Fortune's Favored of Alderra

Does luck favor the bold?


Dungeons & Dragons 5e
English
60% Role Playing
View Sessions
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


GM
Alec Sherman
Adventurers
Tina Bell Mary Isik Demona Isik

Characters Adaelliyn Drayfis Thornfell Radahn Arasa Kaelen Voss

NPCs: Reginald Peterstone The Thriving City of Hartford



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
In Session 2 you will likely encounter the first two. After that expect one new special follower or weapone items and followers are meant per session until all five are in play.

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

This is a world shaped by its players. If you’re looking for a campaign with depth, consequence, and a community of fellow role-players, you’ve found your home.

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)

If you choose a remote origin, pick a general spot on the map where you’re from (mountains, deep forest, etc.).

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 opportunity
Tone 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.

Equipment Required

Initial sessions will be in-person. Later will be using Foundry VTT.

Safety Methods help_outline

Lines and Veils plus X card