(Created page with "'''{{PAGENAME}} '''is (Information on your campaign) that began on (Date). The campaign involves (information on the campaign content or theme) == About == Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane? == Player Characters == Use this section to list your PCs, or link the above text to a page called '''{{PAGENAME}}/PCs''' == NPCs == Use this section to list your NPCs, or link the abo...") |
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'''{{PAGENAME}} '''is |
'''{{PAGENAME}} '''is an online [[campaign]], https://app.roll20.net/join/18129723/z0m7Ig, that began on September 10th, 2024. |
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The next [[session]] is Tuesday, May 27th, at 6:30. |
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The campaign involves (information on the campaign content or theme) |
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== About == |
== About == |
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[[File:Module cover.jpg|thumb|Looks menacing]] |
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Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane? |
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You may not have heard of [https://docs.google.com/document/d/1DalfT53JuQdyrtvZS8e7NtnZIg0ukRKel0BoSGDkejk/edit?usp=sharing Alayna]. Few have. It's a small quiet, region in Western [[Amusa]] that exists during the [[Holy War]]. You can easily walk across it in three days, and the war has largely skipped right over it. |
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Recently, there have been occasional troubles on the borders, but few are concerned. Those troubles, however, are harbingers of a bigger menace to Alanya. This campaign is about solving the mystery of that menace and eliminating it, starting by investigating and dealing with the troubles it has created. |
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== Player Characters == |
== Player Characters == |
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Use this section to list your PCs, or link the above text to a page called '''{{PAGENAME}}/PCs''' |
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* Valosbalandra |
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* Mavinda |
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* [[Sapphira Holyspell|Sapphira]]; a healer with the Community of Healers |
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Use this section to list your NPCs, or link the above text to a page called '''{{PAGENAME}}/NPCs''' |
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Berna: Novice mage in the Fire Guild. |
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Ates: The mage in a Fire Guild enforcement squad. Also Berna's uncle. |
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Layla: Former head of the Two Bridges militia. Recently had her lost sword arm regrown. |
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Melis: Gossipy serving woman at the Waiting Room tavern. |
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Peri the Persuasive: The top representative of the security services (eg thieves guild) in Two Bridges. The party has worked with her, and she owes the party a favor. |
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Associate: Masked woman the party meets in the graveyard at night for exchange of information. The party suspects she might actually be Melis. |
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Ozan: Blacksmith and part time administrator of Two Bridges. |
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Tulay: Very epic chariot rider. |
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Berrak: A survivor of the Old Empire who the party rescued. Berrak disappeared right after her rescue. |
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Verna: The highest ranking survivor of Soma. Now runs the reestablished city. |
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Woglug: Head of the Bloodtooth orc clan, and an ally of the party. |
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Doruk: Survivor of the Old Empire who is trying to take over Alanya, and who has made an offer to the party to join him. |
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== The Story So Far == |
== The Story So Far == |
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See: '''[[Troubles in Alanya/The Story So Far|{{PAGENAME}}/The Story So Far]]''' |
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== House Rules == |
== House Rules == |
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The campaign uses the [https://docs.google.com/document/d/1prhmMRpoxeRpNb6Fsadnk_FY9JLoEiM590HEt0_W8aw/edit?usp=sharing Epic Power TTRPG system]. You don't have to read it ahead of time. You can easily pick it up during play. Here's an intro: |
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Especially if you're running a Community Campaign, it's important to let your players know what special rules you have in play for them. |
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[[Category:Campaign]] |
[[Category:Campaign]] |
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{{Worldbuilders}}Every turn is your canvas, every character your creation, every campaign your legend. |
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{{Worldbuilders}} |
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'''How? Choices''' |
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Epic Power gives you options for your fantasy role playing – tons of them – without burying you in complexity. An epic character starts with the same choice of actions any character does. Then their epic power gives choices for how to do them far better – extra skill, added effects, or maybe just epic flair. The combination unlocks endless possibilities. |
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'''More choices''' |
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Even after choosing an action and way of being epic, there are also meaningful choices in how to do them. Take a spell that heats a weapon: do you make it burn characters it hits, or burn its own wielder? Or you've surprised an enemy; time to exploit that with your epic power: do you go for massive damage, or hit them where it really hurts – depleting their epic reserves. |
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'''Your choice of complexity, too''' |
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Epic Power is crunchy, but smooth to learn. The core is small. New players can jump right in, quickly learning as they go – after a few turns, they’ve got the essentials. They can start with a few powerful go-to moves. As they get more comfortable, they can craft combos that light up the table. |
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'''Choices at every level''' |
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'''A Turn''': Tristan leaps over a table and swings his sword at Lydis. With his epic power, he pivots for a whirling strike, and makes his sword cut like a razor. |
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'''A Character''': Tristan's masteries include the skills of acrobatics and swordsmanship, although he always has room for improvement. And he is peerless at using his epic power for better attacks, by upping his sword's deadliness, and with epic acrobatic moves. |
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'''A Campaign''': The GM has some surprises for the party. A plains tribe enemy has a new skill: training wolf packs. And a wetlands tribe enemy knows a new epic feat: skipping sling bullets over water, for double the range. Meanwhile, a giant fish combines a wicked bite with the water cannon spell; they'll blast a character into their pool, and start munching. |
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[[File:Three dice.png|thumb|218x218px|Epic Power's special dice]] |
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'''Fate in every roll''' |
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Epic Power's special dice help advance the story too. Any time there's a chance of success or failure – whether it’s an attack or a clever bluff – you resolve it the same way: Start with the character’s ability; add any bonuses, including epic boosts; roll the special dice, adding extra dice if any are called for. Add it all up. Did you hit the mark? |
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The dice are designed not just for balance, but for story. There is no limit to how remarkably good or catastrophically bad their rolls can turn out. And exceptional rolls are a signal: something wild just happened, the more exceptional the wilder. The rules offer ideas for what that could mean, but ultimately, it's your story to shape. |
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And the dice work as a bridge between the story and the rules. Did a character make a persuasive argument? A +2 bonus doubles their odds of success when they roll to see if their persuasion succeeds. A +2 always doubles the odds of any roll, no matter how good or how bad they had been. Was it a great argument? +4, instead, quadruples the odds. A lousy argument? A –2 cuts their odds half. This one simple mechanic is all you need to connect circumstances and role playing to the chance of success.{{CampaignNavbox}} |
Latest revision as of 14:16, 17 May 2025
Troubles in Alanya is an online campaign, https://app.roll20.net/join/18129723/z0m7Ig, that began on September 10th, 2024.
The next session is Tuesday, May 27th, at 6:30.
About[edit | edit source]

You may not have heard of Alayna. Few have. It's a small quiet, region in Western Amusa that exists during the Holy War. You can easily walk across it in three days, and the war has largely skipped right over it.
Recently, there have been occasional troubles on the borders, but few are concerned. Those troubles, however, are harbingers of a bigger menace to Alanya. This campaign is about solving the mystery of that menace and eliminating it, starting by investigating and dealing with the troubles it has created.
Player Characters[edit | edit source]
- Valosbalandra
- Mavinda
- Sapphira; a healer with the Community of Healers
Notable NPCs[edit | edit source]
Berna: Novice mage in the Fire Guild.
Ates: The mage in a Fire Guild enforcement squad. Also Berna's uncle.
Layla: Former head of the Two Bridges militia. Recently had her lost sword arm regrown.
Melis: Gossipy serving woman at the Waiting Room tavern.
Peri the Persuasive: The top representative of the security services (eg thieves guild) in Two Bridges. The party has worked with her, and she owes the party a favor.
Associate: Masked woman the party meets in the graveyard at night for exchange of information. The party suspects she might actually be Melis.
Ozan: Blacksmith and part time administrator of Two Bridges.
Tulay: Very epic chariot rider.
Berrak: A survivor of the Old Empire who the party rescued. Berrak disappeared right after her rescue.
Verna: The highest ranking survivor of Soma. Now runs the reestablished city.
Woglug: Head of the Bloodtooth orc clan, and an ally of the party.
Doruk: Survivor of the Old Empire who is trying to take over Alanya, and who has made an offer to the party to join him.
The Story So Far[edit | edit source]
See: Troubles in Alanya/The Story So Far
House Rules[edit | edit source]
The campaign uses the Epic Power TTRPG system. You don't have to read it ahead of time. You can easily pick it up during play. Here's an intro:
Every turn is your canvas, every character your creation, every campaign your legend.
How? Choices
Epic Power gives you options for your fantasy role playing – tons of them – without burying you in complexity. An epic character starts with the same choice of actions any character does. Then their epic power gives choices for how to do them far better – extra skill, added effects, or maybe just epic flair. The combination unlocks endless possibilities.
More choices
Even after choosing an action and way of being epic, there are also meaningful choices in how to do them. Take a spell that heats a weapon: do you make it burn characters it hits, or burn its own wielder? Or you've surprised an enemy; time to exploit that with your epic power: do you go for massive damage, or hit them where it really hurts – depleting their epic reserves.
Your choice of complexity, too
Epic Power is crunchy, but smooth to learn. The core is small. New players can jump right in, quickly learning as they go – after a few turns, they’ve got the essentials. They can start with a few powerful go-to moves. As they get more comfortable, they can craft combos that light up the table.
Choices at every level
A Turn: Tristan leaps over a table and swings his sword at Lydis. With his epic power, he pivots for a whirling strike, and makes his sword cut like a razor.
A Character: Tristan's masteries include the skills of acrobatics and swordsmanship, although he always has room for improvement. And he is peerless at using his epic power for better attacks, by upping his sword's deadliness, and with epic acrobatic moves.
A Campaign: The GM has some surprises for the party. A plains tribe enemy has a new skill: training wolf packs. And a wetlands tribe enemy knows a new epic feat: skipping sling bullets over water, for double the range. Meanwhile, a giant fish combines a wicked bite with the water cannon spell; they'll blast a character into their pool, and start munching.

Fate in every roll
Epic Power's special dice help advance the story too. Any time there's a chance of success or failure – whether it’s an attack or a clever bluff – you resolve it the same way: Start with the character’s ability; add any bonuses, including epic boosts; roll the special dice, adding extra dice if any are called for. Add it all up. Did you hit the mark?
The dice are designed not just for balance, but for story. There is no limit to how remarkably good or catastrophically bad their rolls can turn out. And exceptional rolls are a signal: something wild just happened, the more exceptional the wilder. The rules offer ideas for what that could mean, but ultimately, it's your story to shape.
And the dice work as a bridge between the story and the rules. Did a character make a persuasive argument? A +2 bonus doubles their odds of success when they roll to see if their persuasion succeeds. A +2 always doubles the odds of any roll, no matter how good or how bad they had been. Was it a great argument? +4, instead, quadruples the odds. A lousy argument? A –2 cuts their odds half. This one simple mechanic is all you need to connect circumstances and role playing to the chance of success.