Again, thanks to sirLarkins and A Matter of Britain.
Feasts are occasions for more than eating. Politics, romance – or its baser cousin – and the opportunity for glory are ever-present possibilities. Below are some tables to help the Game Master in running a feast. Some events will be quite ordinary while others are more momentous.
Determining The Outcome
The size of a feast determines the possible number of events that can take place over the course of the evening. The number of events also determines how many knights can be affected each round. For example, a medium-sized feast (the typical size of a courtly feast) has three “rounds” of events, of which up to 3 knights per round may be involved in.
The APP Roll
APP is the most useful stat in a feast setting. It indicates how charming and sociable the knight is which in turn influences those around him and draws attention. The more outgoing you are, the more likely you will be involved in something.
At the start of each feast round, all player knights make an APP roll. The most successful characters (the exact number of which is determined by the size of the feast) are then entitled to either draw a Feast Card or interact with a named NPC present at the feast.
If the player draws a Feast Card, follow the instructions on the card. A card that says “Choose Trait/Trait” means that the player chooses which of the two indicated Traits to roll against, with success granting a check and the result of the roll helping to guide role-playing through the situation, if necessary.
If the player chooses to interact with a named NPC, they may do so. Play this out as normal. The player has a chance to make one skill roll if they’d like (Flirting, Orate, Play (Instrument), etc.). Success on this roll grants a +5 to the next round’s APP roll, but only if the player chooses to try and continue talking with the named NPC. A failed APP roll on a subsequent round means the PC has been politely dismissed from the conversation.
Leaving The Feast
A player can choose to leave a feast at any point after the first roll has taken place – to leave sooner is considered rude behavior – and they may be forced to depending on further results. Any card that has “FEAST ENDS” as part of its description ends the character’s involvement for the evening. Some events can remove characters from proceedings for a set number of rounds but they are then are free to return without penalty.
If you choose to leave early it is customary to bow to the lord and accept his leave before retiring. Roll Courtesy at this point. Success and you gain 10 Glory for your politeness, nothing for a fail. A Fumble indicates you forgot altogether and just went regardless. This is somewhat dishonorable and may cost you, depending on how forgiving the lord is.
Getting drunk and eating too much can also end the feast early. Whenever a character takes part in a drinking contest, or succeeds at being Indulgent, they may suffer as a result.
While drinking, each CON failure against the drink’s Potency increases the drunken state of the character, starting at Mild and progressing through Moderate and Roaring before reaching Comatose. A complete failure (i.e., not a partial success) means they have passed out or fallen asleep. Comatose and sleeping characters are removed from the feast and dumped into their beds. Fumbled CON rolls indicate that they are also sick, a somewhat unsavory outcome which could potentially cause a loss of Honor.
While eating, a successful Indulgent roll means the character has stuffed himself with whatever course was on offer, requiring a successful Energetic roll to continue. Failure means they feel too full and retire.
Finally, any APP roll that results in a Fumble forces a character to retire, as they no longer feel in the mood to continue. This can happen to anyone even if they don’t roll on the event table.
Characters that are unable to draw a card that round because of poor dice rolls are still able to participate in the proceedings, albeit to a lesser extent. Each round they may choose one of the following options:
*Chat – Engage in idle chitchat with those nearby. This will grant an Intrigue roll that, if successful, will reveal any available information.
*Drink – Drink over and above the norm. This may grant an Indulgent check and the player rolls against POT 10 ale to see if they become drunk. (Indulgent 16+ may be forced to do this).
*Flirt – Flirt with the passing serving-maids. This grants a Flirting roll, but little else; success indicates that the maid blushes or smiles before carrying on with her duties. A Critical success lets the player choose (or roll) a Chaste/Lustful to take things further and LEAVE FEAST. (Lustful 16+ may be forced to take the Flirt & Take Further options).
Number of Rounds
- Small Feast – 1
- Medium Feast – 2
- Large Feast – 3
- Royal Feast – 5
- Critical = +5 to all rolls this round.
- Success = Top x players draw a card (where x equals the number of feast events).
- Failure = No event roll.
- Fumble = Poor mood forces retirement.
- Critical=No effect.
- Success=No effect.
- Partial Success=Drunken state increases by one level.
- Failure=Pass out.
- Fumble=Sick and pass out.
- Ale/Beer – 10
- Mead – 12
- Wine – 15
- Exotic Wine – 20
- Moderate= +5 to Flirting, Orate, Lustful, Reckless, Indulgent & Valourous, -5 to everything else.
- Heavy= +5 to Lustful, Reckless, Indulgent & Valourous, -10 to everything else excluding APP which is -5
- Roaring= +10 to Lustful, Reckless, Indulgent & Valourous, -15 to eveything else.
- Comatose= -20 to everything.
Drunk characters must roll Energetic (using the same drunk state modifier) or suffer a hangover the following day and be at -5 to all skills.