Cartographer
I’ve seen a million places, and I’ve mapped them all!
— Cartographer’s boast
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.
As a cartographer, you have a sharp eye for detail and take an interest in people, history, and natural features. 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.
Noteworthy Cartographers: Rosie Beestinger (“C” Team), Brahma Lutier (“B” Team, retired), Pendragon Beestinger (“B” Team), Purnagh Grost
Essential Functions: Create and maintain maps of a franchise’s journeys; dictate directions
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.
The Cartographer
| FRANCHISE RANK | FEATURES |
|---|---|
| 1 | Proficiencies and Starting Equipment, It’s a Rental |
| 2 | Spyglass of Clairvoyance, Tale of Safe Travel |
| 3 | Map of Shortcuts, Map of the Moment |
| 4 | Elder Cartographer’s Glossography, Greater Tale of Safe Travel |
Proficiencies and Starting Equipment
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.
It’s a Rental
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.
Spyglass of Clairvoyance
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.
Tale of Safe Travel
Starting at rank 2, you gain the ability to perform a 45-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.
If your tale is told with reverence and precision, you and up to six other creatures plus their gear (including vehicles or mounts) become encircled in a magical bubble and are pulled into the Border Ethereal (see chapter 2 of the Dungeon Master’s Guide). 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.
Why Be a Cartographer?
| d8 | Reason |
|---|---|
| 1 | A paranoid person by nature, you like seeing what’s ahead of you at all times. |
| 2 | Your parent was a cartographer, their parent was a cartographer, and by the gods, you’re going to be one too. |
| 3 | You’re fairly certain no one else in your party even knows how to hold a map, let alone read one. |
| 4 | You like spyglasses. A lot. |
| 5 | Your nickname as a child was “the cartography kid.” |
| 6 | Contrary to popular opinion, the destination is much, much more important than the journey. |
| 7 | A good map is like an adventure without the bugs. And the mud. And the wolves. |
| 8 | You suffer from the nagging feeling of never knowing why you’ve come into a room, and you need the professional flourish that lets you cover for that. |
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