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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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AndrewJanssen
Andrew Janssen

Wed

Feb 15
2006

03:24



Wikify

[Cel] Results 1462

>    
>   Sedonia
>    
>   Action 1: Who ya gonna call?
> 
> 
> Difficulty: Base of Hard (+1)--However, since this is a strategic 
> action, I'm going to take 1.5x as long to resolve it, in exchange for a 
> reduction in difficulty of 1 to Normal. In other words, Jason, figure 
> out how many successes you think I'd need at base difficulty, then 
> multiply that number by 1.5
> 
>    
>   Normal 0+00 =+1
>    
>   (+1,x,x,x,x,x,x,x,x)
>   
> Subparts:
>     * Clear the ruins 0
>     * Protect the workers +
>     * Trap the ghosts in the palace 0
>     * Find out just what they're really dealing with. 0

It quickly becomes clear that clearing the ruins will take longer than 
first thought. Fortunately, the ghosts largely ignore the Zelkori forced 
laborers, and the Coronite priests are able to provide protective 
amulets for the Sedonian work details. Also, the ghosts display a strong 
tendency to target the priests, rather than the workers and soldiers.

The attempt to turn the old palace into a ghost-trap is only partially 
successful: the ghosts learn to avoid it. Still, a large number are 
trapped there.

Finally, the Coronites become convinced that there must be at least one 
spirit several orders of magnitude more powerful than an ordinary ghost 
or poltergeist in the city, but they make little progress in determining 
its nature. It is obivious, however, that it is *not* a Shadowspawn or 
demon.

> Action 2 & 3: Over the Mountains
> Type: Double
> 
> 
> Normal (+--+) +1 = +1 success
> 
> Subparts:
>     * Infiltrate the Trans-Casov and return safely. +
>     * Gather information on the Torphani -
>     * Avoid getting caught by the Torphani, tribals, or wild critters -
>     * Transfer legions to the border with Torphan. +

The returning scouts bring back new maps of the Trans-Casov region, but 
not as much hard intelligence. While managing to evade the Torphani, 
several parties have nasty encounters with tribals and mountain bears.

Based on the behavior reported by the scouts, it is the opinion of the 
Imperial Staff and the Ministry of Special Projects that the Torphani 
troops in the region are patrolling a frontier. One party reports having 
observed through a spyglass a clash between what appeared to be tribal 
raiders heading back north and a Torphani cavalry patrol. They 
backtracked the raiders to a burnt-out settlement of recent construction.

The Ministry's final assessment is that the recent Ice Demon invasion 
has caused movements of internal refugees in Torphan, and the Torphani 
are shifting north, away from Tavar Pass and the traditional invasion route.

The bulk of the Imperial Legions are now on the Torphani border.

> Action 4: An unusual request

Are you going to respond to this, Jason?
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