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Anyone up for rolling up a House using the SIFRP system? h
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Anyone up for rolling up a House using the SIFRP system?

https://www.mediafire.com/folder/6sar1o14399xv/SIFRP

.pdf's if anyone is interested or unaware of the tabletop.

We'll be using the "A Song of Ice and Fire Roleplaying (A Game of Thrones Edition)" to do most of this and "Out of Strife, Prosperity" as a supplement.

So if there's interest, roll 3d6 for Realm, please.
>>
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The Realm table.

House creation begins on page 96.
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Rolled 4, 5, 6 = 15 (3d6)

>>47793096
>>
>>47793136
>The Reach
Fuck yeah.
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>>47793136
Oh a Reach House, that's a bit different, haven't had one of those since Karban in The Arbor. Sounds like a bit of fun.

Starting Resources table attached, for The Reach:

Defense: -5
Influence: 10
Lands: 0
Law: -5
Population: 5
Power: 0
Wealth: 5

Next up we'll need 7 rolls of 7d6 to get our starting resources. So please roll 7d6 until we've got those all filled up.
>>
Rolled 2, 4, 2, 1, 1, 6, 2 = 18 (7d6)

>>47793213
>>
Rolled 1, 5, 6, 1, 6, 6, 2 = 27 (7d6)

>>47793213
>>
Rolled 6, 2, 1, 3, 3, 1, 1 = 17 (7d6)

>>47793213

>13 starting defense
Fack
>>
Rolled 3, 1, 5, 2, 4, 1, 6 = 22 (7d6)

>>47793213
>>
Rolled 6, 5, 1, 6, 2, 3, 5 = 28 (7d6)

>>47793213
>>
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Rolled 1, 5, 1, 3, 3, 3, 5 = 21 (7d6)

>>47793213
>mfw these rolls thus far
>>
Rolled 6, 3, 3, 5, 2, 1, 4 = 24 (7d6)

>>47793213
>>
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Whew lads that was a rough opening. Dat Influence though.

Resources as of right now:
Defense: 13
Influence: 37
Lands: 17
Law: 17
Population: 33
Power: 21
Wealth: 29

Alright so next up is Founding, picture attached. I will need a 1d6, please.
>>
Rolled 6 (1d6)

>>47793385
So we're the tiniest House with a really popular Lord?
>>
Rolled 2 (1d6)

>>47793385
>>
>>47793408
>>47793450

It looks like it, for now.

Both the Very Old and New options would be interesting given these rolls. Any preference guys?
>>
>>47793506
Honestly fine with either. Too many events might muddle the quite clear distribution of rescources though, causing them to average out to more boring values, so why not go with new?
>>
>>47793637
Fair enough logic, more fun to work with this mess I'd think. Baby House it is.

So with that in mind, we will need a follow up roll for the amount of events, please roll a 1d6-2.
>>
>>47793506
New, there are plenty of old houses around westeros. New players are what shake up the scene.
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>>47793506
I'd say go with new because it was the first rolled and is interesting it its own right.
>>
Rolled 2 (1d6)

>>47793670
>>
Rolled 2 + 2 (1d6 + 2)

>>47793670
>>
Rolled 6 + 2 (1d6 + 2)

>>47793670
>>
Rolled 2 + 2 (1d6 + 2)

>>47793670
>>
>>47793691
Damn, not only was I too slow, I also failed to realise the options line does not take - as a command.
Shame on me.
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>>47793682
>>47793691
>>47793695
>>47793702

That's three 0 Events (rounded up to 1, as it is the minimum) and a 4 Events.

The dicegods rule a single event, by their cruel fickle nature. A very, very new small House indeed.

So, attached is the History/Events table. I will need a single 3d6 to see what single event both started and currently defines our new House.
>>
Rolled 4, 4, 3 = 11 (3d6)

>>47793732
>>
Rolled 6, 4, 1 = 11 (3d6)

>>47793732

Come on Windfall or Doom.
>>
>>47793744
>>47793762

Picked up a name real quick.

And yet again, the dicegods do speak with mundane words. How they must cackle with laughter. Infrastructure it is.

So, from the book:

>Infrastructure describes a period of peace and prosperity, a moment in your house’s history remembered for growth and expansion. Whenever you get this result, choose two different resources and increase each by 1d6. If infrastructure is your first result, your house was born during a period of expansion under your lord or king’s rule.

With that knowledge looks like we'll need to decide where to distribute our 2 1d6s. Any preferences guys? >>47793385 are our current dismal Resources.
>>
>>47793821
Defense DEFINITELY needs a boost, and I feel like Law could use the other one.
>>
>>47793821
The Reach is known for its far lands and famous knights, both things at which our house does not really excell. So perhaps we should upgrade land and power?

Alternatively, make it random!
>>
Rolled 4, 1 = 5 (2d6)

>>47793821
I'd say put one into Law and the other into Wealth.
>>
>>47793821

Defense and lands
>>
>>47793863
Apparently we don't excel at much at all.

>>47793859
>>47793865
>>47793864
Defense even at its max roll of 6 would only jump you to 19, still not enough to purchase a Hall. You might be better off just biting the bullet on this one and living in your dinky little tower.

Law is absolutely pathetic, so yeah that's be a good choice.

Lands, Power, Wealth, all good options. Should we put it to a vote or make it random?
>>
>>47793902
I'd say put it up for vote.
>>
>>47793902

Random
>>
>>47793902
Vote por favor
>>
I think I'll keep the Law, it's a good one. And do a quick vote on the other one yeah? I'm going to not include Defense as it won't be very helpful right now. Unless you guys really want it, for whatever reason.

Please pick one:
>Influence
>Lands
>Population
>Power
>Wealth
>>
>>47794012
>>Wealth
>>
>>47794012
Power
>>
>>47794012
Lands.
>>
>>47794012
>Wealth
>>
>>47794012
Wealth
>>
>>47794034
>>47794082
>>47794145
>>47794157

Just about to roll a d3 on it. Law and Wealth it is then. In the interest of keeping this going, I'll need 1d6 for them both please, I'll take the first two respectively and then we can get to spending.

On another note, I'm not too sure what sort of House history we're looking at here. It's post Robert's Rebellion, in The Reach who sided with the Crown so I wouldn't guess they'd be in a position to expand then. Maybe we bump it up a few years and it's a post Greyjoy Rebellion House? I don't know, you guys throw some ideas around.
>>
Rolled 2 (1d6)

>>47794197
>>
Rolled 4 (1d6)

>>47794197
>>
Rolled 2 (1d6)

>>47794197
This is a sorry ass house if I've ever seen one. How is it even possible to roll this poorly?
>>
>>47794197
I mean, it could just be House Tyrell or whomever our overlord is(House Hightower is quite wealthy) wanting to build a new castle or whatnot. I don't believe the Reach was as devastated as other parts of the continent were.
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>>47794237
>>47794265
+2 Law, +4 Wealth
At least we have a couple respectable numbers now?

New Totals that we'll be using to buy things with:
Defense: 13
Influence: 37
Lands: 17
Law: 19
Population: 33
Power: 21
Wealth: 33

So, first off is Defense, which is a pretty easy since we literally can't afford anything other than a Tower for 10, leaving us with 3 Defense left over. We're a tiny House with tiny holdings. Easy enough there.

Next up is Influence, picture related. So with this comes a couple decisions, do we want to be married and have children already? Or just a young bachelor and leave it unspent.
>>
>>47794197
Perhaps our House rules over a town near the border to the Crownlands or Stormlands that was strategically important during the War of the Usurper.

To ensure it would not fall to the enemy, a small lord was put in charge of it, who built a small tower or whatever we can afford with our Defence score there.
This covers both "infrastructure" and the timeframe of Robert's Rebellion.
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>>47794334
What else can influence be used for?
>>
>>47794197
We could be on one of the Shield Islands maybe? Would explain our abyssal Law with Ironborn dicking us and low Lands since we probably are just sitting in our little tower somewhere meant to be the first warning and sacrificial lamb.
>>
>>47794334
Young bachelor lords are a little too common...

My person suggestion which is likely to be met with a lot of disapproval, is three daughters which would be a total cost of 20 (10+5+5) leaving 17 spare. Let's make this challenging.
>>
>>47794434
That sounds fun.
>>
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>>47794418

Nothing else, it's only used for that and determining your maximum starting Status, which in this case is 4.

>>47794358
With our Lands we'd only be able to afford a Hamlet at best, doubtful it would be very strategic.

>>47794290
>>47794425
Not bad ideas. Might be a better bet we'd be sworn to one of the smaller Houses and not directly to the Tyrells. The Hightowers, one of the Shield Houses, Rowans, that sort of stuff. We are very small. Could even be a cadet branch?

>>47794434
I actually think that sounds very interesting.
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>>47794434
I'm down like a clown, Charlie Brown.
>>
>>47794495
>>47794492
>>47794470
What have I done?
>>
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>>47794434
>>47794470
>>47794495

It what has to be one of the more amusing choices /tg/ has ever made with its Houses 3 daughters it is. Meaning our Lord is probably in his later 30s maybe early 40s, or they are all very young girls and he's in his early 30s, late 20s. We'll come to that later I suppose. Now I wonder who their mother is, and if she's alive post Rebellion.

I really wonder what our Lord (or Knight maybe for a different flavor?) did to earn his place.

So 20 Influence spent, Firstborn Daughter (10), Secondborn Daughter (5), & Thirdborn Daughter (5). What an interesting House indeed.

So next up is our Lands, table related once again.

As we are in The Reach we will automatically be taking the Plains for our likely only Domain, leaving us with 12 more points to spend. Any ideas?
>>
>>47794492
Weren't there three Clawwater girls iirc?

We could be a cousin or something Paxter had adopt them after Karban dropped them when it got frustrating. It fits in with us being a dirt poor shitstain of an island house if we pick the Shield Islands

We could even have a reason why we needed adoptions.
>>
>>47794597
>being related to the unluckiest house in Westeros.

>>47794593
I like the shield island idea, personally
>>
>>47794593
How about a road? That way we can bring trade to us from the ports?
>>
>>47794593
>>47794597
Are you sure to go with an island on this one guys? Cause we are not gonna get much if we do.
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>>47794593
I'm down for the Shield Islands idea personally, just being a little speck on Greenshield maybe?

Plains+Coast+Light Woods+Road = 16
Maybe Grasslands and a Stream to use that last 1?
>>
>>47794629
>>47794593
If we're a Shield Island, it seems like the only choice that we have would be:
>Island (10)
And after that, the only affordable bonuses would be:
>Grassland (1)
>Stream (1)

So, one island with two streams, one island with some grassland and a stream, or one island with two large expanses of grassland.

I quite like the idea of a craggy little island covered in streams, personally.
>>
>>47794593
So we have a bunch of daughters that are all ready to be kidnapped by the ironborn? Sounds great!

I second the shield islands idea. Since we do not have a lot of power, maybe the least attacked island, Southshield, would work? That would put us under command of House Serry, who in turn answer directly to the Tyrells.
Since no other houses on Southshield were ever mentioned, the Cadet Branch idea might work well for us.

As such, we should definitely buy a coast feature.
>>
>>47794661
You don't need to purchase the Island part of the Domain unless you want an entire island to yourself. Just getting a Coast would be enough to put you on the island (and likely sworn to whomever is the actual Lord of it) without owning the entire thing and wasting all of your resources on it.

At least that's how I've always viewed it. Nothing is stopping you from owning your own little island though.
>>
Now that I look at it, we've got a pretty large population. Fuck, we actually have the optimal population size - balanced between being unwieldy and huge and tiny and worthless.
>31-40: Modest population. At least one town and several small hamlets.
So we need a fair bit of large to house our population, if we're being realistic about this. A single island is so expensive it wouldn't really house enough people.
>>
>>47794719
I thought it was a modifier for whatever type of terrain you purchased? Although this maybe affected by how House Kharban was made.
>>
>>47794719
huh that actually sounds a lot cooler, thanks!

Coast
Ruins(spoopy)
Dense woods(double spoop)
stream?
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>>47794715
>So we have a bunch of daughters that are all ready to be kidnapped by the ironborn? Sounds great!

We've made a lot of wonderful decisions thus far.

I'd allow a Cadet Branch of House Serry, that would work.

>As such, we should definitely buy a coast feature.
Yeah that would be an absolute must.

>>47794751
I'm not quite sure what you mean by that. Could you explain further?

>>47794673
Valid idea.
>>47794679
Also valid if we want to own our island.
>>47794755
Also valid, and spoopy.

Any other opinions?
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>>47794719
I'm still pining for the road idea, because roads bring trade and allow for easy maneuvering between our lord house and us.

So
Coast(3)
Road(5)
Light Woods(3)
Two Streams(2)
>>
>>47794793
Just one stream, sorry.
>>
>>47794793
Trade on the Shield Islands shoud we be ther, if at all, would be by sea route, wouldn't it?

Though the defensive aspect can not be denied if our lords can help us quickly, but they are mostly known for their defense to sea, not to land.

So it might not be as useful as hoped. Still sounds like reasonable investments though.
>>
>>47794793
This is Westeros, mate. Genuine roads are a rare thing. Hell, the King's Road is little more than a large, muddy welt in the land that goes from King's Landing to the Wall. Unless we're on an important trade route, roads aren't a good idea at all.

We're all agreed on
>Coast (5)
which leaves us 7 points left. I'd personally add on:
>River (3)
>Light Woods (3)
>Grassland (1)
This gives us some space for our serfs, some woodland for basic industry and a river might make for a useful piece of terrain.

If we're making ourselves out to be pretty dilapidated though, we could swap the river for ruins. Same cost.
>>
>>47794790
I mean that if we choose to go island it any land we choose has a +10 added to it, I think. Although as I said I am basing this off House Karban's first thread and Princely may have gotten it wrong.
http://suptg.thisisnotatrueending.com/archive/19550420/
>>
>>47794597
I think there were two Clawwater girls, I can't remember it has been a very long time.

The Lord/Knight of the House could have always married one of them, I think Karban took place in ~270AC, enough time to marry and have 3 children. Tiny, tiny House on an island might be the best a match those poor girls could get. A suggestion at least.

>>47794853
Ah I see what you mean. It very well could be either one of us getting it wrong. I always saw it this way however, so it's what I'm going with. To avoid forcing you guys to use all of your points on an Island.

>>47794793
Also a valid option. There doesn't seem to be too much debate or leaning however towards one idea or another other then being on one of the Shields and not on our own. So let's just say at the very least we have a Plains(Coast), so that's 8 spent.

>>47794846
Leaving you with 9 actually. You have 17 to spend. Either way that is a valid option.
>>
We'll put it to a quick vote:

Plains (Coast) auto, spending the rest of the points...
>Light Forest+Road+Stream, all 17 spent
>Dense Forest+Ruins+Stream, all 17 spent
>Grasslands+Light Forest+River, 15 spent
>>
>>47794932
>>Dense Forest+Ruins+Stream, all 17 spent
>>
>>47794932
>Dense Forest+Ruins+Stream, all 17 spent

God we are so fucked.
>>
>>47794932
>>Dense Forest+Ruins+Stream, all 17 spent
>>
>>47794950
>>47794958
>>47794961

And thus House Serryspook was born
>>
>>47794932
>Dense Forest+Ruins+Stream, all 17 spent
>>
>>47794853
>>47794886
Wait, yeah I think I fucked up interpreting it. Your right about it buying an island. I'd say get a wetlands, a coast, a hamlet,and either a stream or a grassland. That should be a full 17.
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>>47794958
You mean our daughters will be. Poor things.

Though maybe those ruins would be spooky enough to keep the ironborn away?

>>47794932
>Grasslands+Light Forest+River, 15 spent
>>
>>47794994
We could be that one weirdo house in the south and do what Bear Island does, train the female heirs to fight. Though that'll kill their marriage chances.
>>
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>>47794950
>>47794958
>>47794961
>>47794977
>>47794975

And so it shall be, the spookiest of locations.
Plains(Coast+Dense Forest+Ruins+Stream)

An idea, perhaps the Tower that the House occupies is the only one that is totally ruined on the Ruins? The rest of the former castle is in ruins from an ironborn attack years and years ago. You or your overlord just don't have the resources to fix it up to its former glory.

Anyway, we'll move along now that that is sorted.

Next up is Power, picture related. We have 21 to spend. Thoughts?
>>
>>47795050
There's a difference between making Briennes out of them and secretly teaching them how to gut an Ironborn if they get too close.
>>
Rape is imminent. What did this house do during Robert's Rebellion? Maybe the tower is a big watchtower with signal fires to warn the rest of the Reach in case the Greyjoys came to do some iron pricing?
>>
>>47795065
I figure warships for an island house. Other than that i dunno. Archers?
>>
>>47795065
A decent garrison for our tower would be a good start, plus a warship if we're going to be dealing with Ironborn.

Beyond that, should we aim for swarm tactics or a small and solid base to build our forces on?
>>
>>47795111
Agreed with warships, but how much of a dedicated garrison does one tower really need?
>>
>>47795069
Silk hiding steel. Sounds good to me!

>>47795065
We should definitely get at least one ship, so to be able to afford it, so how about:
>Trained Warships (10)
>Trained Sailors (7)
>Green Garrison (3)

Would leave us with 1 point unspent.
>>
>>47795065
Trained Garrison (5), Trained Archers (6), Trained Warships (10) is my suggestion.
>>
>>47795136
1 point? ITS LEVY TIME
>>
>>47795143
Seconded
>>
>>47795143
This one seems cleanest. We're defending the island, not proactively hunting down Ironborn. No need for sailors, a decent garrison and some good archers should do a reasonable job.
>>
>>47795065
Do we need sailors to man the warship, or do they come with it?
>>
>>47795143
this
>>
>>47795197
Warships come with crew. Sailors as a unit are like marines.
>>
>>47795197
The warships come manned but aren't capable of going on land. Sailors are presumably able to both man ships and operate on land, but they don't come with ships attached.

The feeling I get is that sailors are a good idea for boarding and seizing ships.
>>
>>47795222
>>47795253
Alright, thank you both. In that case, I'm backing >>47795143
>>
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>>47795197
The way I've always done it and saw it is at the base you have a crew to man your warships. But the dedicated Sailor unit means your crew is seasoned and battle ready, thus receiving bonuses during Sea battles. Basically, >>47795222 & >>47795253.

>>47795143
>>47795183
>>47795195
>>47795212
Well no need to do a vote on that one then, seems popular enough. All 21 spent and good to go.

So lastly, we have Wealth. Which we have 33 to spend, which isn't too bad all things considered. Picture related are the options from Out of Strife, Prosperity. There are a few more in the base book as well, such as Maester for 10 Wealth, those are on page 113, many of those are repurposed within OOSP just as a disclaimer.
>>
>>47795253
Keep in mind that a unit can have more than one type. "Sailor" is an option so that you can combine it with something like Infantry or Guerrillas to make marines.
>>
>>47795286
Fishery works with the idea of an island house. Also a firm believer in the benefits of a maester. That would leave 18 points.
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>>47795286
Go full pauper Lord, Charcoal+Tar Works (15), Fishery (5), Maester (10).

Maybe Crypts for 2 Defense, 3 Wealth?
>>
>>47795286
Timber(05)
Fishery(05)
Maester
Port(10)
Salvage Operations(05)

Does anyone know how much a maester is again?
>>
>>47795387
A maester is 10 wealth
>>
>>47795369
Supporting, but only for spoopy crypts.
>>
>>47795369
I'm with this guy, get a good economy going.
>>
>>47795408
Right then just toss Salvage Operations. So we'd spend 30 wealth with 3 remaining.
>>
>>47795286
Sensible options to me seem like:
>Port (10)
From the corebook. Practically required, especially if we're going to be operating our own warships.

>Fishery (5)
We are an island house after all. It would help feed our population and with some trading..
>Timber (5)
We've got the woods for it. It gives us something basic to trade.
>Salt Works (10)
Well, this could make us popular and give us something decent to trade. A bit expensive though.
>Salvage Operation (5)
Minor benefits, allows us to make us of any decent loot that passing Ironborn we fuck up happen to drop.

I recommend that we get at least one of the following, but no more than two:
>Maester (10)
>Master Artist (5)
>Scholar (5)
>Steward (5)
>>
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>>47795411
Spooky woods, spooky ruins, spooky crypts. I know what our banner should be.
>>
>>47795387
>>47795432
Ah hell, I saved the wrong version of that image. Sorry lads but Port isn't an option, you need a Small Town in order to build that.
>>
>>47795432
>>47795387
>>47795369

No salt works? Salt is white gold.
>>
>>47795471
Yeah but Charcoal with Tar Works makes building Warships by 1 point. That's some black gold right there.
>>
>>47795467
>>47795471
So time to be the Saltiest lord of the Arbor then.
>>
>>47795535
I can get behind this.
>>
>>47795467
Core book says 'coastline.' Doesn't say it requires a town at all.
>>
Okay it looks like Maester (10) and Fishery (5) are both popular, so we'll go with those.

It also looks like spoopy crypts are popular, which is hysterical. This is the weirdest little House. So we'll go with that just for some more flavor. Leaving us with 15 Wealth to work with and a bit of a split. So another quick vote:

Spending the last 15:
>Charcoal+Tar Works (15)
>Salt Works+Timber (15)
>Something else?

>>47795535
>I also think that we genuinely don't have the resources for a Maester.
They only cost 10 Wealth, you do have the resources.

>>Port (10)
Look above, just mentioned you can't get that without a Small Town. Sorry about that.

>>47795570
OOSP says otherwise, which is the one I'm using for the purpose of purchasing the holding.
>>
>>47795607
>Charcoal+Tar Works, because those are less common resources than salt and timber.
>>
>>47795607
>>Charcoal+Tar Works (15)
>>
>>47795607
Wait, wait...

Salt works and the processing upgrade for the fishery. That's a total of 15 and it has great synergy.
>>
>>47795607
>Charcoal+Tar Works (15)
Pauper Lord status here we come
>>
>>47795752
If we are going pauper lord, should we take the poor standard of living? Scrouge McSpook?
>>
>>47795675
This
>>
>>47795773

charcoal and tar can make us pretty wealthy actually
>>
Failing any other real descent looks like we'll go with Charcoal and the Tar Works. It's different at least? I'll retroactively apply the -1 Power cost to Warships from the latter, so free point back.

>>47795773
You know that's a valid option. The House is pretty small and poor. Don't know what others would say though. It would give you 5 more Wealth to work with however, enough to purchase the Processing upgrade for the Fishery if people are into that?

But yeah, that's it for actually building the House. I'd love to do the Head of the House next but I need to knock off to bed here in about half an hour, work in the morning. If the thread lives to tomorrow maybe I'll do it then if there's interest?

Otherwise feel free to bounce around ideas such as:
>Location of the House among the Shield Islands (Southshield seemed the popular option)
>Name of the House (Some sort of cadet branch of House Serry seemed popular, but others are available as well)
>The Houses cause for founding after Robert's Rebellion
>Whether or not we want the Head of the House to be a Minor Lord or a Landed Knight
>Head of House's name
>His Wife's name and former House
>His three daughter's name
>Name of the Tower
>What their coat of arms looks like

If no more interest is there that's that then. It was a fun little game nonetheless.
>>
>>47795949
Perhaps something relating to that really small battle of Shield Islanders vs Greyjoys near the end of the Rebellion.

Notably though, if we're going with the idea that they live in the one still standing tower of a mostly ruined castle, maybe they claim to be the descendants of a house that fell apart a long time ago.

I'd say Minor Lord, rather than Knight.
>>
>>47795949
Oh god. Naming things, my only weakness
>>
>>47795675
Shit, I was going to go with this.
>>
Fuck it, since OP's gone, lets roll up another fucking house, because why not. Maybe it'll be even worse off than this one.

3d6 for Realm
>>
Rolled 3, 6, 3 = 12 (3d6)

>>47796531
>>
>>47796629
Westerlands

We gold, incest, and war crimes now

Now we need 7 rolls of 7d6 each.
>>
Rolled 1, 5, 2, 3, 4, 2, 6 = 23 (7d6)

>>47796739
>>
Rolled 4, 5, 1, 6, 2, 2, 5 = 25 (7d6)

>>47796739
>>
Rolled 5, 3, 1, 5, 5, 4, 6 = 29 (7d6)

>>47796739
>>
Rolled 6, 6, 3, 4, 6, 3, 6 = 34 (7d6)

>>47796739
>>
Rolled 3, 5, 4, 4, 6, 5, 5 = 32 (7d6)

>>47796739
>>
Rolled 5, 4, 6, 5, 3, 6, 6 = 35 (7d6)

>>47796739
>>
Rolled 3, 4, 1, 1, 4, 2, 5 = 20 (7d6)

>>47796739
>>
Rolled 6, 3, 4, 6, 5, 5, 2 = 31 (7d6)

>>47796739
>>
>>47796762
>>47796790
>>47796815
>>47796832
>>47796836
>>47796843
>>47796845

23 - 5 = 18

25 + 10 = 35

29 - 5 = 24

34 - 5 = 29

32 - 5 = 27

35

20 + 20 = 40

So our Defense is weak, our Power, Influence, and Wealth are pretty good, and our Law and Population are average.

Let us pray that our events will give us enough for at least a fucking hall.

Give me a 1d6

>>47796862
Where were you when we were rolling Defense?
>>
Rolled 6 (1d6)

>>47796983
>>
Rolled 4 (1d6)

>>47796983
Looking at the SoS thread.
>>
>>47797008
>>47797012
I'm going to split the difference here and call it 5, meaning we got founded in the time of the blackfyre rebellions.

1d6 - 1
>>
Rolled 4 - 1 (1d6 - 1)

>>47797098
>>
>>47797125
3 events, 3 different 3d6 rolls.
>>
Rolled 6, 3, 3 = 12 (3d6)

>>47797167
>>
Rolled 1, 4, 2 = 7 (3d6)

>>47797167
>>
Rolled 6, 5, 1 = 12 (3d6)

>>47797167
>>
>>47796629
>>47797185
>>47797203
Rolling twelves today huh.
>>
>>47797185
>>47797196
>>47797203

In order that's Ascent, Invasion/Revolt, then another Ascent. Given how we started in the Blackfyre rebellions, I'm going to guess we got our lands in one of the earlier ones, then the previous owners came to fuck with us in a later one, then we rebuilt afterward.

Combining all of these, I need a 4d6, a 5d6, and then another 4d6.
>>
Rolled 1, 6, 6, 2 = 15 (4d6)

>>47797262
>>
Rolled 3, 5, 6, 3 = 17 (4d6)

>>47797262
>>
Rolled 3, 6, 4, 2, 5 = 20 (5d6)

>>47797262
>>
Rolled 6, 1, 3, 6, 1 = 17 (5d6)

>>47797262
>>
Does anyone ever do different versions of Westeros?
I got tired as shit of reusing the books exact timelines and stuff like that and with my players waiting for certain book events to happen or in worse cases metagaming because they know the novel's plotlines.

I ended up just making a completely alternate "modern" Westeros based on shit I read in the World of Ice and Fire (especially noting how the "character" of each house is often wholly dependent on it's current lord) and my players both enjoyed it more AND weren't able to even subtly metagame the storyline.
>>
>>47797361
Haven't played yet but considering GMing a game. I'd most likely set the game at some point around the Blackfyre rebellions, either during or some time before the time Dunk and Egg are adventuring around Westeros.

Mostly to avoid the same problems you've described.
>>
>>47797295
>>47797300
>>47797306

Total, that's +4 to Influence,+11 (nice) to Lands, -9 (ow) to Law, -4 to Population, +10 (nice) to Power, and +0 (lol) to Wealth.

We've gained a great deal of land and military strength, a minor amount of political power, managed to rebuild or wealth to pre-war level, lost some smallfolk, and law and order has been severely damaged. We still don't have enough for a hall, unless we can move some points around.

Defense: 18

Influence: 39

Lands: 35

Law: 15 (jesus)

Population: 23

Power: 45

Wealth: 40

Despite our wealth and strong armies, we live in a tower, and there are bandits everywhere. Are we allowed to move resources around in house creation? Because I could swear we did that in at least one quest, because of this exact situation of being just off of the next tier of fortification.
>>
>>47797511
Lets use some of our influence and trade it for defense.
>>
>>47797511
Sure, why not. We can switch around our influence and defense.
>>
>>47797553
Fuck it, I'll allow it at 2 to 1. We now have 20 Defense and 34 Influence, time to start spending.

First is Defense, we can either get a Hall or two Towers.
>>
>>47797553
>>47797640


4chan appears to have eaten my last post. I'll make the trade at 2 to 1, leaving us with 20 Defense and 34 Influence. I'm going to assume we want a Hall, so unless there's a thirst for two towers, let's move on to Influence and children.
>>
>>47797642
>>47797839
Well, there it is now.
>>
>>47797642
My vote goes for the hall.
>>
>>47797511
We might be the criminals, so it's in our interest there's crime everywhere.

Like, a Westerosi Mafia.
>>
>>47797839
Hall man, what kind of pleb house would live in a tower here in the Westerlands. I'd say a bastard and firstborn daughter.
>>
>>47797906
>>47797966
We might actually get to use those flavorful, but objectively bad, low Law holdings.

We'll go with the hall and move on to Influence.

We have 34 Influence to spend on heirs. Do we spend, or sit on it as a bachelor lord?
>>
>>47798009
Just as long as we get a black market if we're going as a westerosi mafioso then we're good.
>>
I have to go to sleep, If someone wants to manage the picks, all you have to do is change subjects once consensus forms. Otherwise, I'll do it if the thread is still alive.
>>
>>47794975
SPOOKY SERRY SKELETONS
>>
You guys using the "Out of Strife, Prosperity" stuff?
>>
>>47797012
Ooh, you gonna be in the battle royale?
>>
>>47798009
20 Influence is needed to be able to qualify to buy a maester so it's kinda a thing to decide if we want a maester right of the bat, then spend the influence to buy kids/spend to add to the House Fortune rolls.
>>
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>>47797511
Anyone still here? I kinda wanna finish the houses, the Influence stuff can take a seat while we focus on the more interesting Lands/Power/Wealth.

The lowish Law means that either bandits are stealing from our mines/raiding the merchants that travel the lands or that Ironborns are actively raiding the coastline.

If we go the criminal Lord way, one of the base requirement for most of them is a Small Town for 20 Lands, one requiring a Large Town at 30.

An interesting place to seat the House would be a bit between Deep Den and Silverhall closer to the Goldroad leading to King's Landing, the mountain range there open up to the Reach if you push south. Silverhall is also close to the tower of House Clegane so the bandits might not be bandits after all
>>
Don't die yet
>>
Alright, I'm alive, have we decided on our Influence spending?
>>
>>47799684
That fork in the Tumblestone would be a great place to put a castle. It helps protect the area from incursions from the riverlands, and there's great trade opportunities.

I'm willing to skip Influence for now and move on to the next step, Lands. We've got plenty to work with here.
>>
>>47801109
Not sure I'd build a naval house in the thread started by another guy who started another naval house in another realm.

So a huge portion of the land will be taken for a small town leaving with 15 Lands
1 Hills for 7
1 Plains for 5
1 Stream for 1

Leaving 2 for later, or removing the plains for ruins to place the "bandits"
>>
>>47801529
So, no one has another build for the place?
>>
>>47801529
How much to upgrade the stream to a river?
>>
>>47802299
2
>>
>>47802370
Well, we've got 2 land left in this build, so there you go.
>>
Guess that's it for Lands, should we pass onto Power?
>>
2 Vet Archers 8 each
2 Vet Infantry 9 each
1 Vet Personal Guards 11
>>
>>47799684
desu I really hope the guy running Lord Serryspook comes back and actually RUNS it. He said he would today if there was interest
>>
>>47807085
Let's hope he comes back then
>>
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>>47797511
Maester 10
Either the regular market, with the regular bonus for 10 or the black market one with the black market bonus, whatever it is, for 10
Mine 10

Could put up a brothel, turning our small town into the mining town you'd see in those western, where the men would work all week and blow their money on booze and whores at the end of it, cost 5 wealth which lest us buy the Street Gangs for the last 5, they'd be our eyes and ears around town.

Could drop the Maester and spend the 10 wealth into a sewer system so our ganger could move their contrabands unseen, which would play nice with the scum Lord idea.

Or play it safe and get animal husbandry/market for our small folk being able to grow their own food and not blow their coins on booze and whores.

Reminder that this would only work for so long because of the guy running the show in this part of the Realm
>>
>>47795949
>Southshield
>House Fryten
>The Lord and all male heirs of the castle were killed in the rebellion
>Landed Knight married to daughter of the former lord
>Hectar Fryten
>Lisette Woodgard
>Alara, Trysta, Josey
>Darkwood Watch
I'll play around with a heraldry generator in a sec.
>>
>>47798740
Nah, gotten lazy in making a tourney character and I don't think there's time to finish it for this one. I also still need to review the rule book too.

>>47809551
Also this
>>
>>47809551
Tywin seems a very hands off kind of guy so long as you do your job.
>>
>>47811069
Seems alright to me.
>>
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>>47811612
He's the kind of boss that'll let you run your show, but as soon as something fuck it up for the bigger picture he'll be breathing down your neck while bards/minstrels will come everyday singing the Reynes of Castamere
>>
So what about the wife?

Is she older or younger than the MC ? Does she like the MC, if she dont, did she hate him at first ?
>>
>>47811707
Shit, that's what I was going for, but with a green, black and blue color scheme.
>>
>>47811825
Wanted to do a red and white as this is House Serry's color but I sperged out I didn't feel good about the color, the brown is bugging me now
>>
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>>47811825
>>
>>47811890
Change it to green
>>
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>>47812013
>>47811890
Here's what I had, with a red border added for Serry.
>>
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>>47812017
Like this?
>>
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>>
>>47807085
You and me both
>>
>>47812051
The border is kinda cool, and the rest is somber enough to fit the spooky theme
>>
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>>47812056
I Like how you use the Chevron to make the Tower stand higher on the hill.
>>
>>47812136
How about red lining and black bordure
>>
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>>47812071
'Merica

>>47812113
Well, we need to figure out our words, as both of these kind of imply that house has been around for a while.
We could figure out what got us to be promoted, or use one of the two mottos as the adopted words of the old house.
>>
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>>47812207
Like so?
>>
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Go banana.
>>
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>>47812209
>>47812236
Or for full Serry dicksucking.
>>
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>>47812267
>>
Two more House who die in stillbirth
>>
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>>47813768
Along with scores of Marine Chapters and all manner of all things.

The Iron Night was awesome.
>>
>>47813978
So what crazy things would the end goal of this house be as I would like to see our holdings grow so that they aren't so shitty
>>
>>47815752
That has to be decided when the lord creation is made, his goal, his virtue and his vice
>>
>>47813768
It's a shame but not totally unexpected anymore. I don't think there's been a successful popular House gen since Brachen a year or so ago. Malroy was pregenned after all.

I'm not too sad about these ones though, we have had enough Houses set around this timeframe. I wish we had some Dance of the Dragons or Blackfyre Rebellion quests. Or that Hand of the King idea someone bounced around some back.
>>
>>47816915
>Brachen died young
>Bordain seemingly on infinite hiatus
>Malroy QM going to die in stone freak medical accident

GoT quests are suffering
>>
>>47816915
Hedge Knight quest was during just before Blackfyre Rebellion.

Died after one thread.
>>
>>47817147
What we need is something that is not set during or after the actual tv series other wise you get meta gaming from hell as people plot to work around the plot.
>>
>>47817334

Age of Heroes?
>>
>>47817521
Maybe not that far back. Prehapes just after Aegons Conquest ?

The whole realm has been turned upside down and there is no doubt a few houses who has to be brought into line with this new rule.

During Aegon the Unworthy's reign might also be a good choice.
>>
>>47817616

About 100 years before Aegon's Conquest should be pretty clusterfucky in a good way.
>>
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Anyone wanna continue and flesh out the Lord of House Serryspook?
One anon proposed Hectar Fryten as name, if anyone wanna make another name/herladry.

Let's start with the background Events, 2d6 please.
>>
Rolled 1, 3 = 4 (2d6)

>>47817978
Lets see them events!
>>
Rolled 3, 6 = 9 (2d6)

>>47817978
throwing some more dice in
>>
>>47818478
>>47818534
Okay so we were in a battle, which might be the one where all the male line of the previous House died, we want to avenge them it seems, or the revenge could be from another slight against us or something.
/tg/ seems to love it's revenge plot it seems, I think William and Brynden are revenging lords as well.

Another 2d6 for the motivations, feel free to work on the details of the goals/background events.
>>
Rolled 1, 3 = 4 (2d6)

>>47817978
Would work out that our house was either scared or showed up in the battle causing us to becmoe a bit bitter about everything and hav a set goal of revenge
>>
>>47818861
Revenge and Fear, that's a combo for a paranoid lord in the making.
Guess he wants to provide for his wife and daughter.

Another 2d6
>>
Rolled 6, 3 = 9 (2d6)

>>47817978
Fear is our motivation, maybe the fear of our new house being left behind in the wind forgotten by all?
>>
>>47819044
Aww shit, we're turning into Tytos Lannister, without the money.

Eager to please, forgiving to those who insult us but still remembering them.
One last 2d6 for our vice, shit I'm glad I'm not the one writting this lord
>>
Rolled 6, 5 = 11 (2d6)

>>47819163
>>
>>47819263
>Scheming

Oh damn it all we're as crooked as damn snake when it comes to trying to get our revenge that or else weare going to go full keikaku in our plans...
>>
>>47819302
A Paranoid, Vengeful Schemer. Sounds perfect for our spoopy house.
>>
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>>47819263
So fuckin' glad I'm not writting this
>>
>>47819405
>>47819499
Are we still waiting on someting? I'm drifting off right here broski
>>
>>47819895
Only thing left would be to stat the lord now, but do we really want to do that knowing that the house is dead? I mean if the OP comes back we can finish but...
>>
>>47819952
When was house declared dead? Heck we can just continue to shoot the wall till then.

So what are the chances that the reason why we have spoopy things all over the place are from magical shenagins relating to either vampires or the white walkers?
>>
>>47795286
From what book is this? I only have the core book as a physical copy and some PDFs but I've never seen this one.
>>
>>47820184
>>
>>47820386
Thank you, kind ser.
>>
>>47820013
OOSP does let you get magical healing sites than can also ward off evil. Maybe once we scrape some cash together we can buy/discover one in the ruins.
>>
>>47823118
Really now, that sounds interesting at least, I've been playing a lot of warhammer recently so spooky ruins just makes me think vampire and undead
>>
>>47825369
It's 10 Wealth for just a tourist trap thing (HF +1 Pop +1 Wealth +1), +5 Wealth for +1B to Endurance checks for a month and, +10 for +1D to resisting magic or supernatural effects, as well as keeping out evil supernatural beings. Unlike other holdings, however, the Healing Site can't be upgraded after purchase, so we would have to spend 15 - 25 Wealth for actual power.
>>
>>47825791
How come we can't upgrade it? I figure we try to make a temple out of it, add some furniture here and there we could really spruce the place up! Maybe even a nice mint off it.
>>
>>47825919
The upgrades are actual magic healing/evil repelling powers. We need to get some Rhllor up in this bitch.
>>
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>>47825992
Thread's dying, post Heraldry!
>>
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>>47827973
>>
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>>47828103
>>
>>47827973
Just rather curious but that Cyoa of A song and oce and fire would that make for a good quest thread or is that just me talking out my ass?

I'd like to see someone try to get the Giant's questline done.
Thread replies: 248
Thread images: 33

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