Following the hunt in the Green Forest, the game has been dressed and cooked. Enticing smells have wafted over Grassfield Keep since the early afternoon, and by the time the feast is ready to begin, everyone is ravenous.
As the food is served, the drink begins to flow: brown ales and mead are poured alongside the red and white wines the Reach is famous for, and tiny cups of firewater from across the Narrow Sea are in evidence. All in all, it becomes hard to keep one’s wits about oneself as the Feast draws on and the gathered guests become rowdier.
Opt Out: If your character skips the Feast and has already gained Suspect Points, gain 1 Suspect Point. If you skip the Feast, but have managed to go unnoticed so far, your absence won’t be noted.
Step One: Where I Belong
Seating in the Hall can be very important, and the higher one’s Status the more narrow the perception of acceptable company becomes. One should endeavour to find a table suitable to their station.
Roll: Status (Breeding, Reputation), for characters of Status Rank 3 the difficulty is Challenging (TN9), increase the difficulty by one step for each additional Status Rank.
Failure: Whether you’re out of your league, or sitting amongst the vagabonds, it’s clear you don’t belong. -1 Feast Points.
Success (one+ degree): You blend in perfectly with those sitting near you. +1 Feast Point per degree of success.
Step Two: Scintillate & Sparkle
Conversations ramble about you like a dozen babbling brooks. Throw yourself into the fray with some well-chosen words.
Roll: Cunning (Memory), Knowledge (Any), or Persuasion (Charm); Hard (TN15).
Failure: You stumble, stutter, forget, or maybe you just are dull. -1 Feast Points.
Success (one+ degree): You scintillate and fascinate. +1 Feast Point per degree of success.
Step Three: Unwanted Attentions
You have caught the eye of another guest. A lonely and lascivious widow, a drunken braggart wanting to fight, a downtrodden hunting dog begging for scraps; you must extract yourself before it turns into a scene.
Roll: Deception (Act, Bluff), Persuasion (Charm, Convince); Formidable (TN12).
Failure: Now everyone’s looking, this will be coming back to haunt you. -1 Feast Points.
Success (one+ degree): You are a silver-tongued devil would could surely charm the moon from the sky. +1 Feast Point per degree of success.
Step Four: Rich Food, Plentiful Drink
With such a lavish array before you, it’s all but impossible not to over-indulge.
Roll: Endurance (Resilience), Challenging (TN9).
Critical Failure: Something you ate disagreed with you, or perhaps with something else you had. See “Indigestion”, below.
Failure: Maybe that last glass of wine wasn’t such a good idea. -1 Feast Points.
Success (one+ degree): Whether it is by indomitable self-control, of a stomach made of steel, you remain bright and undiminished. +1 Feast Point per degree of success.
Feast Points: The player with the most Feast Points at the end of the Event gains 1 Fame.
Indigestion: You wake the following morning feeling decided ill. Your head throbs and your stomach roils. At the start of Day 3, you suffer -1D on all tests. Each hour you may attempt an Endurance (Resilience) Test (Challenging) to overcome the effects of your over-indulgence. A maester with appropriate kit can substitute their Healing (Treat Ailment) roll for your Endurance Test, provided they spend at least one hour tending to you.
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