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    At the Ball

    A Scenario for

    Swashbuckling Adventure in the Age of Kings

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    At The BallIntrigue, Insults, and Dancing

    A Gloire Scenario for 1-4 Players

    by Pete Murray

    2006 Rattrap Productions LLCUsers may print copies for their own use, but distribution of this scenario

    either electronically or in print is strictly prohibited.

    More information on Gloire may be found at:http://www.rattrap-productions.com/

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    At the Ball: Intrigue, Insults, and Dancing

    Introduction

    My dear Don Armando, do I detect a look of concern on your face? If I did not knowyou better, I would say you were a man afraid.

    You read me correctly, D'Lessep, sighed Don Armando. Devils and angels, how Ihate these circumstances! Give me something straightforward any day of the weekBarbary corsairs, Bosniaks, or a bad district of Paris after midnightrather than haveto face this sort of ground, crawling with enemy spies, and me bereft of the comfort ofsteel. I feel my enemy's eyes on the back of my head, and am powerless.

    D'Lessep smiled and straightened the lace of his cuffs. Oh, dear fellow, whatever shallwe do with you? You must pluck up your courage, gird your loins, and for your own sake,you must not think of drawing your sword tonight. See now, Armando, the ranks aregathering. Draw close to your enemy! And don't forget what I have taught you! Be light

    on your feet, quick on your wits, and have eyes in the back of your head!

    The music was already gathering the participants, a lively minuet played well by theorchestra. The Grand Ball had begun.

    The Scenario

    No proper gentleman relies solely on his prowess with the sword to demonstrate hisgloire. A Grand Ball is an excellent opportunity to gather information, form alliances,woo beautiful women, and snub one's enemies. To succeed on this battlefield, one must

    have a quick mind and light feet, a winsome smile and a ready compliment. Nothing overtmay be attempted here, and to fail at the Grand Ball is as humiliating as to showcowardice on the field of Mars. Choose your most majestic clothes, your most radiantjewelry, and put a new feather in your hat! Your enemies await you.

    This scenario may be used as an interim chapter in a campaign. Success in this scenarioshould translate to a significant advantage in the next campaign, perhaps allowing thewinning player to choose the location of Encounter Markers, or allowing him anadvantage in models or starting position.

    Victory ConditionsThe objective of this Scenario is to earn as many Victory Points as possible, whileavoiding mistakes. Victory Points may be earned by gathering information from dancepartners and ball attendees and snubbing one's opponents. The game ends at theconclusion of the last dance. At that point, Victory Points earned are tallied, and thenumber of Disgraces are subtracted from this total. Whoever has the greatest net numberof Victory Points is the scenario winner.

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    Gloire: Swashbuckling Adventure in the Age of Kings

    The Characters

    Each player controls one Grade 3 character. Players may use their campaign characters, orif this is a one-off game, may use the characters from The Waylaid Messenger in the

    Gloire rulebook.

    The Board

    The game takes place on a 24 x 24 board. This board represents the dance floor, and isdevoid of scenery, terrain, or obstacles. Alternately, tables may be placed in the corners oredges of the board, or a scenic feature such as a fountain or statue may be located in themiddle of the board. Designate North, South, East, and West edges of the board.

    The Dances

    At the beginning of the scenario, roll a d6. This determines how many Dances will beperformed in the course of the evening. At the end of every turn, roll a d10 and keep trackof the result. If the result is not 10, the Dance continues and you will roll again at the endof the next turn. The next time the d10 is rolled, the result is added to the previous resultsuntil the sum is equal to or more than 10, at which point the dance ends.

    There is a one turn break between Dances and at the beginning of the game, so that dancepartners may be found. At the end of this break turn, roll a d10 and determine whichDance will be performed.

    Each Dance has a particular movement pattern associated with it. Participants not withpartners will follow the movement pattern during their activation. Players are free tomove their models and dance partners any way they like, but beware of colliding withother dancers on the floor!

    1-2: Minuet: This is a relatively straightforward dance. There are no penalties or bonusesto skill checks during this dance. However, it is shorter than ordinary dances. Add 2 to theroll to determine if the dance has ended at the end of each turn. Dancers move clockwisearound the board at SP=3

    3-4: Gigue: This energetic dance contains some complicated steps to which one mustattend, but Flourishes in this dance are particularly delightful. The players' models are at-1 for all DG checks during this dance, but Flourishes count double. Dancers movecounterclockwise around the board at SP=3

    5-6: Promenade: This courtly dance requires the dancers to attend to certain socialniceties by rank. Keeping track of where one is in the promenade requires fast thinking,rather than fast feet. The upside of this dance is that the order of dancers is known, andone can prepare a bon motor subtle jab prior to the appearance of the target. The player's

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    At the Ball: Intrigue, Insults, and Dancing

    models are at -1 for all BR checks during this dance, but Witticisms count double.Dancers move North and South on alternating actions, at SP=2.

    7-8: Sarabande: A gentle, elegant dance, where the dancers are given ample opportunityto demonstrate their ability to move gracefully. The player's models are at +1 to both DG

    and BR checks during this dance, as the sedate pace allows them time to attend to othermatters. Furthermore, deduct 2 from the roll to determine if the dance has ended at theend of each turn. Dancers move counterclockwise at SP=2.

    9-10: Ballet: A centerpiece dance, with specific steps and meticulous choreography, it isregarded as the high point of the evening's entertainment. Intended to be a spectacle, itcan spell the end of the career of the person who badly missteps or misses his part. Theplayer's models are at -1 to all DG and BR checks during this dance. Witticisms,Flourishes, and Disgraces count as double, as the rewards for success and the price offailure are so great. Dancers move North for one action, South for one action, then moveclockwise for the rest of the dance. Movement is at SP=3.

    The Participants

    In lieu of Objective Markers, each Participant at the Ball has a set of stats for thescenario, particular standards to which they are responsive, and information worth acertain number of Victory Points. More demanding participants possess more valuableinformation, while the unprepossessing and easily impressed seldom know much ofworth.

    The participants are known to the players. Markers with the participants' names may beused in lieu of appropriate models.

    The Royal Princess (DG=4, BR=5): Politically powerful and connected, the Princess is anavid dancer and has high standards for her partners. In order to learn her information, aplayer's model will need to score at least 1 Witticism and 1 Flourish, plus an additionalWitticism or Flourish in the same Dance. If any player suffers three Disgraces whiledancing with her, she quits the ball out of pique and cannot be approached by anotherplayer. Her information is worth 5 Victory Points.

    Princess of the Blood (DG = 4, BR=4): Though not in line for the throne, this Princess isa savvy observer of the court, and keen on the latest gossip. In order to learn herinformation, a player's model will need to score at least 1 Witticism and 1 Flourish in thesame Dance. If any player suffers three Disgraces while dancing with her, her next partnerautomatically succeeds without needing to score any successes. Her information is worth4 Victory Points.

    Grande Madame (DG=4, BR=4): The wife of the king's younger brother, she is beautifuland vain, readily flattered and delighted by the spectacle of social rejection. In order tolearn her information, a player will need to score 1 Witticism, and a second Witticism ora Snub, in the same Dance. Once she shares her information with one player's model, no

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    Gloire: Swashbuckling Adventure in the Age of Kings

    other player will be able to extract any information from her. Her information is worth 4Victory Points.

    Duchesse de Pontchartrain (DG=5, BR=4): One of the finest dancers of the court, dePontchartrain is often invited to dance with the inner court in the most elaborate ballets.

    In order learn her information, a player must score 2 Flourishes in the same Dance. Onceshe shares her information with one player's model, all further players gain only halfVictory Points from her. Her information is worth 4 Victory Points.

    Duchesse de Torcy (DG=4, BR=4): De Torcy is as famous for her jealous husband as sheis for her very public flirtations. To learn her information, a player's model must score 2Witticisms, Snubs, or Flourishes in the same dance. Any Disgraces suffered whiledancing with de Torcy are doubled, as her jealous husband makes a public scene. Herinformation is worth 4 Victory Points.

    Duchesse de Beauvilliers (DG=4, BR=3): The elderly de Beauvilliers, though agile, is

    considered slightly dotty. In order to learn her information, a player must score either aWitticism or a Flourish during a Dance. The first time she shares information with aplayer her information is worth 1 Victory Point. However, each successive time sheshares information, it is worth an additional Victory Point, as she remembers more andmore pertinent information.

    Marquess du Perehoir (DG=3, BR=3): Du Perehoir is an ambitious social climber, eagerto impress and always looking for information that will put her in someone's good stead.To learn her information, a player's model must score a Witticism or a Snub during aDance. Her information is worth 2 Victory Points.

    Marquess Saint-Maxence (DG=3, BR=3): Saint-Maxence aspires to a position in thecircle of de Pontchartrain. A player's model must score a Flourish in a Dance in order tolearn her information, which is worth 2 Victory Points.

    Comtesse de Soissons (DG=3, BR=3): The capricious and mercurial de Soissons is well-positioned in the court, but her contrariness is legendary. A player's model must score aWitticism, Snub, or Flourish in a Dance in order to learn her information. If he succeeds,roll a d10 and determine the outcome: 1-3: De Soissons leans in and whispers information worth 1 Victory Point. 4-6: De Soissons covertly passes a note containing information worth 2 Victory Points. 7-9: De Soissons makes a loud remark slighting another player. Choose another

    player's model. That model suffers a Disgrace.

    10: De Soissons is visibly impressed. In a later rendezvous, she passes alonginformation worth 3 Victory Points.

    Comtesse de Coetquen (DG=3, BR=3): De Coetquen is a confidant of the young nobility,who treat her as a favorite aunt. She is much attached to them, and knows manydamaging secrets, but largely keeps confidence. If a player's model passes two DG checksin the same Dance, she shares information worth 1 Victory Point. If the character scores aWitticism, Snub, or Flourish, she shares information worth 2 Victory Points.

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    At the Ball: Intrigue, Insults, and Dancing

    Mademoiselles de Rouvroy (DG=2, BR=2): De Rouvroy is a beautiful young lady, butmany dancing partners have remarked that she seems perpetually in a melancholic fog. Inorder to learn her information, a player need only pass two BR checks in the same Dance,or score a Witticism. If he passes these checks or makes the Witticism, she sharesinformation worth 1 Victory Point.

    Mademoiselles de la Bourille (DG=2, BR=2): De la Bourille is new to the court. This isonly her second Grand Ball, and she is still self-conscious and worried about makingmistakes. In order to learn her information, a player need only pass two DG checks in thesame Dance, or score a Flourish. If he passes these checks or makes the Flourish, sheshares information worth 1 Victory Point.

    Special Rules

    Flourish: A Flourish is a dance step executed well beyond the ordinary ability. Onecannot make a Flourish without leading one's partner well through the step. The playermust declare they are attempting a Flourish. They then make an opposed DG roll againsttheir partner. If this test is successful, then the Flourish is performed and counts towardsthe Participant's standards. If the step fails, the player must make an immediate DGcheck. If that second check fails, then the player suffers a Disgrace.

    Witticism: A Witticism is a pithy remark or observation made to one's partner, usually apointed jab at another of the participants. The player must declare they are attempting aWitticism. They then make an opposed BR roll against their partner (representing tryingto strike a balance between oblique and opaque comments). If this test is successful, thenthe Witticism succeeds and count towards the Participant's standards. If the test fails, thepartner must pass a BR check. If the partner fails the BR check, they misinterpret theremark as an insult to them, and the player suffers a Disgrace.

    Snub: A player may attempt to snub another player's model within 3. Both players makean opposed Brains roll. If the initiator wins, then the other player receives a Disgrace. Ifthe targeted player wins, he may make a Brains check to see if he can make a cleverretort. If this check succeeds, then that player earns 1 Victory Point.

    Dancing: An uncontested partner will always accept an offer to dance. If two charactersare vying for the same model, they make an opposed BR check, with the winner beinggranted the dance. During the Dance, the models remain in base contact with each other.A player may attempt to cut in with another player by making an opposed BR check at anadditional -2. If he succeeds, then the original dancer is left without a partner. If he fails,he suffers a Disgrace. If a model and its dance partner move into base contact with adancer, then they must both pass a DG check or suffer a Disgrace.

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