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'''{{PAGENAME}} '''is online campaign, https://app.roll20.net/join/18129723/z0m7Ig, that began on September 10th, 2024. |
'''{{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, |
The next [[session]] is Tuesday, May 27th, at 6:30. |
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== About == |
== About == |
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[[File:Module cover.jpg|thumb|Looks menacing]] |
[[File:Module cover.jpg|thumb|Looks menacing]] |
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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. |
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 |
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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Berna: Novice mage in the Fire Guild. |
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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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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Tulay: Very epic chariot rider. |
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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[[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}}Tristan, sword bared, turns a corner, and sees Lyndis, his nemesis, ahead. She leers, and starts weaving a spell to immolate him. Even a sprint won't get him to her first. Foiled by a couple of paces. |
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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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No! Tristan is epic. He can stretch beyond the limits of ordinary mortals. With an epic boost of speed, he surges to Lyndis before she can cast. He swings, and holding nothing back, he draws on his epic reserves to make his sword cut like a razor. |
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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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Luck unites with swordsmanship in Tristan's swing; it would blow past Lyndis' defense. And with its amplified cutting power, it would drop her in one blow. Would. Lyndis is epic, herself. She taunts Tristan, as she defies gravity with an epic dodge. |
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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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But that taunt is a sham. Dodging that deadly blow depleted her epic power, leaving her only enough for one more desperate dodge for now. And Tristan's allies are coming up. Time to flee! |
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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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Tristan and his allies give chase. Slaying Lyndis would not only cleanse the land, but fuel their own epic rise, especially if fame awaits – time to hire a bard and etch their legend. |
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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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By making epic power part of the rules, the Epic Power system gives players and GM's more scope to build their story: |
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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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* Each turn, a player chooses both what to do, and how to epically enhance it. The more skilled they are, the better they can do, and the more epic they are, the further they can stretch those abilities. |
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* When creating a character, and when advancing them, their player chooses both what skills they are best at, and any special ways they have of using epic power. |
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* The rules are modular. Only the first 30 pages are essential. Everything else is optional clarifications and extensions. They play nice with each other, and invite further extensions. For example, adding a completely novel character motif typically requires only a couple of pages: a few new ways to use epic power, and maybe a new skill or two. Lots of these extensions have happened to embrace a player's character conception. If you don't see what you want in the rules, it may be time for another extension. |
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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}} |
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{{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.