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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, January 7, at 6:30. |
The next session is Tuesday, January 7, at 6:30. |
Latest revision as of 06:41, 18 December 2024
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, January 7, 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 a 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 lost her sword arm fighting bandits.
Associate: Masked woman the party meets in the graveyard at night for exchange of information.
Ozan: Blacksmith and part time administrator of Two Bridges
Tulay: Very epic chariot rider.
Verna: The highest ranking survivor of Soma. Wants to kick out the orcs and reestablish the city.
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:
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.
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.
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.
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!
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.
By making epic power part of the rules, the Epic Power system gives players and GM's more scope to build their story:
- 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.
- 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.
- 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.