Fortune's Favored of Alderra
Does luck favor the bold?
1 seats left
$30 /session
Dungeons & Dragons 5e
people 3 minimum players needed
people 4 / 5 seats filled
update Every Other Week
access_alarm Saturday at 1:00 PM
star_border Character Levels: 1st to 5th
sentiment_very_satisfied Minimum Age: 18
verified_user Player Experience: Played some
wb_iridescent Open Table: Yes! help_outline
Campaign Description
There is war in the north!
The city of Fortune’s Crossing is under attack by an army from Ironhold. Fortunately, you are currently in Hartford, about 200 miles to the southwest. That’s roughly 7 days by horse, so you don’t feel an immediate threat at the campaign’s start. Ironhold lies even farther north, about 12 days away.
Hartford sits in a relatively peaceful region of forests, rivers, and scattered villages. The city is ruled by Duke Wilston and there are many small villages nearby.
Campaign Enhancement
This campaign includes a special ongoing feature: five unique followers or special weapons that you will discover over the first five sessions.
- Each must be won or earned in some way
- Each one offers a meaningful benefit (power, information, special abilities, etc.)
- Each also comes with a cost, flaw, or weakness
You as a party will need to decide who receives each. You can distribute these among the party however you like, and you may trade them when you find new ones. Be warned: two of them will strongly resist being discarded or traded, and will require persuasion and role-play to coerce.
These items and followers are meant to:
- Gift your characters an extra advantage if you’re capable of managing the pros and cons of it
- Give you tempting choices to decide what is more important to you and what costs are worth it
- Create role-play opportunities as I’ll be role-playing most of the followers/items
Character Creation
Rules: D&D 5e (2014 rule set)Your characters all begin at 1st level in Hartford. You don’t have to be from Hartford, however. You may instead hail from:
- Fortune’s Crossing
- Ironhold
- One of the nearby villages (Wayrest, Stonebridge, Lakbova, Goodfalls, Fulloon Township)
- A more remote place of your own invention (especially if you’re using backgrounds like Hermit or Outlander)
For generating your character, use the Point-Buy method
Alignment: No chaotic evil characters. Party cohesion is essential for long-term play.
Progression: Tiered milestone leveling (https://alderra.obsidianportal.com/wikis/tiered-progression). Missing sessions will slow your character’s advancement compared to consistent players.
When you send me your character, include:
- Your background
- Your hometown or region
- Any ties (family, mentor, faction, deity) you’d like to matter in the story
Game Style
Rich storytelling: Detailed NPCs with deep backgrounds, noble houses, divine intrigue, war, and opportunityTone and focus: Roughly 40% combat and 60% role-play and intrigue. Expect social encounters, moral choices, and political maneuvering alongside dungeon crawls and battles.
Consequences: Your decisions matter. Characters can die—choose your risks wisely
Unique mechanics: Custom followers and weapons with meaningful benefits and flaws.
Inspiration Points
Two types of Inspiration Points are used in this campaign.
Regular Inspiration Points
- Must be declared before rolling the die
- Grants Advantage on an attack roll, saving throw, or ability check
Super Inspiration Points
- Much rarer than regular inspiration
- Grants Advantage on an attack roll, saving throw, or ability check
- May be declared after rolling the die
Earning Inspiration
The Game Master will award both regular and super inspiration points throughout each session based on exceptional role-play, creative problem-solving, or memorable moments.
At the end of each session, the party will vote to award one regular inspiration point to the player they feel most deserved it during that session.


