Bannock's (Modest) Proposals

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Jonkga
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Bannock's (Modest) Proposals

Post by Jonkga »

Bannock's proposals:

Bannock would like to hold a meeting of the primary party members to discuss what to do next. He has several small ideas about various and sundry things, but it also seems that the time has come to decide (or decide not to decide) what to do next.

First, distribution of old treasure:
There were six of us on those adventures (Brigga, Jareth, Quarion, Onarra, Kage, and Bannock).
We also have 9 henchmen who are now hold up at Haupt's. (Bund, Kirrith, Ril, Gimble, Jorius, Minalyn, Brion, Rhael, Kurath).

Here is a list of treasure accumulated over the last few adventures:
From Quirinseyru
5000gp -- Bannock suggests giving 100gp each to our group of possible henchmen for their companionship and to help them around town. so, 5000gp - 900 = 4100. Bannock also suggest giving 100gp to Haupt, for even though he said the stay was on him, this would help offset costs for feeding henchmen, etc. 4100 - 100 = 4000gp. 4000/6 adventurer = 666gp each.
7500sp 7500/6 = 1250sp each.
9 blue tourmalines worth 100 gp each -- 2 for each caster (Brigga, Jareth, Quarion), 1 for each other party member (Bannock, Onarra, Kage).
An ancient pewter tankard, inlaid with copper (50gp)
An old limestone bowl, inlaid with oak wood (40gp)
An ornate alabaster bowl, inlaid with mahogany wood (225gp)
A strange crystal jewelry box, inlaid with mythril (600gp)
An ugly pewter ring, set with a chrysophase (125gp)
A rough fur cape with alabaster clasps (65gp) -- Bannock
We should probably find a place in town to sell these - we could send Bund, our merchant henchman to do so, unless anyone wants a particular thing. Bannock does claim the cape with alabaster clasps if no one else wants it.
From Giants
4500gp 4500/6 = 750gp each adventurer.
From Brigga's home
Gold crafting bars
Silver crafting bars
Mirthril crafting bars
-- Bannock suggests possibly seeing if secretly some of the tieflings on staff could secretly get this material to Akirah and her tieflings.
sparkling black jet (1,000 GP)
clear rock crystal (250 GP)
brownish-green garnet (300 GP)
dazzling pale blue tourmaline (1,000 GP)
light green jade (250 GP)
dull green spinel (100 GP)
green spinel (300 GP)
deep blue lapis lazuli (100 GP)
pink rhodochrosite (50 GP)
small chipped pale blue-green aquamarine (100 GP)
green chrysoberl (500 GP)
flawed deep blue sapphire (500 GP)
black pearl (100 GP)
blue-green turquoise (500 GP)
radiant deep green jade (1,000 GP)
fiery orange topaz (1,500 GP)
large clear red ruby (1,000 GP)
large fiery orange topaz (2,500 GP)
yellow zircon (200 GP)
large white moonstone (3,500 GP)
Bannock suggest dividing into roughly similar-worth groupings and diviing up as follows:
1.large white moonstone (3,500 GP) - to Kage
2.large fiery orange topaz (2,500 GP) - to Onarra
3.large clear red ruby (1,000 GP), radiant deep green jade (1,000 GP), blue-green turquoise (500 GP) - to Brigga
4.fiery orange topaz (1,500 GP), green spinel (300 GP), clear rock crystal (250 GP), dull green spinel (100 GP), small chipped pale blue-green aquamarine (100 GP) - to Jareth
5.sparkling black jet (1,000 GP), flawed deep blue sapphire (500 GP), light green jade (250 GP), yellow zircon (200 GP), deep blue lapis lazuli (100 GP) - to Quarion
6.dazzling pale blue tourmaline (1,000 GP), green chrysoberyl (500 GP), brownish-green garnet (300 GP), black pearl (100 GP), pink rhodochrosite (50 GP) - to Bannock
Unclaimed Magical Treasure:
Aerdrie’s Kiss, Hand Crossbow (Unique/Rare, Religious: Aerdrie Faenya, requires attunement) -- now claimed by Onarra
Boccob’s Index -- Should probably be used by Brigga or Jareth or Quarion
(Very Rare, requires attunement by a spellcaster)
Spellbook that Brigga recovered from the stranded adventurers is entitled Walk Abouts and it contains the following spells: I assume claimed by Brigga
5th - Contact Other Plane, Control Winds
6th - Move Earth, Contingency
7th - Plane Shift, Reverse Gravity
From Previous Adventures:
You also have a magical chest -- currently party treasure, but not carrying any treasure
You have a second magical chest which looks identical to the first except it's bonded to broken-up stone flagstone (recovered from giant's ruined tower) -- same
You have also recovered Jareth's former family heirloom weapon, Aegenthal, a moonblade. This is an intelligent weapon who is currently refusing to bond with anyone or reveal any of it's secrets or abilities. -- I assume being carried by Alizar for Jareth
There has been talk of trying to destroy the following:
The cursed Dagger of Venom, which you found out is called the Touch of Incabulous. It's bearer has disadvantage on poison saves and has a vulnerability to necrotic damage. - we should probably try to get destroyed in town somehow -- perhaps a few of our hechfolk could make some inquiries

To sum all up for the party, this means:
100gp each to our 9 henchmen
100gp to Haupt for stay

For Kage: 1416gp, 1250sp, 1 blue tourmaline (100gp), large white moonstone (3,500 GP)

For Onarra: 1416gp, 1250sp, 1 blue tourmaline (100gp), large fiery orange topaz (2,500 GP), Aerdrie’s Kiss

For Brigga: 1416gp, 1250sp, 2 blue tourmalines (100gp), large clear red ruby (1,000 GP), radiant deep green jade (1,000 GP), blue-green turquoise (500 GP), Boccob’s Index (?), Spellbook entitled Walk Abouts (?)

For Jareth: 1416gp, 1250sp, 2 blue tourmalines (100gp), fiery orange topaz (1,500 GP), green spinel (300 GP), clear rock crystal (250 GP), dull green spinel (100 GP), small chipped pale blue-green aquamarine (100 GP), Aegenthal

For Quarion: 1416gp, 1250sp, 2 blue tourmalines (100gp), sparkling black jet (1,000 GP), flawed deep blue sapphire (500 GP), light green jade (250 GP), yellow zircon (200 GP), deep blue lapis lazuli (100 GP)

For Bannock: 1416gp, 1250sp, 1 blue tourmaline (100gp), dazzling pale blue tourmaline (1,000 GP), green chrysoberyl (500 GP), brownish-green garnet (300 GP), black pearl (100 GP), pink rhodochrosite (50 GP), A rough fur cape with alabaster clasps (65gp)

Party Treasure:
To gift to the tieflings: Gold crafting bars, Silver crafting bars, Mirthril crafting bars
To sell, unless anyone wants:
An ancient pewter tankard, inlaid with copper (50gp)
An old limestone bowl, inlaid with oak wood (40gp)
An ornate alabaster bowl, inlaid with mahogany wood (225gp)
A strange crystal jewelry box, inlaid with mythril (600gp)
An ugly pewter ring, set with a chrysophase (125gp)
To keep, for now: three magical chests (one still with encrusted stone) that transport items to the Master
To destroy: Dagger of Venom


Second, current loot distribution:
Gloves of Thievery (Religious: Dalt, Uncommon) -- Onarra carrying for the party
Studded Leather Armor +1 (Guardian Property, Rare) -- Onarra
Studded Leather Armor of Resistance (Fire)
Short Sword +1
Stone of Good Luck -- Bannock
Boots of Speed
2 Potions of Greater Healing
Philter of Love
[OOC: We will probably need to discuss this when we start our live session.]


Third, party identity:
Bannock will suggest to the party that we come up with a name for ourselves to help to begin controlling our reputation in town. Bannock suggests "Friends of Farweald".

He will also inquire with the staff at Haupt's if there is a printer or scribe in town who could do pamphlets or leaflets or the like. Perhaps the team of henchmen shopping in town/maintaining our good name (see below) could find a small portable press in town, or have one commissioned for us.

Ultimately, Bannock wants to start a leaflet campaign extoling the virtues of the Friends of Farweald. Also, discrediting Shining Justice, pointing towards their involvement in all the murders, and their history from out of town as learned through the journals, etc..


Fourth, what to do with our henchmen:
Bannock will point out to the primary party that we have a wealth of good people accompanying us. While we have had good conversations and such during our travels, we haven't given them the chance to do much. Bannock will suggest splitting them into two teams: one to stay here in town, and one to send away on a mission.

Bannock will nominate the following henchmen to be the stay in town team: Bund (merchant), Ril (fighter), Kirrith (archer), Gimble (fighter/rogue).
Bannock will gather the above short list of party treasure items listed above and vote to dispatch Bund and the other henchmen who stayed in town to try and sell them in the market. Advising them to ask around to find a good shop, merchant, etc that might trade in such wares. Perhaps this team of henchmen could also find a small portable press in town, or have one commissioned for us. All in all, their running these sorts of errands in town for us should positively increase our knowledge of the community (shops merchants, etc.), and hopefully might garner us some much needed positive feelings. Bannock would advise them, however, to continue to travel together and be alert and careful.

Bannock will nominate the following henchmen to join the away mission: Jorius (religious fighter), Minalyn (seer), Brion (bodyguard), Rhael (gambler), Kurath (barbarian).
Bannock will suggest sending this group to contact the leaders of the Church of Pelor in Willip in Furyondy, the order that Bannock belongs to. They will carry a message to that organization from Bannock requesting aid and the dispatching of a group to bring the church of Pelor to Farweald. This town shows signs of having once had religion, and while Bannock knows that right now much of the town fears/dislikes any and all magic, they could certainly use the civilized light of Pelor to help keep them from creeping any more into distrust of outsiders than they already have. Bannock would request the order send folks to set up a proper outpost in town. First steps towards really connecting the town with the outside world.


Fifth, reaching out to the tieflings:
Bannock suggests trying to get a message to one of the tiefling servants about getting a message and/or the crafting supplies to the teiflings to aid in their endeavors. They said not to contact, but he wants to see if they will reply/accept assistance still. Bannock hopes that we have not ruined our relationship completely with Akriah and the tieflings.


Sixth, destroy the Dagger:
Bannock will ask Haupt himself about means to destroy evil artifacts like the Dagger - if he knows of any in town, if he has come across such due to people showing up at his shop with such, etc. Not only do we want this one out of commission, but finding someone/someway to do this would probably be good info to have. Worst case scenario - we could barter it to the Oracle, maybe.


Seventh, what/where now?
Bannock will ask the group what they would like to do next. Quarion had been talking about more exploring, heading to Rebel's Redoubt and/or a few of the nearby locations to find a place we can make a base of operations and perhaps eventually build up into a town to rival Farweald. Bannock is all for more exploration, and Rebel Redoubt sounds intriguing (and dangerous, to be honest), but he is also worried that time spent away from town could be costly for our ability to ultimately accomplish anything in town. Farweald still seems very central (and not just geographically) to our story/history, and Bannock feels that finally uncovering all the details of our pasts, our clones, the Master, and this whole sordid affair hinges on our ability to uncover secrets that lie in town, and to save Farweald from passing too far into darkness.
Last edited by Jonkga on Sun Aug 12, 2018 8:11 pm, edited 4 times in total.
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EvilGenius
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Re: Bannock's (Modest) Proposals

Post by EvilGenius »

Two points of clarification:

1) you now have a third magic chest, recovered from Shining Justice

2) none of the NPCs that could possibly be henchmen are actually henchmen yet. But you could certainly talk to them about employment.
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Jonkga
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Re: Bannock's (Modest) Proposals

Post by Jonkga »

EvilGenius wrote:Two points of clarification:

2) none of the NPCs that could possibly be henchmen are actually henchmen yet. But you could certainly talk to them about employment.
Or, we could assume many of those conversations happened along our weeks-long travels to and from the various sites where we found them, and expedite that for sake of spending the limited time we get in-game focused on the actions of our heroes. I use the term henchmen in the general meaning, not in a game-mechanic sense. I really don't think it is over-reaching to assume that they might have become friendly and willing to work alongside us given all the time we spent together getting them to this point, both geographically and story-wise.
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Drink and be whole again beyond confusion."
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EvilGenius
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Re: Bannock's (Modest) Proposals

Post by EvilGenius »

Jonkga wrote:
EvilGenius wrote:Two points of clarification:

2) none of the NPCs that could possibly be henchmen are actually henchmen yet. But you could certainly talk to them about employment.
Or, we could assume many of those conversations happened along our weeks-long travels to and from the various sites where we found them, and expedite that for sake of spending the limited time we get in-game focused on the actions of our heroes. I use the term henchmen in the general meaning, not in a game-mechanic sense. I really don't think it is over-reaching to assume that they might have become friendly and willing to work alongside us given all the time we spent together getting them to this point, both geographically and story-wise.
Ehh, fine. If no one wants to actually role play. Sheesh. :lol: :P

But as Jon has noted, they'll have to be equipped and paid.
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Re: Bannock's (Modest) Proposals

Post by Fen's Ego »

I'm on board with Jon's summary and suggestions. I'm guilty of getting tunnel vision the more meaty content that you send our way, Bob. I reeeeaaally wish we were playing this campaign before jobs and responsibility and blah, blah, blah. It really deserves attention for all the choices it offers. As it stands, I barely recall the main trunk, let alone the branches of our options here. We 'intended' to destroy that dagger months ago. We 'intended' to figure out the significance of the statues in town, etc. Thank you Jon for making a heap of in-character progress toward some of the finer details, and Bob for faithfully prodding us to action without too much eye-rolling at our slothful commitment. It's appreciated.

For Onarra's sake, anything that cuts to the heart of solving the main mystery, the identity of the Master, avenging her sister and any leads that head in that direction are where her interests lie...lay? Are. She is okay with helping out the town, tieflings, etc, but for the first time, I feel like a character of mine is having something of an alignment shift, and Onarra is becoming detached the more this identity schism progresses. She may not be on the next train to Neutral, but she certainly has a bag on the platform.

She's happy splitting the monetary wealth evenly, as well as setting up/thanking/greasing-the-wheels of other NPCs, allies, and possible henchmen/associates. It would be nice to not have this mound of unclaimed loot at our backs. I know Onarra claimed the hand crossbow recently, but if either of those studded leathers aren't of interest to anyone, she would take one and give her old studded leathers to one of our henchmen/associates. The gloves of thievery should remain in the party for sessions when Onarra is missing, especially if they don't require attunement, allowing for another PC to take a stab at locked items.
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Re: Bannock's (Modest) Proposals

Post by NukeHavoc »

Many thanks again to John for putting this together.

Brigga will hold Boccob's Index for safe keeping, but is not planning to attune it at this time. If someone else can make better use of it (or if someone else claimed it and I missed that) please let me know. :)
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