those who help themselves. and that people have a responsibility to their community. A practical sort who prefers to do things on her own, she doesn't like to fuss with prayer if she doesn't need to, as if bothering Tymora with trifles might seem rude. Prophetess uses the priest stat block with the following changes: She is lawful good. • She has Strength 14. • She wears breastplate (AC 14). • She has the following attack: Maul. Melee Weapon Attack: +4 to hit, reach 5 ft .. one target. Hit: 9 (2d6 + 2) bludgeoning damage. She has these racial traits: Prophetess has advantage on saving throws against being charmed, and magic can't put her to sleep. She has darkvision out to a range of 60 feet. She speaks Common and Elvish. AUSPICIA DRAN Medium humanoid (half elf), neutral good Armor Class 15 (chain shirt) Hit Points 52 (8d8 + 16) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 14 (+2) Skills Athletics +5, Perception +3 Senses passive Perception 13 Languages Common, Elvish Challenge 2 (450 XP) INT 15 (+2) WIS 12(+1) CHA 10 (+O) Innate Spellcasting (Psionics). Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components: At will: detect thoughts l /day: augury ACTIONS Multiattack. Auspicia makes two attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing damage if used with two hands. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft .. one target. Hit: 6 (ld8 + 2) piercing damage.

APPENDIX B: MONSTERS 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 QUADRAPOD 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-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances relentlessly to· ward its prey. Armor Class 14 (natural) Hit Points 52 (7d10 + 14) Speed 40 ft., climb 40 ft. STR 18 (+4) DEX 13 (+l) CON 15 {+2) INT 6 (- 2) Skills Acrobatics +5, Perception +4 WIS 10 (+0) CHA 4 (- 3) Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14 LanguagesChallenge 4 (1,100 XP) Magic Resistance. The chaos quadrapod has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The chaos quadrapod makes up to two tenta· cle attacks. Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time. Chaos Cloud (Recharges af ter a Short or Long Rest). The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn. CLOCKWORK 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 silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats. Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid. cold, or lightning damage, depending on their makers' whims. CLOCKWORK DRAGON Medium construct, neutral Armor Class 16 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., fly 60 ft. STR 14 (+2) DEX 10 (+O) CON 12 (+l) INT 10 (+O) Skills Acrobatics +2, Perception +4 Damage Immunities poison, psychic WIS 11 (+O) CHA 13 (+l) Condition Immunities blinded, charmed, deafened, exhaustion, frightened , paralyzed, petrified, poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Common, Draconic Challenge l (200 XP) False Appearance. While the clockwork dragon remains mo· tionless, it is indistinguishable from a metal statue. ACTION S Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (ldlO + 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 half as much damage on a successful one. APPENDIX 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 casters, abandoned in the subterranean depths and left to grow to enormous 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 monstrosities 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 insect. Seen up close, it can easily be discerned 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 20 (+5) DEX 16 (+3) CON 18 (+4) Saving Throws Con +8, Wis +6 Skills Perception +6, Stealth + 11 INT 8 (- 1) WIS 15 (+2) CHA 14 (+2) 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 saving 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 disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A CTIO 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 living victim before its companions have any chance of counterattack. Provided the doomed prey doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit. Family Ties. Deep crows live alone for an unknown length of years. emerging from the lair only to hunt, to look for potential threats. and to mate. Mating is a oncein-a-lifetime urge that sees each deep crow involved in the pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent's side. The young then set out to establish lairs of their own. Unknown and Inscrutable. The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For years. Of even greater importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries. ANCIENT D EEP CROW So little is known of the deep crows that even less is known of their monstrous leviathan cousins. the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things. A D EEP CROW'S LAIR Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs. REGIONAL EFFECTS The region containing an ancient deep crow's lair is transformed by the creature's presence. which creates one or more of the following effects: Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair. lntermittent, echoing caws can be heard coming from all directions within 6 miles of the lair. • Subterranean beasts within 1 mile of the ancient deep crow's lair serve as the creature's eyes and ears, alert· ing it to the presence of intruders and making it all but impossible to surprise the ancient deep crow. If the ancient deep crow dies, these effects fade immediately. ANCIENT DEEP CROW Huge monstrosity, unaligned Armor Class 18 (natural armor) Hit Points 187 (15dl2 + 90) Speed 20 ft., fly 80 ft. STR 23 (+6) DEX 16 (+3) CON 23 (+6) Saving Throws Con +11, Wis +7 Skills Perception +7, Stealth + 13 INT 10 (+O) WIS 15 (+2) CHA 19 (+4) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 Languages Deep Crow Challenge 15 (13,000 XP) Magic Resistance. The ancient deep crow has advantage on saving throws against spells and other magical effects. Shadow Stealth. While in dim light or darkness, the ancient deep crow can take the Hide action as a bonus action. A CTIONS Multiattack. The ancient deep crow makes three attacks: one with its mandibles and two with its claws. Mandibles. Melee Weapon Attack: +11 to hit, reach 10 ft .. one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one targe t. Hit: 13 (2d6 + 6) slashing damage. Shadow Caw. The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw. On a failure, a creature takes l 0 (3d6) psychic damage. LEGENDARY A CTIONS The ancient deep crow can take 3 legendary actions, choosing from the options below. Only one legendary action option can 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 start of its turn. Detect. The deep crow makes a Wisdom (Perception) check. Shadow Caw (Costs 2 Actions). The ancient deep crow uses Shadow Caw. Wing Attack (Costs 2 Actions). The ancient deep crow beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The ancient deep crow can then fly up to half its flying speed. APPENDIX BI MONSTERS 21J

21~ KEG ROBOT Medium construct, unaligned Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft. STR 16 (+3) DEX 16 (+3) Skills Perception +1 CON 15 (+2) INT 6 (- 2) WIS 8 (- 1) CHA 5 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can't speak Challenge 2 (450 XP) Customizable Storage. A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel· shaped body. A fu ll keg robot can make one liquid attack per gallon before the liquid must be refilled. Filling a keg robot takes 2 rounds per gallon. Differing payloads can alter the keg robot's attacks from those presented here. APPENDIX B I MONSTERS 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 robot" firmly into public consciousness. A keg robot can hold up to three different kinds of liquid in its body cavity, from water and other potables to alchemical substances and lamp oil. Its individual storage 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. ACTIONS Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) bludgeoning damage. Acid Squirt. Ranged Weapon Attack: +5 to hit, range 20/40 ft. , one target. Hit: 7 (ld8 + 3) acid damage. Beer Shower. The keg robot spews an unnaturally potent beer in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must succeed on a DC 13 Constitution saving throw or be poisoned. While poisoned in this way, a creature has its speed halved by exposure to the potent brew. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, the beer shower extinguishes any fires or open flames in its area. Hot Oil Spray (Recharge 5- 6). The keg robot sprays hot oil 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 falls prone. On a successful save, a creature takes half as much damage and doesn't fall prone. Any creature affected by the hot oil spray that takes fire damage before the oil dries (after l minute) takes an additional 3 (1 d6) fire damage, and the oil burns away. If the oil that remains in the area of the spray is lit, it burns for l d4 rounds and deals 3 (ld6) fire damage to any creature that enters the area for the first time on a turn or ends its turn there.

SPLUGOTH THE RETURNED rm going to give you a piece of advice. Don't trust Acquisitions Incorporated. 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 resurrection 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 inspires some collateral damage of its own. No one is entirely sure 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 RETURNED Small humanoid (goblinoid), neutral evil Armor Class 1 S (natural armor) Hit Points 27 (6d6 + 6) Speed 30 ft. STR 10 (+0) DEX 14 (+2) CON 12 (+l) Saving Throws Int +4, Wis +2 Skills Stealth +6 INT 14 (+2) WIS 11 (+O) Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic, Elvish, Goblin Challenge 2 (450 XP) CHA 10 (+O) Defensive Advantage. As long as two or more of Splugoth's allies are within S feet of him and are not incapacitated, attack rolls against him are made with disadvantage. Nimble Escape. Splugoth can take the Disengage or Hide ac· tion as a bonus action on each of his turns. Touch of Madness. Splugoth has advantage on saving throws against being charmed or frightened. ACTIONS Multiattack. Splugoth makes two attacks with his dagger. Dagger. Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 4 (1d4 + 2) slashing damage. Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next turn. REACTIONS Absorb Attack. When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn. A PPENDIX BI MO NSTERS

2 14 ICONIC FACTION FEATURES An Acquisitions Incorporated campaign frequently pits the characters against rival franchises and enemy factions. 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 the Six to show off specific training or tactics endemic to those organizations. Not a ll monsters or NPCs in the employ of a faction 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 features increase the relative challenge of a creature, and thus can increase the threat level of an encounter. Be especially aware of this if you add faction features to multiple foes in a combat encounter, and think about decreasing the number of foes to keep the encounter balanced. ! CONIC DRAN ENTERPRISES E MPLOYEE The iconic employee of Dran Enterprises has two goals over and above all others: serve Dran Enterprises loyally, and prove the superiority of Dran Enterprises over Acquisitions Incorporated. Enemy franchises 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 on saving throws against being charmed, and has advantage on Wisdom or Charisma checks made as part of a contest. Freeze Assets (1/Day). The next time this creature hits with an attack, it can use a bonus action to cause the ta rget of the attack to make a DC 13 Constitution saving throw. On a fa iled save, the target is paralyzed until the start of its next turn. Hostile Takeover (1/Day). When a visible attacker within 15 feet of this creature makes an attack roll, this creature uses its reaction to force the attacker to make a DC 13 Wisdom saving throw. Unless the save succeeds, this creature forces the attack roll to be rerolled against a different target of its choice (other than the attacker) that is within the attack's range. !CON IC N OBLE KNIFE AGENT The iconic Noble Knife agent sees Acquisitions Incorporated as just another power-hungry group inevitably getting in the way of their own order's principled stand against tyranny. And maybe a few of the higher-ups in Acq Inc need to be looked at a little more closely in that regard. APPENDIX B I MONSTERS AGENT OF T><E Nosce K N1FE Recommended NPCs: Acolyte, mage. spy, thug (Monster Manual); archer, enchanter, swashbuckler (Volo'.s Guide to Monsters) Noble Strike (1/Day). The next time this creature hits with an attack, it can use a bonus action to cause the target of the attack to become frightened. An affected target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Ready to Fight. This creature has advantage on attack rolls against any creature that is surprised. Reality Slip (1/Day). As a reaction when this creature is hit by an attack, it can move up to its speed without provoking opportunity attacks, then can make one melee weapon attack. ICONIC ZEALOT OF THE SILVER SLIVER The iconic zealot of the Silver Sliver is guided by a desire for justice and good, but appears to have no grasp of business or market forces. Zealots hide behind

their masks as they carry out their pro bono heroics, and chastise other hard-working adventurers al every opportunity. Recommended NPCs: Berserker, knight, priest (Monster Manual): diviner. war priest (Volo:S Guide to Monsters) Touch of the Mask (1/Day). As an action, this creature thrusts a mask into the face of another creature within 5 fee t of it, forcing that creature to make a DC 13 Dexterity saving throw. On a failure, the target is stunned until the end of its next turn. A creature that has no face, or whose face is fully covered by a mask or helmet, is immune to this effect. True Believer (1/Day). As a reaction when this creature fails a saving throw against being charmed, it can reroll the saving throw. Zealot's justice (1/Day). As an action, this creature unleashes a cacophony of platitudes that can leave others reeling. Each creature of its choice within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be restrained. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ICONIC AFFILIATE OF THE Srx The iconic affiliate of the Six aims noc to acquire rival franchises. but to destroy them completely. Affiliates of the Six love to toy with their foes. revealing the full extent of their evil only as they prepare to eradicate those foes. Recommended NPCs: Bandit captain, berserker, cultist, cult fanatic (Monster Manual); blackguard, conjurer, illusionist, warlock of the great old one (Vo/o's Guide to Monsters) Glimpse of the Beyond (1/Day). As an action, this creature provides a glimpse into its true nature by extolling the madness of the Far Realm. Each creature within 30 feet of this creature that can see and hear it must succeed on a DC 13 Intelligence saving throw or be blinded. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Something Feels Off (1/Day). When a visible attacker within S feet of this creature makes an attack roll against it, it can use its reaction to unleash a pulse of distracting otherworldly 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 Acquisitions 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 form. 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. either 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 cartographer's spyglass of clairvoyance 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 PPENDIX B I MO NSTERS 21'i

'lib ICONIC CARTOGRAPHER The iconic cartographer makes a point of knowing the position of every member of their team, understanding the layout of their immediate area and the location of any exits or escape routes. Recommended NPCs: Acolyte, druid, guard, scout, spy (Monster Manual); archer (Volo'.s Guide to Monsters) Map of Shortcuts (1/Day). As an action, the cartographer produces a map from its cartographer's map case that shows useful shortcuts in the immediate area and then vanishes. Each creature of the cartographer's choice that can see the map can take the Dash or Disengage action as a bonus action on its next turn. ICONIC DECISIONI ST The iconic decisionist constantly polls allies and foes during the ongoing battle. getting a read on what everyone thinks, and then explaining how they're all completely wrong. Recommended NPCs: Bandit captain, knight, scout (Monster Manual); archer, enchanter (Vo/o'.s Guide to Monsters) Better Odds (1/Day). As an action, this creature flips its coin of decisionry to determine the best course of action, choosing a number of creatures that can see and hear it. Each of the target creatures (in addition to this creature) rolls a d4 and adds the number rolled to the next ability check, saving throw, or attack roll it makes. ICONIC DOCUMANCER An iconic documancer acts with the authority of their organization. Documancers constantly speak in legalese. referencing obscure reasons why opponents will fail or should surrender. Recommended NPCs: Acolyte, mage, priest, veteran (Monster Manual); bard (Vo/o'.s Guide to Monsters) Scroll Service (1/Day). As an action, the documancer draws a spell scroll from its documancy satchel. The scroll contains a spell of up to 3rd level of the documancer's choice. Only the documancer can use the scroll, which vanishes after l minute. ICONIC HOARDSPERSON The iconic hoardsperson flaunts their wealth. knowing that foes are daunted by that which they have failed to earn. Recommended NPCs: Bandit captain. gladiator (Monster Manual); master thief, swashbuckler (Vo/o'.s Guide to Monsters) That Thing You Need (3/Day). The hoardsperson pulls one item of its choice from the living loot satchel. This can be any item found on the Adventuring Gear table in chapter 5, "Equipment," of the Player's Handbook. The item must be worth no more than 15 gp. APPENDIX BI MONSTERS ICON IC LOREMONGER The iconic loremonger trades in information, even when locked down in battle. A loremonger constantly tries to goad foes into revealing plans and secrets. Recommended NPCs: Cult fanatic, druid, mage, priest (Monster Manual); bard, enchanter (Volo'.s Guide to Monsters) Whispered Encyclopedia (1/Day). When a visible creature within 20 feet of the loremonger makes an attack roll, a saving throw, or an ability check, the loremonger can use its reaction to impose disadvantage on the roll. ICONIC 0BVIATOR The iconic obviator sees foes as obstacles worthy of respect. Obviators engage in repartee, testing the minds and skills of their opponents as their own strategy is deployed. Recommended NPCs: Assassin, gladiator, martial arts, priest (Monster Manual); adept, swashbuckler (Volos Guide to Monsters) Read the Opposition (1/Day). As a bonus action, the obviator chooses one other creature it can see, then relays information about the target's tactics to all creatures that can hear this creature. Until the end of the target creature's next turn, attack rolls and contested ability checks made against the target are made with advantage. ! CONIC 0CCULTANT The iconic occultant believes that every action changes the world around them, requiring a proper reaction. Occultants attempt to inspire fear in their foes with dire prognostications and mysterious portents. Recommended NPCs: Berserker. druid, gladiator. knight, and tribal warrior (Monster Manual): diviner (Vo/o's Guide to Monsters) Bead of Instant Karma (1/Day). When a creature the occultant can see makes an attack roll, a saving throw, or an ability check, the occultant can use its reaction to give its choice of advantage or disadvantage to the roll. I CON IC SECRETARIAN The iconic secretarian treats their foes like customers, offering deals they shouldn't refuse and inviting them to switch allegiances for greater profit and security. Recommended NPCs: Acolyte, berserker, knight. noble, and priest (Monster Manual): bard. warlock of the arch fey (Vo/o's Guide to Monsters) Charming Introduction (1/Day). As an action, the secretarian hands a business card from its portfolio keeper to a creature within 5 feet ofit. The target must succeed on a DC 13 Charisma saving throw or be charmed by the secretarian, as if under the effect of the charm person spell.

APPENDIX C: VEHICLES Franchisees in an Acquisitions Incorporated campaign might gain access to or find themselves under attack from- either of the unique vehicles in this section. Both are created and loaned out by Head Office, sometimes even at reasonable rates. B ATTLE BALLOON Through the winter clouds that surround the castle on this desolate hill.you see a shape emerge. Something so gigantic. you can't believe it can actual(y fly. Airships are relatively rare in Acquisitions Incorporated, which is thought to hold no more than five in its fleet. But the unparalleled usefulness of these craft in commerce- and in combat- makes the company-standard battle balloon a much-coveted upgrade for any franchise. Origins and Operations. Professional secrecy and aggressive marketing make it unclear where the airship originated. Some say battle balloons were an original design created by the Heuristic Arcane Research and Development department of Acquisitions Incorporated. But the wizards of Halruaa developed similar skyships in ages past. and the Cult of the Dragon has been seen with flying ships of its own. Still. among the small number of factions and organizations known to possess or build airships. Acquisitions Incorporated might be THE HARD CLOUD The Hord Cloud is Acquisitions lncorporated's company flagship, and as such, bears special note. The great battle balloon bristles with armaments, including a vicious dragon-slaying spear at the fore that has seen use more than once. The Hord Cloud is a veteran of numerous combat operations, and it has so far come out in one piece. Be· yond the tales told of the vessel's exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones 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 below decks, where few have had the opportunity to learn the truth. the best known for its high-profile aerial escapades. It's certain that neither the mages ofHalruaa nor the members of the Cult of the Dragon ever crewed a battle balloon with keg robots. or used one to squash a tyrannosaurus flat. Flying Battle Vehicle. The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended below. In the center of the deck, directly below the balloon. sits a large magic furnace. whose

218 formidable lifting power is rumored to involve trapped elementals. The airship's captain controls the arcane furnace and directs forward thrust by way of a propeller located at the back of the ship, helming the craft with a wheel positioned in the bow. Metal runners below the sh ip allow a battle balloon to land on the ground. Options and Armaments. Each franchise or organi· zation customizes the offensive capability of its airships, but most battle balloons feature mu ltiple harpoon guns, perfect for fighting and snaring aerial threats. Battle balloons that see a lot of combat are typically well stocked with other ranged weapons and polearms for ship-toship and crew-to-crew fighting. Whether privately financed or loaned out by Head Office under extraordinarily cautious terms, battle balloons can be customized with unique equipment- different siege weapons, lifting and cargo gear, and so forthto make each airship unique. However. the most potent weapon featured on most Acquisitions Incorporated battle balloons is the green Aame arbalester, a massive ballista whose bolts pulse with arcane power and detonate with formidable explosive force wherever they hit. BATTLE BALLOON Gargantuan Vehicle (80 ft. x 20 ft.) Creature Capacity 20 crew, 10 passengers Cargo Capacity 1 ton Travel Pace 9 miles per hour (216 miles per day) STR 18 (+4) DEX 17 (+3) CON 20 (+5) INT 0 Damage Immunities poison, psychic WIS 0 CHA 0 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious ACTIONS On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions ifit has no remaining crew. Fire Ballista. The battle balloon can fire its harpoon guns. Fire Green Flame Arbalester. The battle balloon can fire its green flame arbalester. Move. The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the battle balloon's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1 dlO) bludgeoning damage. Harpoon Haul. The battle balloon can pull each target grappled by it up to 30 feet toward the battle balloon. HULL Armor Class 15 Hit Points 200 (damage threshold 15) CONTROL: HELM Armor Class 18 Hit Points 50 APPENDIX C I VEHICLES VEHI CLE RULES Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them. Most pertinently, a vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a vehicle expresses its size and weight. Dexterity represents its ease of handling. A vehicle's Constitution covers its durability and the quality of its construction. Vehicles usually have a score ofO in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fa ils any ability check or saving throw that uses that score. How a vehicle is crewed and what actions it can take on its turn are described in the stat block for the vehicle. Mobile Franchise Headquarters. A battle balloon is perhaps the most sought-after of the mobile headquarters options available to Acquisitions Incorporated franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad. Move up to the speed of the ship's propeller, with one 90-degree turn. If the helm is destroyed, the ship can't turn. CONTROL: BALLOON Armor Class 12 Hit Points 75 If its balloon is destroyed, a battle balloon cannot maintain altitude. MOVEMENT: PROPELLER Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (air) 80 ft.; 50 ft. while flying into the wind; 100 ft. while flying with the wind WEAPON: GREEN FLAME ARBALESTER Armor Class 15 Hit Points 75 Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 16 (3d10) piercing damage and 22 (4dl0) fire damage. If the attack misses, the DM determines where the arbalester bolt hits. Each creature within 10 feet of that spot must make a DC 15 Dexterity saving throw to avoid the bolt as it shatters, taking 5 (1 dlO) piercing damage and 5 (ldlO) fire damage on a failed save. WEAPON: HARPOON GUN (3) Armor Class 15 Hit Points SO Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 11 (2dl 0) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the battle balloon. Each of the battle balloon's harpoon guns can grapple one target. While it has one or more targets grappled with its harpoon gun attack, the battle balloon's speed is not halved.

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 manipulation of gears, levers, and buttons controlled the original mechanical beholders, but more recent models feature magical controls that respond to voice commandsthough 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 armaments 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. MECHANICAL BEHOLDER Huge vehicle (15ft. by IS ft.) Creature Capacity l crew, S passengers Cargo Capacity crew and passengers' normal gear Travel Pace 3 miles per hour (72 miles per day} STR 18 (+4} DEX 12 (+l} CON 18 (+4} INT 0 Damage Immunities poison, psychic WIS 0 CHA 0 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious A CTIONS On its turn the mechanical beholder can take l action. It cannot take any actions if it has no crew. Eye Rays. The mechanical beholder can use its eye ray tentacles. Move. The mechanical beholder can use its helm to move using its magical propulsion unit. HULL Armor Class 18 Hit Points 200 (damage threshold 10} CONTROL: HELM Armor Class 16 Hit Points 25 Move up to the speed of the ship's magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the mechanical beholder can't move. MOVEMENT: MAG ICAL P RO PULSI ON UNIT Armor Class 16 Hit Points 100; -5 ft. speed per 25 damage taken Speed (magical} burrowing speed 30 ft., flying speed 30 ft. (hover), swimming speed 30 ft. WEAPON: EYE RAY TENTACLES (6) Armor Class 14 Hit Points 50 Magical Attack: The mechanical beholder shoots the following magical eye rays at up to three targets that would be visible to the crew and are within 120 feet of it. Disintegration Ray. If the target is a creature, it must succeed on a DC 1 S Dexterity saving throw or take 18 (4d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 18 (4d8} necrotic damage on a failed save, or half as much damage on a successful one. Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for l minute. 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 the Wanderer and its six magic clockwork components, a ll of which are central to the adventure in chapter 4. 0RRERY OF THE WANDERER Wondrous item, artifact (requires attunement) This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent. The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm. To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of i nexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found a nd stolen again-and moving closer to each other all the time. Random Properties. The orrery has the following randomly determined properties: • 2 minor beneficial properties • 1 major beneficial property • 1 major detrimental property The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing. The Sum of/ts Parts. Each of the six components that powers the Orrery of the Wanderer is a powerfu l magic relic in its own right: The ch ronolometer The dimensional loop The far gear The rotor of return The timepiece of travel The wheel of stars Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to. A PPEN DIX 0 I O RRERY ANO COMPONENTS While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM. Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a + 1 bonus to AC. Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains ld4 + 4 expended charges daily at dawn. CHRONOLOMETER Wondrous item, very rare (requires attunement) While attuned to this device, you have a +l bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device. Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1-3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4- 6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use th is feature of the chronolometer, it cannot be used again until the next dawn. Fate Swap. As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. D IMENSIONAL LOOP Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Strength saving throws. and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for I minute, granting you advantage on Dexterity (Stealth) checks

made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. Fold Space. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the OM. FAR GEAR Wondrous item. very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws. and you have advantage on Charisma (Intimidation) checks. Aberrant Ally. You can conjure an aberrant creature 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 aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn. 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 of a Whole. While this component is not installed 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 previous 30 days. Borrow Object. You name a mundane item 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 creature's longsword. The item 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. Anytime 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 of return to teleport, this featu re cannot be used again until the next dawn. Part ofa Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. TIMEPIECE OF TRAVEL Wondrous item, very rare (requires attunement) Wh ile attuned to this device. you have a +1 bonus to Dexterity saving throws and you always know wh ich way is north. Additionally, you can cast the longstrider spell on yourself at will. Turn-by-Turn Directions. You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location. a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like. APPE'IDIX D I ORRERY AND COM PONENTS ?.21

The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn. Get Away From It AIJ. As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orre1y of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. WHEEL OF STARS Wondrous item, very rare (requires attunement) While attuned 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 inside a clear glass bottle at a company function only to discover that three other people in the franchise have one as well? Then consider rolling on the Acqu isitions Incorporated Trinkets table instead of the table in chapter 5 of the Player's Handbook, to gain a unique trinket at character creation with a bit of Acq Inc fl air. ACQUISITIONS INCORPORATED TRINKETS dlOO Trinket l A perfect skipping stone 2 Three weighted dice that always roll low 3 A locket with a picture of Jim Darkmagic 4 A tiny anvil and smith's hammer 5 A nonfunctional immovable rod 6 A DIY acupuncture kit 7 A stuffed owlbear toy 8 A diagram for a new war lute 9 A declaration of war against a nation no one has ever 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 that screams loudly 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 Portent of the Stars. As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a dlO and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn. Alter Gravity. As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orreryofthe Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. dl 00 Trinket 23 The collar of your childhood pet, Nutmeg 24 A seashell that, when pressed to the ear, speaks in Aowing rhymes 25 A recipe book for cooking with mushrooms 26 One expired coupon for "A Free Cornerstone" 27 A portable beehive 28 Goggles that literally tint everything rose colored 29 A wand of wonder that allows you to cast only mending 30 A bracelet woven from mistletoe 31 A curved claw from an unknown beast that small children are always frightened of 32 A longsword that can be folded down in 1 minute and hidden in your pocket 33 A living graft of what you believe to be the World Tree 34 A tattered scarf with the Acquisitions Incorporated logo 35 A box containing a torn-up letter 36 An old contract marked "Void"

dlOO Trinket dlOO Trinket 37 A small pigeon in a cage 69 A lock of hair from a changeling 38 An Acquisitions Incorporated "G reen Flame" foam 70 A marble that rolls uphill finger 71 A piece of parchment listing a command word for a 39 A "C" Team lunchbox powerful magic item 40 A potted plant that grows different fruit on every 72 A book titled Conversational Ciant branch 73 A user's manual for an apparatus of Kwalish 41 A book of adventures for children 74 A signed headshot of famous bard Spice Caraway 42 An Omin action figu re with detachable maul and holy 75 The eye of a basilisk in a crystal box symbol 76 A postcard from Ravnica 43 A pint glass engraved with a picture of a keg robot 77 A stamp collection 44 A giant hockey puck 78 A small piece of solidified smoke 45 A miniature cannon that actually fires 79 A six-sided die that sometimes rolls a seven 46 A very fancy red scarf and matching handkerchief 80 A left-hand gauntlet 47 An arrow once shot by Morgren 81 A music box that plays nursery rhymes 48 A purple worm toy 82 A locket that's bigger on the outside than the inside 49 A burned doll whose eyes follow you around the room 83 A potted plant that grows hair instead of leaves 50 An infinite inkwell 84 A collection of teeth 51 A band embroidered with the symbol of the Six 85 A coin whose minting date always shows three years 52 A squishy cactus in the future 53 A velvet blindfold 86 A green drinking horn taken from a very large bull 54 A dirty figurine of a triceratops that can't be cleaned 87 A small book containing pressed and dried botanical 55 A used (and thus nonmagical) noble knife from the samples Noble Knife 88 A hatched chimera egg 56 A quill that rotates through all the colors of the rain- 89 A slightly used red bandit mask bow 90 A tiny stirge encased in amber 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 with 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 60 A mug fashioned from the skull of someone else's writing enemy 94 A sprig of herbs from your family's garden 61 A small glass jar containing an immortal firefly 95 A tankard stolen from the Dran & Courtier 62 A fake mustache made from gnome facial hair 96 A small, severed tentacle preserved in alcohol 63 A petrified troll finger 97 A walnut with a face drawn on it 64 Half of a map 98 A small flask of liquid from the Lake of Radiant Mists 65 The other half of a map 99 An ice cube that never melts 66 An unreasonable amount of pocket lint 00 An expertly carved sword hilt with the blade snapped 67 A dozen flyers for a local gnome food place cleanly off 68 Omin Oran's business card .\PPl '\:DIX £ I TR I S KETS

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


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