Shadow of the Iron Tyrant
Unlucky Bastards of Alderra
$20 /session
Dungeons & Dragons 5e
GM Alec
people 5 / 5 seats filled
event_available Campaign
update Weekly
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star_border Character Levels: 1st to 9th
sentiment_very_satisfied Minimum Age: 21 and over
verified_user Player Experience: Never played
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Game Description
War is Brewing Nearby
Ironhold is a blight on Greyfang Mountain — a fortress-city of Bane worshipers, slavers, and ruthless Dragonborn as cold and unyielding as the stone they cling to. For years, they kept to their high perch, content to prey on each other and leave the lowlands alone.
No longer.
Rumors spread like plague: an Ironhold army has reached the far shore of the Blithewater River, directly across from Fortune's Crossing. The river is all that separates the peaceful folk from the horde. Fortune's Crossing is a town of luck followers, Tymora's faithful, who've never known war.
You begin in LaurendaleLaurendale, a quiet farming village just a day's ride south of the Crossing. It's humble — a small shrine to Tymora, a single lively inn called The Lucky Ewe, and fields that stretch toward an uncertain horizon.
The quiet won't last.
This campaign is brutal, relentless, and desperate. Expect non-stop defense, harrowing rescues, sabotage behind enemy lines, and the grim work of finding any way to stop the invaders before everything burns.
Campaign Enhancement
This campaign includes a special ongoing feature: you will discover five unique weapons, magic relics or followers 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: some 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
This is a Homebrew campaign and persistent world. What happens in your campaign affects the world for all other campaigns in Alderra.Rules: D&D 5e (2014 rule set)
Your characters all begin at 1st level in Laurendale. You don’t have to be from Laurendale, however. You may instead hail from:
- Fortune’s Crossing
- Hardford
- 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 (see below). 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, divine intrigue, war, and opportunity.Tone and focus: Roughly 60% combat and 40% role-play and intrigue. Expect social encounters, moral choices, and tactical strategizing 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
Dice rolling will be in-person or using RPG-TrackerSafety Methods help_outline
Session 0, Lines and Veils, and X and N cardsLast Session:
How Luck is Earned
The morning sun cast long, golden shafts of light through the leaded glass...World Building