Acquisitions Incorporated

(Jeff_L) #1

to operate from a fixed location? Is a ruined keep more
interesting than an old vine-covered wizard's tower
in the woods? Is the headquarters remote or within a
settlement- perhaps an old tavern or caravansary the
characters can restore?
It can be helpful to think ahead as well. Acquisitions
Incorporated is known for mobile franchises, helping
to bring goods and adventuring services to distant loca-
ti ons. When a franchise headquarters becomes mobile,
will it Ay or sail? Will it gain the power to teleport across
the land? Will it sprout legs and walk?
Everything depends on the type of headquarters. The
top of a wizard's tower might detach and shoot skyward
like a missile. Or a franchise's headquarters might be
contained withi n a giant statue, which over time gains
the power to move farther and faster. A castle or other
stationary structure could contain a portal or telepor-
tation circle, allowing the characters to travel to distant
locations while the stronghold remains behind.


INCORPORATING BENEFITS
The characters· collective skill proficiencies. tool pro-
ficiencies, backgrounds. and positions within their
franchise could all impact the design and construction
of a headquarters. A glassblower might make beautiful
stained-glass windows. while a herbalist fills the head·
quarters with pleasing or mysterious scents. An acolyte
could outfit a small area of the headquarters as a chapel ,
while a sage sources a unique desk at which to work.
Such fe~tures are cosmetic or limited in impact, but en·
able players to feel more interested and invested in their
headquarters.

STARTER HEADQ.UARTERS
Each franchise's starter headquarters is a mundane site.
which has often been selected or handed clown by Ac-
quisitions Incorporated. The characters' initial base of
operations cou ld be a ruined tower, a worn horse-drawn
carriage, a beat-up fishing boat, a dilapidated store or
farm, or any similar structure or site. The DM might
direct the characters toward a single ideal location, or
might provide a range of options for players and charac-
ters to choose from. And of course. many potential fran-
chise locations will have an interesting past- a haunted
mansion, a mysterious lighthouse. an old wizard's cower
filled with malfunctioning magic, and so forth.
The DM approves the headquarters concept and de-
cides how large or small the initial structure can be, as
well as any useful features. DMs and players can work
together to create a map of the headquarters and its
surroundings. Chapter 5 of the Dungeon Master's Guide
can help detail both wilderness and urban locations.

LIFESTYLE EXPENSES
Whenever characters are in residence at their franchise
headquarters, they can automatically benefit from a min-
imum lifestyle-poor at rank l, modest at rank 2, com-
fortable at rank 3, and wealthy at rank 4. The normal costs
associated with that lifestyle for franchisees and select
staff are subsumed within the overall cost of running the
franchise. Outside the franchise headquarters, normal life·
style expenses apply.

I don't have rivals. I have partners who simplv don't
know it yet. •

- Omin Oran


Many franchisees will use their starter headquarters
as a point for expansion, adding new features, new
rooms, new levels- and, of course. new magic as the
franchise grows in rank. Other campaigns might be
better served by having the franchise change headquar-
ters at different stages. Characters might start out in a
ship, then move to a castle. then take possession of a
unique magical headquarters in the end. Any potential
headquarters site might be discovered by the characters
as part of the campaign, or sites might be suggested or
allocated by Head Office.
Any of the following suggestions can make a great
starter headquarters. or can provide inspiration for
other headquarters features.
Abandoned Lighthouse. Raided by ores who left no

one alive? Those are probably just stories. And even if


true, the ores won't come back (probably). This aban-
doned lighthouse headquarters is strong enough to
stand against any storm (probably), and many of the
leaks have been fixed already. And just look at that cool
light up top, and the oversized storage cellar. Docks
close by are perfect for a starter franchise that comes
into possession of a boat, and are also a sign of the light-
house's importance to coastal trade. Commandeering
it will likely win over the locals and maybe even the re-
gion's royalty!

Beat-Up Kee/boat. Any franchise can take to the seas


in this new (okay, very used) keelboat! Pirates killed the
previous owners, and Head Office picked it up for an ex-
cellent price. Most of the holes in the hull are repaired,
and the sails are only a little bit moldy. Even better,
there's a small covered area in the rear protected from
the elements that makes a perfect living space! The keel-
boat holds a half-ton of cargo, and might even come with
reduced docking fees at some ports of call.
Statistics for a standard keelboat are found in chapter
5 of the Dungeon Master's Guide. The DM might adjust
the number of people the boat can comfortably carry.
but having such a headquarters typically implies that
most franchise staff are itinerant or live elsewhere in
whatever settlement is the boat's primary port of call.
Old Tavern. With just a little work and some better
furniture, this place could be the talk of the town. The
tavern is certainly not haunted. Seriously. no one listens

to those rumors. But if it were. and if the story was spun


the right way, the marketing potential could be huge.
Some even say that the ghosts (which totally don't ex-
ist) like to sing, so that's a plus! The kitchen is already
stocked with plates, mugs, and lots of knives. and a few
rooms upstairs are ready to rent out to travelers.

Worn Carriage and Horses. This humble, worn


carriage, previously owned by a now-defunct trading
company, makes a perfect starter headquarters. The
carriage's exterior is weathered wood, and the interior
seats and cushions have seen better days. Still. it of-
fers all the perks of home plus the ability to change the
neighbors every time you take to the road.
The rear of the carriage features a generous cargo
space for up to^500 pounds of goods. and is protected

GllAPTL R :.! I GROWING YOUR FRANClllSE
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