A tavern headquarters which already has a cosmetic feature to make it appear haunted now gains spectral wait staff. The spectral staff serve customers expertly, and speak and understand speech as if intelligent.
However, they are magical creations similar to those conjured by the unseen servant spell, able to perform all the functions of such a creation and any other functions agreed to by the DM.
Spectral staff can momentarily become insubstantial, along with anything they carry, allowing them to serve food and drink through walls. Any member of the franchise can spend an action to telepathically command one or more spectral staff members. D F Also at rank 3, the headquarters gains one defensive feature, planned out by the players in collaboration with the DM. Ships and other vessels with statistics can gain an increase to hit points or AC.
Or a general defensive feature could include the choice of any two effects noted in the guards and wards spell, which can be enabled or disabled by any franchise member.
Players are encouraged to be creative in thinking about defensive features. An airship might have a deck that can channel lightning to repel boarders. A wagon might have transparent windows as strong as steel, and the ability to retract any rails or platforms upon which attacking foes could stand. Defensive features might impose conditions on enemies, or even deal damage. The DM should limit damaging effects to dealing 10 damage to a single target 5 damage for a multitarget or area effect per franchise rank.
Carriage Ejector Platforms. A carriage gains potent defensive capabilities in the form of sections of its roof and walls set with powerful concealed springs. This defensive feature can be activated as a bonus action by the driver or any creature within 5 feet of them. When a creature steps or grabs onto a protected section, that creature must succeed on a Dexterity saving throw or be flung from the wagon to a distance of 10 feet per franchise rank.
The creature takes falling damage as if it had fallen that distance. Electrified Floors and Rails. Specific areas of a ship or airship's floor and railings are warded with elemental lightning, up to an area the size of half the ship's upper deck. A character at the helm can activate this magic as a bonus action. Any creature making contact with a warded area takes 13 3d8 lightning damage, and must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of its next turn.
Grease Compartment. Whether a building, a vessel, or some other structure, a franchise is equipped with a compartment holding grease. When activated, nozzles release the grease either in a foot cone or into a specific area no larger than 20 by 20 feet—typically focusing on an area through which attacking creatures are likely to move.
Any creature entering the greased area must succeed on a Dexterity saving throw or fall prone and end its movement that turn. A creature driving a vehicle that enters the greased area must make an appropriate ability check against the save DC. In consultation with the DM, this might cover additional features to augment the headquarters' existing look or combat capability, or a plan to instead make an existing feature even stronger.
A method of transportation might double its speed and remove an existing drawback, or an offensive feature could deal more damage or target more than one creature per round. S F A secret feature, gained at rank 4, is one that remains unnoticed to most inspection, typically requiring a successful DC 25 Intelligence Investigation check or Wisdom Perception check to notice. A headquarters might have a secret exit that guarantees escape and allows franchise members or staff to leave and enter without detection.
A secret feature should usually add in-game benefits, such as a potion-brewing laboratory in a secret level of a castle, or a secret cargo hold within a ship that can keep perishables fresh and provide endless stocks of food and water to crew and passengers. Escape Pod. A walking statue's head can also serve as an escape pod. If the headquarters is ever destroyed, or if the character controlling the statue activates the escape mode as an action, the head detaches from the body and takes to the air with a flying speed of 80 feet.
The flight lasts for up to 5 rounds, and is directed by the same controls that originally controlled the statue.
If the head is not on the ground when the flight ends, it falls and any creatures within take falling damage. Extradimensional Tavern. Several of the doors in a franchise's tavern are inscribed with runes. Anyone who traces a rune while speaking a passphrase can access their choice of ten extradimensional rooms, 20 feet on a side.
These rooms can function as libraries, laboratories, meeting rooms, kitchens, prisons, private quarters, and more, with each room's setup and contents chosen when the rooms are first installed.
Each room's initial furnishing and equipment are included, though characters can later add to these features as they wish. Glider Launcher. A hidden compartment within an airship holds ten gliders. A secret door leads to the compartment, which features an exterior escape hatch activated from within any glider.
Each glider accommodates one Medium or smaller creature and up to 50 pounds of gear, has a flying speed of 60 feet, and must descend at least 20 feet each round. A glider can be piloted as an action by any character with proficiency with flying vehicles. Characters without such proficiency might need to make ability checks of the DM's choosing to pilot a glider successfully. A glider weighs pounds, has AC 14, 50 hit points, and is immune to poison and psychic damage.
F C Running an Acquisitions Incorporated franchise offers countless benefits to an adventuring party—but those benefits aren't cheap. Operating the franchise, installing and maintaining franchise features, paying staff, creating merchandise with proper branding, settling legal issues, and more are all encompassed by the baseline cost for a franchise's headquarters, a multiplier from the franchise's rank, and the franchise party's business performance for the month.
If a franchise's costs leave a party low on cash, that's a sign that it's time to go adventuring. Alternatively, characters might use downtime to structure a leaner business or engage in non- adventuring activities to bring in more gold see "Franchise Tasks and Downtime" later in this chapter for more information.
A franchise's majordomo handles these finances and makes all necessary payments to Head Office, suppliers, and other agents—as long as sufficient funds are available. B C The baseline monthly cost of a franchise is calculated based on the franchise's headquarters, as noted on the Baseline Costs table on the next page.
The costs on this table differ from the costs found in the "Recurring Expenses" section of chapter 6 in the Dungeon Master's Guide. That section details the costs characters might expect to pay to own an inn, a keep, or other types of properties. This is because franchise costs include a tithe to Head Office, repayment to Acquisitions Incorporated for funding the initial construction or purchase of the headquarters, the use of approved contractors for construction and maintenance, and other subtle fees.
Baseline costs are for representative dwellings, and can be adjusted by the DM as needs be. A noble estate that is the envy of other nobles might demand expenditures of double or triple the baseline cost. A franchise's baseline costs might also change during the course of the campaign. A party might initially start out headquartered in an abandoned lighthouse with monthly expenses of gp.
But as. The DM will modify baseline costs as needed to fit the headquarters and the campaign style. Baseline Costs Franchise Headquarters Monthly Cost Horse-drawn carriage or wagon 15 gp Farm or rural enterprise 20 gp Settlement enterprise guildhall, inn, tavern, shop, and so forth gp Sailing ship, including all port fees gp Remote enterprise fort, lighthouse, trading post, roadhouse, and so forth gp Noble estate, large manor, fortified tower gp Airship gp Giant walking statue, magic locomotive 1, gp Keep or small castle 3, gp Large castle or palace 12, gp.
Some characters might decide to maintain more than one headquarters for their franchise, or to control additional sites as part of the franchise's overall operation.
A franchise might use a ship as its headquarters, while also owning a number of remote trading posts run by franchise staff. The costs for all such "virtual headquarters" should be added together to derive one monthly baseline cost.
This represents the increased costs a franchise faces as it expands into larger markets. M B P Each month, a franchise performs the running a franchise task, which can be found in the "Franchise Tasks and Downtime" section later in this chapter. The result of this task is used to calculate the final monthly cost, and is deducted from the franchise's coffers. D No self-respecting franchise would ever run out of money and fail to make its monthly payments.
Were that to happen, the amount owed—plus a modest 15 percent penalty—would be due to Head Office the following month. Failing to make payments—and especially defaulting on two or more payments in a row—is likely to trigger campaign consequences. Head Office might send inspectors to a troubled franchise, or assign the franchisees a difficult and hopefully profitable mission.
Rival groups and entrepreneurs might smell blood and attempt to attack the franchise or take over its markets. Nefarious NPCs will most certainly come calling. Defaulting on franchise payments can also strain relationships with nobles, merchants, and others who value a franchise more for its assets than for the characters.
Such relationships typically turn frosty until the characters are able to prove that the franchise is back on its feet. C P A franchise is a complex affair, requiring its participants to fulfill a myriad of important duties necessary for its proper growth and the enrichment of Acquisitions Incorporated Head Office.
A company position establishes a character's role within a franchise, as well as a relationship with the larger Acq Inc organization. When you choose a company position for your character, that choice is independent of and in addition to your character's background, class, and other options. Though Head Office might tell would-be Acq Inc franchisees to play to their strengths, you should choose the position that speaks to you—and that feels like it'll be the most fun.
All characters who take on an Acquisitions Incorporated franchise must take a company position. A character can take only one position within a franchise. Each company position has its own distinct flavor—and comes with a range of preternatural benefits.
Some of these benefits take the form of material boons granted by Head Office, including specialized magic items available only to Acquisitions Incorporated franchisees.
Others are shaped by the subtle power of your position and the franchise's rank. In addition to their various mechanical benefits, the features of each company position are intended to offer players and DMs the opportunity to collaborate on crafting campaign narrative. Sometimes this is straightforward, as when a feature allows a character to learn useful information about enemies or allies, as with the obviator's Read the Opposition feature.
Sometimes this calls for a focused collaborative effort between player and DM, as with the cartographer's Tale of Safe Travel. Where the narrative options in a position's features lend themselves to interpretation, the DM works with the players to determine how those options play out, as is the baseline model of every Acquisitions Incorporated campaign.
P P Accepting a company position with Acquisitions Incorporated means more than just a title and hopes of a paycheck. With it comes access to trade secrets, best practices, and corporate shortcuts central to fulfilling one's role within a franchise. When a character takes a specific company position, they gain proficiency in the tools and skills associated with that position. Such proficiency also extends to a variety of business practices, day-to-day tasks, and hazard mitigations that are all part of the job.
Professional functions that characters can add their proficiency bonus to are detailed in the "Position Proficiency" section of each of the following company positions. A set of Acquisitions Incorporated tools might resemble mundane tools, but they are never the same. Countless mundane cartographers in the world have proficiency with cartographer's tools.
But only an Acquisitions Incorporated cartographer has access to a cartographer's map case and the ability to use it. Magic items gained as part of a company position always require attunement, but they do not count against the number of magic items a character can normally attune to.
Each item can be attuned to only by the character to whom it has been granted by Head Office. If the tools of other Acq Inc franchisees are ever found, they cannot be attuned even by characters with the applicable position.
It goes without saying that such tools found at large are expected to be returned to Head Office immediately. Each position magic item is representative of the significant mystic expertise of Acquisitions Incorporated—and no matter who might use them, position items always belong to the franchise proper. The use of such items is typically revoked upon leaving the company, and Head Office is known for the diligence with which it retrieves items that are "accidentally" held onto.
G R You choose your character's position when the character first joins an Acquisitions Incorporated franchise. Your character's position rank is equal to your franchise's rank. Starting from rank 1, you gain specialized training including new proficiencies , special equipment, and your rank 1 position feature.
Then, as the franchise grows, the scope of your position grows with it. Each time the franchise gains a rank normally at levels 5, 11, and 17 , your character is promoted to that new rank in their position and gains the appropriate benefits.
C I've seen a million places, and I've mapped them all! Acquisitions Incorporated missions can lead across vast tracts of wilderness, into ancient ruins, deep underground, or to even more dangerous and remote places. The cartographer selects the method and route of travel for a franchise, and creates and maintains maps of the journey.
As the characters travel, the cartographer maps important locations and resources, later providing finished maps to Head Office. The franchise's cartographer is also often responsible for the selection and care of vehicles and mounts.
You help advance your franchise by discovering and mapping new locations or hidden features, acquiring rare maps, and using different modes of transportation in secure and clever ways. Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus when you make an ability check to create or examine maps, search for new paths in the wild, or assess a route for possible dangers. P S E As a rank 1 cartographer, you gain proficiency with cartographer's tools, and your choice of vehicles land or vehicles water.
Head Office also grants you the use of cartographer's supplies quill, ink, parchment, a pair of compasses, calipers, and a ruler , a waterproof leather map case, a spyglass, and a supply of colored inks. I ' R At rank 1, at the start of any mission, you can requisition a second-hand draft horse and cart barely functional , riding horses and ponies typically well aged, one for each party member , passage on a ship or ferry might require minor labor as part of the fare , and similar transportation.
Any damage or losses to requisitioned equipment is expected to be repaid to Head Office. S C At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest.
You must then succeed on a DC 15 Wisdom check using cartographer's tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn. T S T Starting at rank 2, you gain the ability to perform a minute ritual using your cartographer's tools, maps, and 50 gp in consumed material components.
By doing so, you ensure safe travel for you and other creatures, from your current location to another location you could normally reach within one day. The destination must be one to which you have traveled previously, or for which you have an accurate route and map. During the ritual, you tell a story of your future journey, relating details of what will be seen en route. The DM can choose to add to the story, imparting additional details or planting seeds for future adventures.
If you wish, the ritual can be ended early, allowing the party to encounter what's being described by the DM.
Whenever the ritual is ended or interrupted by you, all the travelers arrive safely at the destination. At the DM's discretion, all the travelers affected by the ritual can gain the benefit of either a short rest or a long rest during the voyage. M S At rank 3, your map case becomes a common magic item.
In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom Perception check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut.
Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest. Determined to avoid this in future, he began leaving trails of things behind him—trails he would often find again later, or intersect with at odd angles. Grost was not born a cartographer, but that hasn't kept him from reaching the apex of the profession.
M M Starting at rank 3, you can use an action to make a DC 15 Wisdom Perception check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark.
Once you use this feature, you cannot use it again until dawn seven days later. E C ' G When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations. If your franchise headquarters is mobile, you can include it in your Tale of Safe Travel, and can also include items or goods weighing up to 2, pounds.
It's of the utmost importance to remember that a good cartographer knows how to tell a story to a horse. The story does not have to be accurate, but it does have to entertain the horse. Why Be a Cartographer? Your parent was a cartographer, their parent was a cartographer, and by the gods, 2 you're going to be one too. You're fairly certain no one else in your party even knows how to hold a map, let 3 alone read one.
A lot. And the mud. And the wolves. You suffer from the nagging feeling of never knowing why you've come into a room, 8 and you need the professional flourish that lets you cover for that. D I'm not saying there aren't other perspectives. Just that my perspective is the only one that's on-brand.
A decisionist brings decisive leadership to an Acquisitions Incorporated franchise. They settle disputes and ensure that the team moves forward toward its goals, often serving as a leader officially or otherwise and compass for the party. A signature move of the decisionist is to impress the importance of a particular looming choice on the other franchisees, then call for a vote.
The results of all franchise votes are recorded, then later reported to Head Office. Decisionists are also concerned with franchise morale and teamwork, helping all members of the franchise work together effectively.
All decisionists vary in their approach to the task. You might primarily attempt to convince others through charismatic arguments, or through force of will or intellectual cunning. You might lead by example, or by extolling the examples of other people who've done the things you haven't quite gotten around to yet.
You help advance the franchise by calling for votes, making sure you're always on the side with the most votes, and resolving disputes within the franchise party. Position Proficiencies: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to influence a decision being made by a group, assess the popularity of certain customs or individuals, or boost the morale of franchise hirelings.
Domineering narcissists gravitate toward the role, to be sure, and occasionally that unyielding demeanor has its purpose. Decisionist Annab approaches the role in another way, considering herself in many ways outside the party she travels with, even though she has served in this capacity for years.
When she leverages her coin of decisionry, glinting with its final, unswerving resolve, it is because she has heard all. Head office also grants you the use of a musical instrument your choice of horn , a voting kit ballots, a ballot box, an "I Voted" sticker set , and a coin of decisionry. This large gold coin is emblazoned with the sigil of Acquisitions Incorporated as "heads," and has a "tails" image that varies.
T Starting at rank 1, whenever the members of your franchise take a vote, you can present your coin of decisionry and cast two votes. A B Starting at rank 2, if a member of your franchise party is absent, you gain their vote and can decide quite confidently how they would have voted.
In addition, if a vote is ever taken while you are absent, you can call for a recount and add your two votes to the final voting result. C D Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the "tails" face.
Roll a d4 on the following table to determine the message. The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin after having had its powerful prognostication powers dutifully explained , you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action.
The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom Insight check. B O When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence Arcana check, you learn which of the two results is more applicable to the course of action.
This property of the coin can't be used again until the next dawn. I D Starting at rank 3, whenever a serious franchise vote is taken and the result goes the way you voted, you can inspire the rest of the franchise team with a brief speech. Make a DC 15 Charisma Persuasion check.
On a success, each franchise member of your choice who can hear you gains advantage on the next ability check, attack roll, or saving throw they make in the next hour. Once you use this feature, you can't use it again until you finish a long rest. C M As a rank 4 decisionist, you can present your coin of decisionry to grant yourself an extra vote when your franchise votes, for a total of three votes.
Once you do so, you cannot do so again until dawn seven days later. C K At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space.
A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence Investigation or Wisdom Perception check. Additionally, you can use the voting kit to cast charm person save DC This property of the kit can't be used again until the next dawn. Decisionists work best when a verdict is unilateral and in direct contradiction to the rest of their team. Do the opposite of whatever they want, even if you want to do that thing too.
It's about setting an example and establishing a pecking order. Why Be a Decisionist? Roughly half your choices are the right ones.
You might as well just toss a coin for 2 it. In fact, you're constantly plagued by indecision. Democracy is the greatest force for change in the world, but is ruined by everyone 4 else voting. You've always felt it was your calling to tell other people what to do. Now to make 6 it official. As a child, you had a sibling make you choose which of your toys lived or died.
You 8 were never the same. D Contracts have mystical power. Break my contract and I'll use your bones for my next quill. Every great Acquisitions Incorporated quest begins with a contract from Head Office—and a franchise's documancer is most likely the one who controls and channels the power of that contract. A documancer bears the responsibility of managing each of a franchise's quests, of ensuring that every condition of the quest is fulfilled, and of recording and sending on information vital to Head Office when the mission is complete.
When creating contracts with other organizations, a documancer makes sure that the language benefits both the franchise and Acquisitions Incorporated. As a documancer, you are respected for having the commitment and mental fortitude required to work with Head Office. You advance your franchise by using documancy for communication, insisting on recording all deals in writing, retaining records, destroying other records, and recalling vital information.
Not everyone truly appreciates the art of documancy, and only the best and brightest are chosen for this most important work. Some of the jobs feel a bit tacked-on, but this is a minor quibble. If you like Acquisitions Incorporated, this book is definitely worth having.
I have a little understanding now and have even listened to a few of the early Acquisitions Incorporated live streams to get an idea of what kind of campaign was being played. There is a humor to that campaign style which the book tries to capture. I originally got this book because I was interested in the franchise rules. The book offers some fairly simplistic rules for running an adventuring company where staff and its base of operations expand at set experience levels that the party reaches.
They could easily be adapted to represent a castle, guildhall, and more. Additionally, the rules offer additional rules for characters to take on notable roles in a franchise, which provides them with some special rules, abilities and items related to their role in the franchise.
There are also some additional Background types geared toward a business-themed campaign only in a sense as they can easily work in a regular campaign if you ignore some of the comedic references , some new spells none of which are game-breaking and have some value for those seeking some magic variety and some random tables and explanations for different classes and archetypes roles in a franchise which I found almost worthless.
There is a new character race, the Verdan, which is a goblinoid race that changes size as they increase in Experience level. Lastly, there are some expanded downtime activities, which can be added to the list of downtime activities included in the other published books.
The franchise rules, character options, spells and such, as well as the background for Acquisitions Incorporated and its foes takes up the first 78 pages of this page book. In addition to some of the filler sections included in the previously mentioned material, this is my other main gripe with this book. Instead of offering the franchise rules and such as a reduced-price item, they are combined with an Acquisitions Incorporated-style adventure and priced as a standard book.
The adventure no real spoilers is a fairly linear adventure where the PCs are starting up their own franchise and have to recover some items from some bad guys. They get to travel to different places, fight a variety of foes and solve some puzzles. Overall, I enjoyed a lot of franchise rules, especially the franchise development rules and the franchise roles. I wished this material were offered on its own without the adventure series perhaps it is now.
One of the weaker rulebook offerings of the 5e books published thus far. Dec 20, Nathan Albright rated it really liked it Shelves: challenge This is a book that has a lot of promise and does not end up quite being as enjoyable as one would hope. As a general concept, this book certainly does provide an interesting hook for an adventure, in that it provides an alternative to a class-based system that also adds a role-based playing for a corporate franchise of a fantasy business that is in competition with a variety of related firms.
This added angle is certainly interesting and is something that I might consider worth trying in futu This is a book that has a lot of promise and does not end up quite being as enjoyable as one would hope.
This added angle is certainly interesting and is something that I might consider worth trying in future campaigns if other players I happen to be playing with are similarly as intrigued in fantasy capitalism as I am. This obvious hook is one that can be easily celebrated and enjoyed, and the first part of the book was a great joy to read as the authors explored how it was that a party of different roles could involve not only fighting classes but also people with different jobs in a small office that deals with business interests involving the local area as well as different planes of existence, getting more and more complex in the affairs of business as characters and their offices level up thanks to success in missions.
This relatively short book of a bit more than pages begins with a preface and a short look at how one can play a campaign that is just business 1 and that includes a wide variety of roles for growing one's franchise 2 through having an office that can contain various roles like cartographer, decisionist, documancer, hoardsperson, loremonger, obviator, occultant, and secretarian.
This humor continues when the authors discuss how these job titles can be finessed based on the player roles, can add new backgrounds, and even add a new race of Verdan as well as spells and factions and rivals 3.
After that the authors include a lengthy mission that involves six episodes, starting with how one runs an Acquisitions Incorporated campaign in general to an overview that begins with the wrong heroes and moves on to Phandalin and then a light house, and then a rivalry with Dran Enterprises, and then a deadly game of hide and seek that leads to a showdown with the Secret Six and a look at the campaign to come after that 4.
The book then ends with various appendices that include the figures in Acquistiions Incorporated a , monsters b , vehicles c , components d , trinkets e , and an index. Even so, this book did not end up quite as much fun as I would have wished because of the nature of the missions discussed in the book itself. The campaign itself forced a certain progression from corporate rivalry to involvement in various planer horrors, and could have been handled better.
That isn't to say that the idea of having multiple teams and locations and corporate rivalries involving business affairs can't be fun, but it appears as if the authors could have done a better job by making a more open-ended campaign that took advantages of the strengths of the idea of being part of a company working out some sort of corporate strategy and overcoming corporate espionage.
Perhaps there are other quests involving this particular idea that would be more to my liking that I have not yet read, but this book had a bit more sizzle than steak when it comes to my own view of its materials. Perhaps others will find this book more completely to their liking if they appreciate how the authors handled the interesting setup by providing a full quest that could go from level 1 to 20, which would take a long time to sort out, obviously, and play to completion.
Overall, it's a good sourcebook and there's a lot to love. That all said, I would recommend it for fans who are more into the past two years of Acq Inc. This is a huge let down from anybody who's followed the saga from the start. The only mention I saw of ei Overall, it's a good sourcebook and there's a lot to love. The only mention I saw of either character was just their names and their creator's names listed in the legal text in the footnotes in the credits after the title page. Seriously, there is more information about Splug, the NPC goblin from the very first adventure, than either of the other two arguably founding characters of the series.
But not having them in here feels like the revisionist history of the series and is just not fun. I understand that these characters are owned by their players and probably just decided not to be part of it for whatever reason.
But it's sad to finally have this product and not have them in there in any way. That really took a lot of the pleasure out of it for me. If you are a big fan of the C-Team and the more recent Acq Inc. If you are a fan from the early days and was hoping to see more from that part of the series It was like they never existed as far as this volume was concerned and that really sucks! I understand that revisiting the history of the series is not the purpose of this book, it's more about giving you the tools to play in their universe and incorporate no pun intended their stuff into your own games.
So for that, I feel that it excels and is a great supplement. It was just super jarring to see mention of the early days and even get stats for most of the main characters and NOT have these guys included. Categories Published in 5th edition sourcebooks Sourcebooks Books Add category.
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Fans: 3 Become a Fan. Record a Play. Nick: Alternate Hardcover Version. Size: Nick: Hardcover Version. Description Edit History. Learn everything you ever wanted to know about starting your own fantasy business as you begin your career today, as a proud member of Acquisitions Incorporated. New backgrounds, character options, franchise information, and more!
Start up your own Acquisitions Incorporated franchise in the Forgotten Realms or anywhere in the multiverse. Includes an adventure that will take characters from levels 1 through 6, establishing your party's claim on a world they've just begun to explore—and to strip-mine for profit.
More Information Edit History. This page does not exist. You can edit this page to create it. Category: Language:. No Files Found. Linked Items. Comments and information about the upcoming hardcover. Game Weight: 5. Tags separate by space :.
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