The Defense of Fortune's Crossing
Lucky Heroes Desperately Needed
$30 /session
Dungeons & Dragons 5e
GM Alec
people 3 minimum players needed
people 1 / 5 seats filled
event_available Campaign
update Every Other Week
access_alarm Saturday at 1:00 PM (Pacific Time Zone)
star_border Character Levels: 1st to 7th
sentiment_very_satisfied Minimum Age: 18
verified_user Player Experience: Played some
wb_iridescent Open Table: Yes! help_outline
Game Description
For generations, Fortune’s Crossing has thrived—a city of gilded bridges, river winds, and the laughter of those bold enough to trust in luck. Its people have never known the shadow of war. Until now.From the iron grasp of the northeast, the army of Ironhold marches. Driven by fanatical devotion to Bane—the god of fear and tyranny—they have crossed the Blithe River and now encamp at the city’s very threshold. Siege engines rise from the smoke. The river runs colder than it should.
The people look to you.
Not because you are chosen. Not because prophecy demands it. But because you are here, and you are brave enough to act while others pray.
Will you rally the city’s scattered militias? Slip across the river under cover of darkness to burn the enemy’s war machines? Risk the long, forest road to Hartford and beg for aid before it’s too late?
Tymora watches. Her smile is never certain. But her favor belongs to those who try the impossible.
Fortune favors the bold. But the bold will need more than luck.
A city that never learned to fight now asks you to teach it how to survive.
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 Fortune's Crossing. You don’t have to be from here, however. You may instead hail from:
- Hartford
- Ironhold
- One of the nearby villages (Laurendale, 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
Rule of Cool with some homebrew but mostly standard D&D 5e (2014 ruleset)Rich storytelling: Detailed NPCs with deep backgrounds, noble houses, divine intrigue, war, and opportunity
Tone and focus: Roughly 50% combat and 50% 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
Just RPG-Tracker and decent internet connection for dice rolling, visuals and audio.Theater of the Mind