Roleplaying a fest


Kingmaker


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Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

My players have decided to throw a Candlenights festival and are really looking forward to an RP-filled player-driven session. Which is awesome. However, I'm not really sure how to prepare for or run something like this. Obviously, the players will be driving the action, but there are are so many NPCs involved and the potential for lots of party splitting.

Has anyone else run something like this? Do you have any tips for giving each PC/NPC a fair amount of time?

For some context of the NPC's involved, we're a short ways into book 2, with some initial politics and forshadowing that "summer is coming" thanks to Orthos's and Redcelt's wonderful modifications.


Seems like you can do lots of opportunities.
Festival conjures a wide range of images!!!

Outdoor or indoor or tents?
Entertainment???? Have you already introduced Grigory?

Games dancing contests?

Is someone campaigning for position in the kingdom????

See the venture capital thread and have attendees offer deals or side deals as the case may be....


Also - lookout a resource for Pathfinder called 'Tournaments, Fairs & Taverns'
by EN Publishing. Sooooooo helpful!


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I have found that sitting at a table trying to roleplay a festival or party can get a bit boring. Likely a failing on my part as the DM, but there it is.

The work around I tend to use is to actually throw a party. Recruit a bunch of your friends who are roleplay friendly, but not in the game, to play your important NPCs and then LARP it out.

Then again, I like throwing parties, so I may be a bit biased.


That is a cool idea!


I agree, turning it into a LARP would be cool.

Whether you run it as a LARP or tabletop, you could do some interesting things with it. Some questions to consider: will the festival be announced far enough ahead of time that perhaps itinerant carnies might hear about it and descend on the barony and set up (with or without permission from whoever is nominally running the festival), or will it just be run by locals? Will the barony put up resources to fund the event - offering prizes, subsidising food and drink, organising and paying for outside entertainers to come in and make it better? Will there be a tournament of any sort, for people to show off their martial skills and compete for some prize or honour? If so, will there be a chance to actually best the baron(ess) in a grand melee or out-shoot the marshal in archery or anything like that?

If it's just run by locals, the event will potentially just be like a village market-day fair, only larger. It will make the rural folks happy, but might not appeal to the more cosmopolitan citizens (and foreign nobles might make veiled insults about the amusements of back-country yokels, possibly for months afterwards).

With outsiders getting involved, the quality of the event goes up, but so does the potential for outside agendas and complications. Most carnies will just be there to make coppers and silvers (and with luck gold) off the marks, but some of them may have less straightforward agendas... establishing a new base of operations for (a thieves' guild/an evil church/outlaws), or spying on the new barony, or planning a big heist, or smuggling, or acting as an intermediary between other factions that don't want to be seen openly negotiating.

Fortune tellers; strong men/humanoids; exotic beasts to see or ride; wonders from far-off lands; spellcasters doing blessings, curing curses, removing warts; illusionists magical and mundane; market stalls selling goods mundane, masterwork, arcane, divine, alchemical, and/or fake; music and dancing; food and drink; competitions and races; gambling; prostitutes; pickpockets.

And a festival in the Greenbelt should be a fey magnet, which could add yet another layer of chaos to the proceedings :)


I've run one successful festival type event, one a couple not so successful.

For the successful one, I started by sketching out the major attendees and their motivations. Then, I set up a schedule of events that would unfold -- dances, dining, etc., etc.

For the actual event, I describe the environment and played a little background music (from Erdenstern). Then, I put a die on the table to represent each hour or "phase" of the event and asked my players what they did generally during each phase. I'd either fire off the pre-planned encounters or adjust the attendees' actions based on this. Before each "phase" ended, I would go around the table and give each player a final opportunity to do something ... and then we'd move on tot he next "phase" of the occasion.

In your case, your players have some co-GMing responsibilities here because they are the ones hosting it. You should ask them to put together a set of events or a schedule, along with a list of folks they want to invite and their general plans.

Then sit down with it and build your own list of events that might occur, gate-crashers, and so forth. Then let everything fly!


I like the Larp idea. Maybe have a set up where each guest is presented, or introduced themselves and let you players roll for different checks....sense motive things like that and give the additional information based on it. Maybe make some info cards and slip them to observant players....

Use that information to kick off the roleplay and let the players decide who they want to invest time in.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

All of the LARP ideas are absolutely fantastic. Unfortunately, since my group spans 2 continents and 3 time zones at the moment, that wasn't an option. Pennywit was right about planning being key. Of course, very little of that plan survived contact with the PCs, but I will post what I did plan in case anyone is interested.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Phase One: Preparations
During a week, a character can focus on one activity to prepare for Candlenights. They can check in with any number of NPCs, but only get the benefits from one activity:

Spread the Word
Spend the week spreading the word to as many people as possible. And the end of the week, make a Diplomacy check. For every 5 points by which this Diplomacy check exceeds a DC of 10, one additional surprise occurs during Candlenights as the faregoers outdo themselves with ideas for the party. Example surprises come from the following list.

Varnhold fireworks: Caspar Morgarion from Varnhold comes to Tu Vescun with a wagon of supplies, offered as a gesture of gratitude from Maeger Varn and his villagers. The main good in the wagon is a white powder that some of their explorers saved from a group of bandits centered in Pitax. Although neither Caspar nor Varn understood how to use the powder, Torvald (the dwarf NPC council member I created to oversee the gold mine) recognizes it as gunpowder immediately and offers to use it to put on a firework show for Candlenights. The PCs can recognize what it is with a Knowledge (engineering) DC 15 check, or realize Torvald probably would recognize it with a Knowledge (local) or Diplomacy DC 15 check. Caspar also wants to check in on Jhod, to see how the temple of Erastil here is progressing and trade advice.

Visiting dignitaries: A young member of House Orlovsky (or whatever noble house one of the PCs is a member of), Parsha (LN female human aristocrat 1/warrior 1), and her two young friends Marice Lovsk (LN female human cavalier [order of the dragon] 1) and Rori Lovsk (LN female human sorcerer [draconic bloodline] 1) come to see the party. They claim to be just visiting for the festival and to see Parsha’s long-lost relative. Of course, the patriarch Lord Poul Orlovsky sent the trio to try to draw [the PC] back into the family in case the kingdom does end up with political power. Parsha brings a cloak with eagle feathers embroidered on the back as a present (functions as a cold weather outfit).

Prepare Appropriate Religious Observances
Research and prepare events to correctly honor all of the gods correctly during the festival. At the end of the week, make a Knowledge (religion) check. A DC 10 check is sufficient to remember the proper prayers for Erastil. For every 5 points by which this check exceeds the DC, they remember another appropriate ritual (Torag, Pharasma, Gorum)

Ritual of Erastil: Followers of Erastil celebrate with a community hunt, followed by a simple feast of Venison, warm cider, and archery competitions. Successfully following the rites makes Jhod even more friendly towards the kingdom rulers and grants everyone in the kingdom a +1 sacred bonus on ranged attacks against animals and magical beasts for one month.

Ritual of Pharasma: Followers of Pharasma celebrate with appropriately religious caroling to celebrate the cycle of life and death and drive away evil spirits. Successfully following the rites grants everyone in the kingdom a +1 sacred bonus on saving throws against attacks made by undead for one month.

Ritual of Gorum: Followers of Gorum celebrate with ritualized combat and the banging of swords and shields, which sounds sort of like a heavy metal concert. Successfully following the rites grants everyone in the kingdom a +1 sacred bonus on melee attacks against humanoids and monstrous humanoids for one month.

Ritual of Torag: Followers of Torag celebrate by crafting intricate ornaments for decoration, finding devotion in the act of creation. The dwarves hold a ceremonial lighting of the forge at dusk before Candlenights and the forge must remain lit until daylight the day after Candlenights. Successfully following these rites grants a +1 sacred bonus on crafting checks for one month, and also grants the rulers a +1 bonus on Diplomacy checks to deal with the local dwarven population.

Make decorations or food
Spend the week crafting or preparing something for the festival. At the end of the week, make an appropriate Craft, Profession, or Perform check. The exact benefits depend on the DC achieved.

DC 10: An appropriate NPC rewards the PC with a small present of masterwork artisan’s tools. For example, Old Beldame provides an impressive set of finely crafted knitting needles to anyone who knits, Svetlana provides a bundle of well-preserved spices for cooks (along with a promise to refill them in the future), or a younger dwarf named Hark makes a gift of a set of prized dwarven carpentry, smithing, or stoneworking tools.

DC 15: The items the PC makes are well appreciated, granting a +2 circumstance bonus on all Diplomacy checks during Candlenights and in the month after.

DC 20: In the month to come, villagers start a new fashion in the PCs name. Someone in town recognizes the PCs skill and offers them a secret recipe or plan. For Perform, this is a rare bard spell (treat as a bonus spell known; for a non-bard, this is the ability to cast a level 0 bard spell 1/day with a DC 20 Perform check). For Craft, this is a magic item (allow the PC to craft that one specific item as if they had Master Craftsman and Craft Wondrous Item or Craft Magic Arms and Armor).

DC 25: Word of the PCs master-craftsmanship spreads all the way to Brevoy. A month after Candlenights, a noble in Brevoy asks to make a special commission.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Phase Two: Visitors
Most of the visitors I introduced were cameo appearances of characters from previous campaigns, which were a big hit. The one other visitor was everyone's favorite bard.

Grigori arrives with a troop of actors, putting on a satirical play in grand Shakespearian style about a new kingdom’s rulers. Grigori knows that defaming the PCs at their own elaborate festival is a loser’s game, and tries to make a satire that will appeal to their tastes. As a test run, he invites them to see a dress rehearsal the day before the festival. The play is called Midwinter’s Madness. It opens with the poem from Love,’s Labour’s Lost, scene 2.

Behind this monologue, the actors go about daily tasks oblivious to the fey around them. It’s a fun, light-hearted, comedy about bumbling villagers who slowly discover and then trick the fey into freeing them from a tyrannical and similarly oblivious mayor, mostly through sheer luck. A Sense Motive check opposed by Grigori’s Bluff score (+13), reveals the mayor is modeled after the PC ruler. Failure by 5 or more suggests that the PCs are the villagers, rebelling against the mayor that is Brevoy. If caught, Grigori denies any libel claims but agrees to change the play to be more acceptable. Of course, however they react, Grigori will surely use their reaction against them later.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Phase Three: Festival Morning
The dawn raises over a quiet, sleeping town, the noises of the morning muffled by a thin coating of snow. Candlenights antlers hang over the doors, candles burning slowly in the candle holders at the tips. The screams of mostly joyous children occasionally split the quiet.

Svetlana sets aside fresh infinite bread (Amish friendship bread) and radish jam for the PCs. They have some quiet time to exchange their own presents. When present giving has calmed down, Svetlana calls the PCs down to share presents by candle light. The PCs have their own presents for the PCs:

Svetlana has made everyone a batch of ginger cookies from a fresh batch of ginger she got just for the occasion. She also made little sweater vests for any small animal companions/familiars. Oleg has painstakingly covered wooden coaster sized pictures of each of the PCs. He also has a set of tusk rings, horseshoes, etc. for any large animal companions. Auchs forgot that it was present giving time, but is very sad when he finds out it is and asks if he can go get his present. He bursts back into the room with a dragon toy for the PC that befriended him the most and says “this is for you!!!” He has miniature swords for the rest of the party as well, although they are a little broken.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Phase Four: Entertainment
The city remains quiet until the sun has reached its highest point. At high noon, the temporary bell Jhod and Torvald erected in the city rings out over the whole city. All across town, mugs clink out in cheers as everyone drinks the traditional first glass of radish beer, gulps down the last few bites of hearty radish and wolf meat soup, and heads out to the festival. It doesn’t take long to put the finishing touches on the games and entertainments and light the candles. Getting the bonfire takes slightly longer, but soon it too rages, and even the antlers burn with a faint fire thanks to the magic of the Old Beldame.

Events include:

Tyg Titter Tut and Pervilash: The two little fey creatures have become the favorites of a group of small children, performing magical tricks in exchange for radishes. Most of the tricks involve turning invisible and reappearing in a cloud of snow flakes, or short bursts of fire. The pair has taken an especial liking to a young girl named Tigg, who the grig pretends is named in her honor. A number of more mundane but well-behaving badgers and such are in attendance.

Howl-of-the-North-Wind: The wolfish guest takes the opportunity to be as noble as possible. He has brought a strand of pearls for the ruler and his escort (each strand is worth 25 gp) and is impeccably clean. Rilka takes the opportunity to attempt to hunt him down (Use stats from NPC Codex skilled sniper). If the PCs do not take counter measures, the wolf draws a crowd, and Rilka’s assassination brings up a cheer.

Grigori’s play: The play plays out exactly as it did in dress rehearsals, plus any modifications the PCs requested. It draws a small crowd laughing at the crass jokes and fey shenanigans.

Drinking contest: The drinking contest is a go-till-you-drop downing of spicy radish ale and milder but more alcoholic mushroom ale. Both are essentially really strong kumbucha. Winning the contest requires five consecutive Fortitude saves (DC 15, 18, 20, 22, 26). The winner gains a bottle of fine dwarven fire ale (Gamemastery Guide). The other contestants include a down-to-business Oleg (+3 Fortitude save, drops out on round 3), a rebellious Parsha (if-present, +5 Fortitude save, drops out on round 4), Akiros (Fort +10, only loses if a PC wins round 5). Akiros is a drunk and somewhat belligerent loser, lashing out at the PCs.

Archery contest: Jhod Kavken organizes a fair archery contest to encourage the villagers to train their archery skills. The goal is to blow out a candle held precariously in the prongs of an antler without knocking it out of the holster. The dwarves added an additional challenge: throwing hammers at a drum. Winning the contest requires hitting a DC 18 AC from 150 feet away (-2 range increment penalty with a longbow, -4 range increment penalty with a shortbow) three consecutive times, followed by hitting a DC 9 AC from 60 feet away with a light hammer (-6 range increment penalty) four consecutive times. The award is five +1 flaming arrows.


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Phase Five: The Feast
Everyone gathers as dusk hangs about the air, lighting paper lanterns and setting up a large outdoor feast table next to the bonfires, lining up the crude but study wooden benches. Two whole pigs and a deer turn over fire pits. The accomplished cooks set up their own rudimentary grills for radish medallions and meat patties, playfully competing to get more villagers to favor their cooking over that of the others.

Even though we couldn't cook them in person, I did find recipes for the dishes being served:


Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Phase Six: Dancing, Fireworks, and the Arrival of the Queen
The feasters slowly finish their dinners, dwelling on the luxurious venison, as the dwarves set up large drums made of stretched animal skins and small anvils, beating them with work hammers. The dancers start to clamp and stomp, forming great big circles and holding hands. Little children who haven’t learned the dance moves yet burst through the circle to dance haphazardly in the center. Then the master dancers take their turns in the center, starting with a marvelously sweet performance from Oleg and Svetlana. (Used music from All Drums Go to Hell by Three Steps from Hell.)

Allow the PCs to take their turn dancing as well. A Perform DC 15 check is enough to get the others to clap for them. A Perform DC 21 or above check means everyone stops to watch them. If the PCs figured out the proper use for the gunpowder, fireworks burst overhead.

After two hours of dancing, everyone steps back, exhausted from the long day, to see the last display of fireworks. The drummers start an old folk song that no one knows the meaning of any more. (Used Lauf der Welt by Finsterfrost). A majestic firework sticks in the sky, lighting up the heavens, and a blindly beautiful and pale figure materializes and descends from the sky. Ice crusts her eyebrows and a dark purple cloak the color of midnight drapes perfectly symmetrically across her shoulders. She descends to earth in front of the rulers and says “well, this was a bit unorthodox, but it is Candlenights, and all the proper rites were completed, so I suppose I owe you a favour, as long as you promise to do one for me in return.”

This is Lady Cordellia, daughter of winter. She will grant the PCs one favor, in return for a favor to her, to be named later. Old Beldame uses message to whisper in a PC's ear that she would try to respectfully say no, and steps in to distract the Lady’s attention. She generally dislikes fey.


Most excellent :)


Thanks for sharing!!!


so much win!

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