Situation Box: High Society

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This material is from "Into The Theldesia #7: Adventurer debuts in the Ball", which also contains setting information on how Adventurers and Lander nobility interact with each other. (Summary: They don't if they can avoid it.)

Situation Box: High Society

When playing LHZ, have you ever thought "This situation would be more fun if it were a minigame?" It doesn't matter whether you're a player, GM or scenario designer; minigames are fun for all three. But they're not easy to come up with. That's why this Situation Box is a convenient resource for minigames that will be appropriate for various situations.

This Situation Box, "High Society", is focused on situations such as those which Shiroe and his comrades encountered while attending the Lander ball in the anime and negotiating with the nobles there. It containes 14 Scenario Actions and two information charts that can be used to construct a unique minigame.

New Keywords

  • Information Chart (Normal/Secret)
These tables can be used with the standard 'information gathering' system. Information serves as social currency and can be used to increase the Social Counter.
  • Social Counter
The Social Counter indicates the degree to which the party has gained influence in the eyes of the Lander nobles. It is shared amongst the entire party. As the counter increases, the PCs will be able to fit into high society more easily. The counter begins at 0 and cannot drop below 0.
  • Fame Token
Fame Tokens indicate how well known the names of the PCs are among Lander nobility, and are shared amongst the entire party. They begin at 0 and cannot drop below 0. If the players accumulate too many, marbles or coins can be substituted for the physical tokens.
  • New Tags
    • [Morning]
    • [Afternoon]
    • [Evening]
    • [Night]
The life of nobles is dominated by custom and tradition. These tags indicate at which times of day each scenario action is appropriate. The time of day is determined by the GM, or sometimes specified by the scenario.

Scenario Actions

Listed below are various Scenario Actions that the PCs can use to interact with high society. Choose the ones that are appropriate for the mission. It is not necessary to use them all; you may also create your own original ones.

Chat Over Tea This is an Information Gathering action. A player who successfully performs the action may roll once on the "Information Chart (Normal)" and acquire the listed information.

(Self: Courtesan, Frontier Guard, General) You gain +2 to the Action Check.
Morning Afternoon - -
Type Scenario Action
Timing Main Process
Check Basic (Negotiation or Analyze / Easy Difficulty)
Attend Banquet This is an Information Gathering action. A player who successfully performs the action may roll once on the "Information Chart (Normal)" and acquire the listed information.

(Connection to Target) You gain +1 to the Action Check (per connection present at the banquet.)
(Self: Demon Lord, Noble, Rose Garden Princess) You gain +2 to the Action Check.
Afternoon Evening - -
Type Scenario Action
Timing Main Process
Check Basic (Operate or Knowledge / Easy Difficulty)
Conversation with Ladies This is an Information Gathering action. A player who successfully performs the action may roll once on the "Information Chart (Normal)" and acquire the listed information.

(Connection to Target) You gain +2 to the Action Check.
(Self: Connoisseur, Fortune Teller, Knight) You gain +2 to the Action Check.
Evening Night - -
Type Scenario Action
Timing Main Process
Check Basic (Endurance or Knowledge / Average Difficulty)
Eavesdropping This is an Information Gathering action. A player who successfully performs the action may roll once on the "Information Chart (Secret)" and acquire the listed information.

(Connection to Target) You gain +2 to the Action Check.
(Self: Tracker, Spellthief, Spy) You gain +2 to the Action Check.
Morning Night - -
Type Scenario Action
Timing Main Process
Check Basic (Athletics or Perception / Average Difficulty)
Secret Meeting This is an Information Gathering action. A player who successfully performs the action may roll twice on the "Information Chart (Secret)" and acquire the listed information.

(Connection to Target) You gain +2 to the Action Check.
Night - - -
Type Scenario Action
Timing Main Process
Check Basic (Endurance or Negotiation / Hard Difficulty)
Hunting If you took this action during your previous Main Process, you may not take an action this Main Process. (In other words, this action requires 2 Main Processes.)
You gain 2 Fame Tokens.

(Self: Animal Tamer, Hunter, Nomad) You gain +2 to the Action Check.
Entertainment Afternoon - -
Type Scenario Action
Timing Main Process
Check Basic (Endurance or Disable / Easy Difficulty)
Limit 1/Scenario (May be performed by any number of characters as long as it's during the same round)
Attend Ball You gain 2 Fame Tokens.

(Self: Idol, Noble, Rose Garden Princess) You gain +2 to the Action Check.
Entertainment Evening - -
Type Scenario Action
Timing Main Process
Check Basic (Athletics or Operate / Average Difficulty)
Limit 1/Scenario (May be performed by any number of characters as long as it's during the same round)
Contest of Arms Choose to either gain 2 Fame Tokens or make your opponent lose one.

(Difficulty: Hard) You gain 1 additional Fame Token. (Self: Duelist, Gladiator, Knight) You gain +2 to the Action Check.
Entertainment Afternoon Evening -
Type Scenario Action
Timing Main Process
Check Basic (Athletics or Analyze / Average Difficulty)
Limit 1/Scenario (May be performed by any number of characters as long as it's during the same round)
Recite Poetry You gain 1 Fame Token.

(Self: Astrologer, Negotiator, Novelist) You gain +2 to the Action Check.
Entertainment Morning Evening -
Type Scenario Action
Timing Main Process
Check Basic (Perception or Knowledge / Easy Difficulty)
Blackmail This is an Information Gathering action. The target gains the status [-1 to all Opposed Checks made versus you or your allies.] Treat this as an Other Status.

(Self: Courtesan, Housekeeper, Outlaw) You gain +2 to the Action Check.
- - - -
Type Scenario Action
Timing Main Process
Check Basic (Disable or Perception / Hard Difficulty)
Expose Scandal The target of this action must have the [Scandal] tag.
(Success) The target loses 2 Fame Tokens and the [Scandal] tag.
(Failure) The target loses the [Scandal] tag. You lose -3 from your Social Counter.

(Self: Chindon'ya, Courier, Scribe) You gain +2 to the Action Check.
(Connection to Target) You gain +2 to the Action Check.
Morning Afternoon - -
Type Scenario Action
Timing Main Process
Check Basic (Operate or Negotiation / Easy Difficulty+1)
Prepare Target one of your allies.
Their next Scenario Action gains +1D to the Action Check.

(Self: Maid, Elder Maid, Tailor) You gain +2 to the Action Check.
- - - -
Type Scenario Action
Timing Main Process
Check Basic (Analyze or Disable / Easy Difficulty)
Give Present Roll once on the [Exhaustion: Money] table.
You gain a temporary Connection to the targeted Lander.
You may roll three times on the Relationship Table and choose any result from among them.

(Self: Collector, Jeweler, Painter) You may apply a -10 modifier to your roll on the [Exhaustion: Money] table.
- - - -
Type Scenario Action
Timing Main Process
Check Automatic Success
Make Speech This action targets all of your allies.
For each target that has performed an action with the [Entertainment] tag this round, you gain 1 Fame Token.

(Difficulty: Hard) Instead of gaining 1 Fame Token for each qualifying target, you gain 2 tokens.
(Self: Admiral, Commander, Tactician) You gain +2 to the Action Check.
- - - -
Type Scenario Action
Timing Main Process
Check Basic (Negotiation / Normal Difficulty)

Information Table: Normal

Roll 1D with any modifiers acquired from previous Information Table rolls.

Die Roll Result
1 You learn trifles about the relationships between various nobles.
Add +1 to your Social Counter.
2 You hear rumors of romance amongst the nobles.
Add +1 to your Social Counter.
The next "Conversation with Ladies" or "Secret Meeting" action performed by you or one of your allies gains +2 to the Action Check.
3 You are told about a noble's private collection or their hobby.
Add +1 to your Social Counter.
The next "Blackmail" or "Give Present" action performed by you or one of your allies gains +2 to the Action Check.
4 You are educated about the fashions amongst the nobles present at the occasion.
Add +2 to your Social Counter.
Select a single NPC as a target and roll 1D.
(Result: 1-5) The target gains the [Wears a Wig] or [Pads Chest] tag.
(Result: 6) The target gains the [Scandal] tag.
5 You learn about the friendships and blood relations between various nobles, improving your information gathering ability.
Add +2 to your Social Counter.
Whenever you or one of your allies rolls on either of the Information Tables, they gain +1 to the die roll.
6 You are told of alliances and sworn vows among the nobility, improving your information gathering ability.
Add +3 to your Social Counter.
Whenever you or one of your allies rolls on either of the Information Tables, they gain +2 to the die roll.
7+ A noble forgot their place and said something they really shouldn't have!
Add +3 to your Social Counter, and immediately roll on the Information Table (Secret).


Information Table: Secret

Roll 1D with any modifiers acquired from previous Information Table rolls.

Die Roll Result
1 You are told about embarrassing blunders nobles have made in the past.
Add +2 to your Social Counter.
2 You learn how the nobles stand in terms of martial prowess, and their deeds of arms.
Add +3 to your Social Counter.
The next "Contest of Arms" or "Hunting" action performed by you or one of your allies gains +2 to the Action Check.
3 You learn about the nobles' information network and how it operates.
Add +3 to your Social Counter.
The next "Eavesdrop" or "Expose Scandal" action performed by you or one of your allies gains +2 to the Action Check.
4 You receive instruction on how to cater to the latest trends in noble entertainment, and pass it along to your allies.
Add +3 to your Social Counter.
The next time you or one of your allies performs an action with the [Entertainment] tag, they gain an additional Fame Token.
5 You are told about a noble's perverse sexual habits in more vivid detail than you really would have preferred.
Add +4 to your Social Counter.
Choose a single NPC; they gain the [Scandal] tag.
6 You find some dirt on the servants of the house, and use it to secure their cooperation.
Add +4 to your Social Counter.
Choose one of your allies. They may choose two sub classes that they don't already have. Until the end of the scenario, they are considered to have those sub classes and gain any associated benefits from scenario actions.
7+ You discover an act by one of the nobles that is tantamount to treason against the nobility, and would all but destroy them if revealed.
Add +4 to your Social Counter.
Choose an NPC; they gain the [Scandal] tag. Even if an unsuccessful "Expose Scandal" action is taken against the target, they do not lose the [Scandal] tag.

Sample Mission: The Adventurers are Cupid

Your friend, the Lander Knight Wazza Yaktor, and a young noblewomen named Friune Mareene have cultivated a deep love between themselves quite unbeknownst to anyone else. However, whom they shall love is not something a noblewoman may decide of her own accord. In fact, her lordly father is right now preparing to force her into a political marriage! Her future consort is to be Oray Do Por, the second son of an influential noble, well known for his uncannily porcine appearance. At this rate Mareene shall soon find herself bride to the "Pig Prince Oray."

It would be well within the power of Adventurers to rescue Mareene by force and allow her to marry Yaktor. However, this would severely damage the relationship between Adventurers and Landers, and it would never be recognized as a proper marriage. The Adventurers must instead achieve their goal through persuasion.

The sample mission "The Adventurers are Cupid" is a demonstration of how to use the tools in "Situation Box: High Society." Venture into the world of Lander nobility in order to bring your friend love and happiness!

How to Play

"The Adventurers are Cupid" is a Mission that makes use of the Round Progression rules.

The objective of the mission is to enter noble society and persuade the majority that the knight Yaktor and the lady Mareene should be man and wife. Using force to achieve the objective would not bring Yaktor and Mareene happiness. You must act as Cupid for the two in accordance with the rules of nobility.

For this purpose, it is necessary to use the Social Counter. You must curry favor with the nobility in order for them to grant weight to your words.

In this Mission, each day is divided into four rounds; [Morning], [Afternoon], [Evening] and [Night]. The mission begins in [Afternoon], and must be accomplished no later than the [Evening] of the next day (a total of six rounds.) Each round lasts about four hours of in-character time.

Before You Begin

The party begins with their Social Counter at 0 and zero Fame Tokens. Get some markers, such as marbles, ready to use later.

However, the Pig Prince Oray begins with 3 Fame Tokens.

Difficulty

If you wish to play this mission on Easy difficulty, have the players start with their Social Counter at 5.

If you wish to play this mission on Hard, have the Pig Prince Oray begin with an extra 2 Fame Tokens, for a total of 5.

What's the Social Counter?

The Social Counter represents the influence of the party in Noble society. As it increases, Nobles are more likely to pay heed to the words of the PCs. The Social Counter starts at 0 and cannot decrease below zero.

What's a Fame Token?

Fame Tokens represent how recognizable the PCs are within noble society. As it increases, Nobles are more likely to think of the PCs as noteworthy individuals. The number of Fame Tokens starts at 0 and cannot decrease below zero.

Playing the Mission

The PCs must focus on increasing their Social Counter in order to convince the nobility to pay heed to their words, and make them sympathetic to the love between Friune Mareene and Wazza Yaktor. The GM may invoke various events as the Social Counter increases.

  • 7 or above: You have achieved some small measure of repute in noble society. Nobles generally remember your names and faces, and no longer act in an affected manner around you.
  • 14 or above: You are well known to the nobility by now, though your words still have little influence.
  • 21 or above: You have become notable figures in noble society. Some nobles will listen to what you have to say.
  • 28 or above: You are now considered among the leading celebrities in noble society. Nobles eagerly follow the trends you set, and your every word spreads with the blink of an eye.
  • Oray loses a Fame Token: You have dealt a powerful blow to Oray's reputation! An increasing number of people think his conduct unbecoming of a noble.

All the actions available in "Scenario Box: High Society" are available in this mission.

Score Calculation

At the end of the sixth round, the Fame Tokens you have collected give you a bonus to your Social Counter.

  • 1-3 Tokens: Increase your Social Counter by the number of Fame Tokens you have.
  • 4-6 Tokens: Increase your Social Counter by the number of Fame Tokens you have times two.
  • 7-9 Tokens: Increase your Social Counter by the number of Fame Tokens you have times three.
  • 10 Tokens: Increase your Social Counter by the number of Fame Tokens you have times four.

However, for each Fame Token that Oray has, the PCs take a -5 penalty to their Social Counter.

Victory and Failure

  • Victory Condition: At the end of the Mission, the Social Counter must be equal or above the number of PCs times 7. All the PCs roll once on the [Exhaustion: Money] table. All the PCs may also roll once on the [Treasure: Valuables] table.
  • Failure Condition: At the end of the Mission, the Social Counter is below the number of PCs times 7. All the PCs roll once on both the [Exhaustion: Money] table and the [Exhaustion: Spirit] table.