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Dungeons & Dragons Acquisitions Incorporated HC (D&D Campaign Accessory Hardcover Book) Hardcover – Illustrated, June 18, 2019
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There are always openings available, just try not to think about why.
When you’re just starting out in the adventuring business, it might be nice to have a leg up. It can be a big help to have access to the powerful artifacts, expertise, and jobs that Acquisitions Incorporated (Acq. Inc.) has to offer a new franchise. Join Omin Dran, Jim Darkmagic and Viari like never before with the new Acquisitions Incorporated campaign book for Dungeons & Dragons!
Set yourself up for success when pursuing your own fantasy-business endeavors, using all the ingredients you need to include Acquisitions Incorporated in your D&D campaign, to establish your own franchise and take on specialized roles therein. Plus, there are always openings coming available. . .just try not to think about why.
Inside Acquisitions, Inc
Everything You Need to Set Up Your Own Franchise
“Imagine digging a hole, but instead of finding a body, you find real wealth. And a body. One you put there. Buy my book.”—Omin Dran, CEO, Acquisitions Incorporated
Set yourself up for success when pursuing your own fantasy-business endeavors using all the ingredients you need to include Acquisitions Incorporated in your D&D campaign, establish your own franchise, and take on specialized roles therein.
New Tools for Dungeon Masters
“It is 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.”—K’thriss Drow’b
Bring dark office comedy to the world of swords, sorcery, dungeons, and (dare we say) dragons with new roles like loremonger and obviator, and new monsters from deep crows to infamous keg robots, complete with stat blocks.
“Sure, I get it. Your first time meeting Omin Dran can be intimidating. But just remember, under all that armor is a merciless psychopath infused with the power of a god.”—Jim Darkmagic
Join Omin Dran, Jim Darkmagic, and Viari like never before in Orrery of the Wanderer, an adventure that will take players from levels 1 through 6.
An innovator in providing fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide. The core rulebook series consists of three books: the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide.
- Publisher : Wizards of the Coast; Illustrated edition (June 18, 2019)
- Language : English
- Hardcover : 224 pages
- ISBN-10 : 0786966904
- ISBN-13 : 978-0786966905
- Reading age : 13 years and up
- Item Weight : 1.8 pounds
- Dimensions : 8.51 x 0.63 x 11.16 inches
- Best Sellers Rank: #15,786 in Books (See Top 100 in Books)
- Customer Reviews:
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Top reviews from the United States
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You will not understand a lot of the references. You're intentionally left out of the loop. But as a secondary reward you do get some DM tools to help you run a corporate adventuring business.
It's not appealing to me. I recieved the book today and it was damaged. I will gladly return this "Acq Inc" book. 1 out of 5 rating.
The contents of the book seem helpful and fun, but beware if you are expecting a mint.
By bitbater on June 25, 2019
The contents of the book seem helpful and fun, but beware if you are expecting a mint.
DMs... Need extra time between writing or prepping a new campaign? Use the downtime to run an adventure entirely around the business. Lacking inspiration for this? Not to worry, there’s a six episode adventure included to get your feet wet with!
There is like NO mention of Binwin Bronzebottom or Aeofel Elhromane. This is a huge let down from anybody who's followed the saga from the start. I quickly skimmed through the parts of the book I hadn't completely read, so it's possible that I may have missed a note here or there. But the only mention I initially saw of either character was just their names and their creators listed in the legal text in the footnotes in the credits after the title page. Seriously, there is more information about Splug, the goblin from the very first adventure, than either of the other two arguably founding characters of the series.
There *is* one piece of art of a skeleton in an acid pit trap, so technically that could be Aeofel. 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. stories, then you should definitely grab this book and enjoy! If you are a fan from the early days and was hoping to see more from that part of the series... you should definitely be aware that these two key characters aren't in here at all. 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.
There is so much existing setting and mechanical content from prior editions of D&D that one of the largest areas of opportunity is content that feels really new and different, and this book accomplished that incredibly.
The overall concept may sound fun and light, but truly there is nothing that requires this to be any more or less whimsical than the table wants it to be. It’s fun because the complete openness of tabletop role play is fun and you can absolutely create a franchised business model game and have an incredible time.
The franchising mechanics are well thought out, interesting and balanced. The magical item addition is a multi-faceted, creative idea. The monster additions perfectly balance the worlds of PA and D&D. The adventure is fun and interesting. The new race could easily become a standard of any campaign. It’s just a solid book.
Simply, the people who made this book love playing D&D and it shows. If you’ve been waiting for fresh content, here it is.
More than anything else, this book inspired creativity when I was thinking about story for my campaign more than anything I’ve read in years. “Maybe not exactly like this, but how could I work similar guild mechanics? I could make a multi-stage quest item and use this as a template!” So you don’t have to be running a “pure” Acquisitions Incorporated campaign to find this incredibly useful.
Top reviews from other countries
For Noobs to DND it helps you spread out some of the DM work load amongst the players and giving “free” point buys for individual characters and then the opportunities to invest their down time activities into something more productive than crafting or upgrading gear.
I know the online community complained about the in jokes and the adventure but to be honest it just reminded me why I came back to dnd which was listening to one of the longest running dnd podcasts Acq inc!!! my suggestion and that’s all it is a suggestion is that the Phandolin chapter could be set in any other small town near the sword coast with a little tweaking you can bring it a little closer to how you already play.
I ended up reskinning saltmash sticking it on the outskirts of the mash of dead men and let the adventure slot into other ongoing saltiness.