A dwarven expedition enters a ruined mountain realm, confronting ancient dangers and hard truths while attempting to reclaim a long-lost homeland.
Description:
You are a dwarf of the old blood, descended from clans that once ruled a mountain kingdom of stone, fire, and unmatched craft. Karak Zul was not merely a home, but the heart of your people’s identity, carved by generations of labor, oath, and tradition. Its fall came not by conquest, but by catastrophe, when a reckless act deep within the mines tore open a gate to something dark and hostile. The kingdom was shattered, and its survivors were dragged into slavery in the Plane of Fire.
You have escaped that fate. Now, standing once more upon the Material Plane, you return to the Zul Mountains to face whatever has claimed your ancestral halls. Ruin, ancient defenses, and lingering corruption await, but the mountain still bears your clan’s marks. Level 10 pregenerated characters are provided, using the 2014 5e rules, as you decide whether Karak Zul can truly be reclaimed.
A dwarven expedition enters a ruined mountain realm, confronting ancient dangers and hard truths while attempting to reclaim a long-lost homeland.
Description:
You are a dwarf of the old blood, descended from clans that once ruled a mountain kingdom of stone, fire, and unmatched craft. Karak Zul was not merely a home, but the heart of your people’s identity, carved by generations of labor, oath, and tradition. Its fall came not by conquest, but by catastrophe, when a reckless act deep within the mines tore open a gate to something dark and hostile. The kingdom was shattered, and its survivors were dragged into slavery in the Plane of Fire.
You have escaped that fate. Now, standing once more upon the Material Plane, you return to the Zul Mountains to face whatever has claimed your ancestral halls. Ruin, ancient defenses, and lingering corruption await, but the mountain still bears your clan’s marks. Level 10 pregenerated characters are provided, using the 2014 5e rules, as you decide whether Karak Zul can truly be reclaimed.
Ash and Iron Chapter 3: Stone Reclaimed, Stone Damned
Summary:
A dwarven expedition enters a ruined mountain realm, confronting ancient dangers and hard truths while attempting to reclaim a long-lost homeland.
Description:
You are a dwarf of the old blood, descended from clans that once ruled a mountain kingdom of stone, fire, and unmatched craft. Karak Zul was not merely a home, but the heart of your people’s identity, carved by generations of labor, oath, and tradition. Its fall came not by conquest, but by catastrophe, when a reckless act deep within the mines tore open a gate to something dark and hostile. The kingdom was shattered, and its survivors were dragged into slavery in the Plane of Fire.
You have escaped that fate. Now, standing once more upon the Material Plane, you return to the Zul Mountains to face whatever has claimed your ancestral halls. Ruin, ancient defenses, and lingering corruption await, but the mountain still bears your clan’s marks. Level 10 pregenerated characters are provided, using the 2014 5e rules, as you decide whether Karak Zul can truly be reclaimed.