abandoned lighthouse, raided and left no one alive? those are probably just stories and even if true, they won’t come back (probably), this abandoned 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 lighthouse’s importance to coastal trade,?commandeering it will likely win over the locals and maybe even the region’s royalty!

beat-up keelboat. 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 excellent 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 keelboat 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 exist) 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

cosmetic features

a cosmetic improvement, gained at franchise rank 2, allows a franchise to radically alter the look and feel of its headquarters, a beat-up wagon could become a gilded carriage, with luxurious interiors and servants dressed in matching finery, a tavern could proudly display the party’s kills in the drinking hall, feature mugs gathered from dwarven holds around the world, and have decor matching a particular theme, improvements can also be of a fantastic or magical nature, such as flickering magical torches or portraits that watch and interact with observers, the dm has final approval over such improvements, and is the arbiter as to whether cosmetic improvements might provide any actual benefits during play, when allowed, such benefits should be situational and limited, a foe might become distracted the first time a ghostly figure appears in a haunted tavern, but the quality of the illusion is such that it doesn’t stand up to continued scrutiny, cosmetic effects can also be focused on selling and branding a franchise, such as adding manufacturing capabilities, a light-up sign, a customer showroom or service center, and other commercial features, at the dm’s discretion, such features might generate additional income or lower the costs of certain franchise tasks

Draconic Ship. This once-innocuous seagoing vessel has been detailed to appear as a brass dragon. The ship’s interior is decorated in draconic art, and platforms among the rigging are linked by silk ropes attached to pulleys. These might provide benefits to crew trained in their use if the ship is ever attacked.

Enchanted Wizard’s Tower. In the entrance hall of a former-wizard’s-tower headquarters, enchanted portraits display visages of the franchise’s recently vanquished foes. Smaller portraits throughout the tower display important moments in the franchise’s adventuring history, and the whole interior is set with magical lighting, decorated with candelabra, and features drapes and carpets matching the franchise’s chosen motif.

Expansion Features

At rank 2, an expansion feature allows a franchise to double the size of its headquarters. When doing so, players and characters can define the changes to the current configuration. Perhaps the headquarters expands in size laterally, or gains an extra floor. Perhaps a new basement is excavated — or poking around the existing basement reveals a secret level of dungeons heretofore unknown.

Franchise members can decide on what features are involved in the expansion, including new windows, doors, and furniture. Adding certain types of space might also call for extra supporting features. If storage is on an upper floor, a winch might be installed to lift goods. A cellar could add another exit and an area for storing wine or alchemical supplies. Or a carriage headquarters could gain a second cart to become a wagon train.

All construction is low cost but functional, as in the following examples.

Expanded Lighthouse. The lighthouse is now taller, with two additional levels, an upgraded beacon, and a stronger exterior. A stairway leads down into a network of old caverns, including some used as storage space, and finally onto a small beach with a dock.

Expanded Tavern. The building adjacent to the tavern has been bought out and connected to it, allowing for more guest chambers, a larger common room, a larger kitchen, and staff quarters. A large fireplace fills the common room with light and warmth, while new tables and chairs create a welcome environment. Guest chambers might feature a patio or balcony.

Transportation Features

Also at rank 2, every franchise gains some form of mobility, with players and DM working together to determine how a headquarters facilitates travel (or expands on its normal travel modes) from one location to another. A ship might gain a magic sail, or could add a balloon to become a battle balloon airship. A hollow statue could gain the ability to stride across the landscape. A wizard’s tower might teleport from place to place. Or doors within a tavern could be revealed as a magical portal connected to various locations in far-flung lands.

The DM has final approval over the method of locomotion, and can put in place any reasonable limitations or constraints on that movement. Additionally, any method of movement should have a weakness or drawback determined by the DM. As a rule of thumb, a mobile headquarters can travel a distance of 30 miles per day (equivalent to a fast travel pace) per franchise rank. This rate of travel can vary depending on weather, visibility, availability of maps, or other conditions.

Giant Stone Statue. A 100-foot-tall stone statue has stairs and rooms carved within its interior. When a character sits at the helm located in a room within the statue’s head, the statue can be directed to walk across the land. The statue ignores difficult terrain, usually by simply crashing through it. However, the navigator has a limited sight line while peering out through the statue’s large eyes. When the terrain is cluttered or subject to combat conditions, it can be hard to avoid creatures or objects smaller than a large building.

A good idea is to swim in the wake of an existing business. Somebody else did the market research and decided this was a good location? Awesome! Now use that decision against them. Set up direct competition. Then spread rumors about them until they’re forced to leave the area in shame. Now the market is yours. That’s how you business.

— Donaar Blit’zen

Battle Balloon. A hot air balloon is lit by a magic furnace channeling elemental power. A galleon suspended below the balloon features a helm that controls the ship. The vessel can fly virtually anywhere, ignoring difficult terrain, but it is at risk from storms and strong winds. If the balloon takes significant damage, the ship could be forced to descend — or might even crash.

(Appendix C features vehicle statistics for a typical battle balloon. For characters who choose this highly coveted feature for their headquarters, the DM can impose limitations on the ship’s attacks and make changes to its statistics.)

Self-Contained Train. This mobile franchise headquarters features a magical-mechanical locomotive that lays down its own track. Mechanical arms at the front of the locomotive set down crossbars and rails in front of the headquarters at ridiculous speed, while arms at the back of the headquarters pick up the track as it passes. The train moves at quarter speed over difficult terrain (instead of half speed). It can pass over rivers, but cannot cross lakes or large bodies of water.

Extradimensional Wagon. A seemingly simple wagon drawn by an old horse channels powerful magic. The wagon’s driver can cause the wagon to teleport the distance of a day’s journey, targeting a known location over the course of one or more extradimensional jumps. Such teleportation is usually done when no one is looking, to avoid arousing suspicion or frightening the locals. Though the wagon eventually arrives at the intended destination, the intervening stop-off points are unknown — and quite possibly perilous.

ACQUISITIONS INCORPORATED IS MAGIC!

Dungeons & Dragons offers a wide range of play styles, and works with many different types of campaign story. The Dungeon Master’s Guide talks about some of the most common types of fantasy that can shape a D&D campaign, including a general sense of campaigns being high magic, low magic, or the D&D standard in between.

An Acquisitions Incorporated campaign has its own distinct feel, as talked about in chapter 1 of this book. Part of that feel comes from the substantial benefits that characters gain from franchise features and company positions — mechanical boons, magic items, access to powerful spell effects, and more. These benefits are gained automatically, as a general reward for the characters’ adventuring success driving franchise advancement. So it’s important that everyone is aware how adding those built-in campaign benefits to the regular magic gained during adventuring will give the characters a boost in power.

For an Acquisitions Incorporated campaign meant to feel and play like standard D&D, the DM should consider creating a low-magic campaign, and letting the benefits of company positions and franchise features fill in the magical gaps. A standard campaign played with the rules in this book should be treated as a high magic campaign, with the DM and the players understanding that the difficulty of encounters and other tasks might need to be ramped up to offer a real challenge to the characters. Of course, nothing prevents anyone from playing a high magic campaign with the Acquisitions Incorporated rules. But DMs and players should all be aware that doing so will create extremely powerful characters — who will no doubt attract extremely powerful enemies and threats as a matter of course.

Weapon Features

At rank 2, the members of a franchise can add a weapon to their headquarters, choosing from the options in the “Siege Equipment” section of chapter 8 of the Dungeon Master’s Guide. The DM can limit those options or change the details of specific choices, and players can also design unique offensive features, subject to approval by the DM. For example, a walking statue that strikes with a fist could be treated as a ram — or the DM and the players might agree that it would be fun to use some of the effects of Bigby’s hand for such an attack.

Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to operate, and such weapons might be slow to reload or recharge. Headquarters weapons are not particularly effective against small bands of creatures (such as a group of goblins), but they can be useful against a single large threat (such as a dragon). If siege weapons are abused by franchisees, they might be targeted by enemies, break down, or require costly maintenance each time they are employed in battle.

Giant Statue’s Fists. A giant hollow metal statue acting as a franchise headquarters features a control center from which the statue’s arms can be manipulated. One fist can be used per round to strike at foes, using statistics similar to a ram (AC 15, 100 hit points, immunity to poison and psychic damage).

Giant Fist. Melee Weapon Attack: +8 to hit, reach 15 ft., one object or creature. Hit: 16 (3d10) bludgeoning damage.

Lighthouse Energy Blast. Magical power can be focused through a lighthouse beacon, requiring 1 round to gather energy and aim. The following round, the energy can be released. The beacon has AC 12, 75 hit points, immunity to poison and psychic damage, and vulnerability to cold. The explosion of energy can be treated as a scorching ray, fireball, or lightning bolt spell, as the DM determines. More powerful features might require more time to recharge, or could be usable only a certain number of times per day. Such attacks might function at longer range but be unable to target creatures or objects within 60 feet of the lighthouse.

Arcane Features

At rank 3, an arcane feature provides a unique magical capability to a headquarters. A haunted headquarters might gain a permanent cohort of friendly undead servants, while a giant statue headquarters could gain the ability to allow the characters to see at great distances and through darkness or fog. A more generic arcane feature could instead grant any franchisee the ability to cast a specific spell of 6th level or lower, with a limitation of one casting per day.

An arcane feature should be something that doesn’t fit within another category (specifically, a transportation or weapon feature), though the DM is the final judge of what arcane features are acceptable.

Money is an attempt to discretize the ephemeral — an impossible task. When Head Office comes knocking, tell them that money is an attempt to discretize the ephemeral.

— K’thriss Drow’b

Ever-Changing Ship. Whether an oceangoing vessel or an airship, this headquarters can alter its appearance with illusion magic. Additionally, the appearance of some or all creatures aboard can be changed as if they were affected by a seeming spell. Franchisees can alter the appearance of the ship and its occupants a number of times per day, or can drop the illusory effects as needs be. The nature of the illusion magic means that the ship’s size and features do not change, and individuals interacting with the ship or investigating its appearance have a chance to see the true form of the ship and its crew.

Spectral Wait Staff. 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.

Defensive Features

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. When a saving throw is required, a good DC is 12 + 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 30-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. On a failure, the vehicle veers 3d10 + 10 feet in a random direction, then ends its movement for the round.

franchise choice features

at ranks 3 and 4, a franchise can outfit its headquarters with any one feature from among the lower-tier features (cosmetic, expansion, transportation, or weapon features), 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

secret feature

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 100 pounds, has ac 14, 50 hit points, and is immune to poison and psychic damage

franchise

growing your franchise

as a run-of-the-dungeon adventurer, your character might kick through countless locked doors, lay down ancient magics, or send any number of monsters to the afterlife in the pursuit of fame and treasure, but when you take your place as part of an corporate franchise, you become something more than a mere hero, as a member of an elite group standing on the cutting edge of the adventuring business, the brand precedes you, and sure, sometimes the blades on the cutting edge are kind of sharp, but with head office at your back, you know you have the best tools in the industry at your disposal, and maybe the basic funeral packages aren’t that great, but there are some tasteful upgrades you might consider, this introduces the corporate franchise and the rules for running it, franchise benefits are organized by renown rank tier, and include an ever-expanding business territory, wide ranges of options and upgrades for a franchise headquarters, and more, this chapter also introduces company positions — a new set of rules for franchise characters granting access to unique, tier-based abilities that can help a party stand out in a crowded marketplace, and because taking a vacation is no excuse for diminished returns, a corporate franchise can make use of expanded rules for downtime and franchise activities, allowing players to help shape the business and the narrative of the campaign even when they aren’t in the field

franchise advancement

a license to operate a corporate franchise comes with nearly limitless benefits! when your party starts a franchise, you receive a region in which to operate, a franchise headquarters, and a majordomo to assist with basic headquarters needs, as your characters become accomplished adventurers and continue to contribute to head office coffers, the corporation helps your franchise gain even greater benefits! see the following franchise advancement table for a summary of what you get at each rank

franchise rank

by default, a franchise rank is gained when the franchisees gain enough renown (beginning at level 0 and advancing when the average franchisee's rank reaches level 1, 2, 3, and 4), each franchise rank provides characters the opportunity to operate in a larger geographic area, hire staff and direct them to execute franchise tasks, and customize the franchise headquarters, every franchise is expected to have 1 of each 8 types of positions filled and so the average franchisees rank is based on the best franchisee in each one of the eight positions

licensed region

when a franchise first starts out, it is licensed to operate in a small region focused on a settlement or similar mercantile point, you might think this means head office doesn’t trust its new franchisees, not at all! no! it’s just so much easier to support a group when they start in a focused area, don’t worry at all that a rival corporate franchise will outmaneuver you, it seldom happens, keep growing your business, and the corporate license will expand to help you find more customers and increase your brand presence, within your licensed region, you have the right to use the full power of your corporate branding, no other corporate franchise from the same corporation will operate in your region, and all the region’s customers are exclusively yours, of course, non-corporate and other corporate rival organizations might be present, you are expected to drive them out of business, or give them untimely deaths, you do you, a franchise can build or operate any number of locations, such as warehouses and trade shops, within its region, you may not maintain property or establish formal operations in a settlement outside your region, even if you ship goods to that location, you may not use your corporate brand outside your licensed region without written, documancer-generated permission, since those areas might belong to other licensees, you can adventure outside your territory, of course, and can assist or work for other organizations, however, you are expected to prioritize missions given to you by head office

group dynamic

a corporate franchise is a group effort, many decisions must be made in the course of running a franchise and playing in a corporate campaign, and it is assumed that all players will be involved in making those decisions, whenever this talks about a franchise collectively — and in particular, when it talks about decisions being made by a franchise — the understanding is that all characters (in the game) and all players (at the table) have an almost equal say in determining a franchise’s fortunes and fate, sure, arguments will crop up from time to time, but that kind of role playing is a big part of what makes a corporate campaign

franchise advancement
franchise rank 0

average renown 0 - 4

licensed region steading

staff 1 skilled, 3 crew, 4 unskilled

franchise tasks 1

headquarters features starter

costs x1

franchise rank 1

average renown 5 - 8

licensed region hamlet

staff 2 skilled, 6 crew, 8 unskilled

franchise tasks 2

headquarters features cosmetic, expansion, transportation, weapon

costs x2

franchise rank 2

average renown 9 - 12

licensed region village

new staff 3 skilled, 9 crew, 12 unskilled

franchise tasks 3

headquarters features arcane, defensive, franchise choice

costs x3

franchise rank 3

average renown 13 - 16

licensed region town

staff 4 skilled, 12 crew, 16 unskilled

franchise tasks 4

headquarters features arcane, franchise choice, secret

costs x5

franchise rank 4

average renown 17 - 20

licensed region city

staff 5 skilled, 15 crew, 20 unskilled

franchise tasks 5

headquarters features arcane, franchise choice, secret

costs x8

staff

each franchise rank grants a number of staff members who live in the franchise headquarters the cost of maintaining staff is included in a franchise’s costs, each staff member has a proficiency bonus equal to 2 + the franchise’s rank, franchise staff do not run other business so for instance if the headquarters is an old tavern the tavern still requires staff if it is to earn money as a tavern and their costs are added to the franchise weekly expenses

a franchise might engage all kinds of hirelings and agents over the course of a campaign, but specialized franchise staff fall into four different categories

majordomo

a majordomo administers a franchise headquarters and tasks, they typically reside within the headquarters and seldom leave it, sending out communications through dedicated messengers, at no extra cost, and traveling on foot or by means the franchise provides, additional ones cost their primary skill level in platinum a day, bosses cost three times that

skilled hirelings

skilled hireling has one or more skill, weapon, or tool proficiencies that they are willing to use on the franchise’s behalf, skilled hirelings will adventure with the pc’s, additional ones cost their primary skill level in gold a day, bosses cost three times that, these are the messengers mentioned above

crew

crew are skilled hirelings trained in tasks pertaining to the physical maintenance of a franchise (for example, servers or gardeners) or the navigation of a mobile headquarters (sailors for a seagoing franchise, engineers for a giant hollow statue, and so on), crew do not leave a franchise, they typically run rather than fight back when attacked except when in the actual franchise headquarters, though the dm can decide otherwise, if a mobile franchise headquarters requires more crew than is granted by the franchise’s rank, the characters must hire the remainder, additional ones cost their skill level in silver a day, bosses cost three times that

untrained hirelings

untrained hirelings provide general labor, and can function as laborers, cleaners, porters, and other workers, untrained hirelings can work for a franchise or its allies, perhaps tending a garden for a noble family or helping a merchant unload cargo from ships, they will not engage in combat and do not leave the headquarters to join the party on adventures, additional ones cost their primary skill level in copper a day, bosses cost three times that

headquarters features

head office provides the members of each franchise with a place to call their own, it might not be initially impressive (cleaning any old blood stains is the franchisees’ responsibility), but over time, characters are granted resources to help construct the headquarters of their dreams! each franchise rank affords the characters a number of choices, allowing customization and creativity, sample features are provided as guidelines, but a franchise’s features can include literally anything decided on and agreed to by the players and the dm

group design

when selecting a feature, the characters must make decisions together — meaning the players must do the same, deciding on the features of a headquarters should be a team effort, both in game and around the table

starter headquarters

each franchise’s starter headquarters is a mundane site, which has often been selected or handed down by head office, the characters’ initial base of operations could 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 characters to choose from, and of course, many potential franchise locations will have an interesting past — a haunted mansion, a mysterious lighthouse, an old wizard’s tower filled with malfunctioning magic, and so forth, the dm approves the headquarters concept and decides how large or small the initial structure can be, as well as any useful features, the dm and players can work together to create a map of the headquarters and its surroundings

lifestyle expenses

whenever characters are in residence at their franchise headquarters, they can automatically benefit from a minimum lifestyle — poor at rank 0, modest at rank 1, comfortable at rank 2, wealthy at rank 3. and noble 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 lifestyle expenses apply

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 headquarters 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

franchise costs

running a 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, the franchise’s majordomos handle these finances and makes all necessary payments to head office, suppliers, and other agents — as long as sufficient funds are available

baseline costs

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 the corporation 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 625 sp, but as time passes and headquarters features are added, that lighthouse might grow in size, weapon features, and magic to resemble a fortified tower, the dm will modify baseline costs as needed to fit the headquarters and the campaign style, 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, 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

franchise rank multiplier

the multiplier on the franchise advancement table is applied to a franchise’s baseline cost, this represents the increased costs a franchise faces as it expands into larger markets

weekly business performance

each week, 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 weekly cost or earnings, and is deducted from or added to the franchise’s coffers

defaulting

no self-respecting franchise would ever run out of money and fail to make its monthly payments, right? were that to happen, the amount owed — plus a modest 1 percent penalty — would be due to head office the following week, 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 npc’s 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

franchise headquarters weekly costs

horse drawn carriage or wagon 75 gp

farm or rural enterprise 5 gp

settlement enterprise 30 gp

keelboat, including all port fees 50 gp

remote enterprise 625 sp

remote enterprise 625 sp

noble estate, large manor, fortified tower 875 sp

airship 200 gp

airship 200 gp

giant walking statue, magic locomotive 250 gp

keep or small castle 750 gp

large castle or palace 3,000 gp

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 offers 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 from the weather, the horses are hardworking and love apples, the carriage has AC 11 and 75 hit points, and moves at the speed of its four draft horses (40 feet), four passengers can ride inside, two up front with one steering, and two atop the rear cargo area, up to three people can also sit on the roof of the cabin, for an especially exciting perch when the cart is moving quickly because this sort of franchise typically can’t hold the characters and all their staff (at least not comfortably), at level 0 the franchise has two such carriages and gains another one at each level