Frost and Frozen Iron, a Dungeon World story

Game Master SecSeibzehn

In the Iron Mountains, one range grows wider and taller than the rest. In the ancient tongue it is known as dar'ragar, but to men, it is the Ironheart, wild and unclaimed.


In the Iron Mountains, one range grows wider and taller than the rest. In the ancient tongue it is known as dar'ragar, but to men, it is the Ironheart. In ages past, cities were built in its long-empty caverns and stairs were dredged into its many faces. It was once a shining beacon, the center of the trade routes linking nine nations. Now, only the city of Last Bastion remains, the rest fallen to ruin or reclaim by the dark. Most do not walk the tombs and roads long left to the children of the mountain, leaving the caverns and peaks to their new rulers. And yet there, still, glittering in the dark and across the icy mountain's top, is something more enticing than gold: adventure.

Character sheets and basic move sheets

Settlements:

Urbaz-Durak - a dwarven trading post
Caer Rhynnu - an elven hunter's lodge
Last Bastion - a fortress of thieves

Threats:

Frost Giants - enormous men who raid the villages of the Ironheart
The Fey - spirits of chaos and the natural world gone wild
Cult of Ormyr - cultists who do the bidding of an evil dragon

Tracking:
XP
Thorgrim
XP: 0

Sparrow
XP: 0

Erland
XP: 0

Edwyn
XP: 0

Uqaliak
XP: 0

Scenes
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HP Shorthand:
HP Notes
Thorgrim
HP: 24/24

Sparrow
HP: 15/15

Erland
HP: 25/25

Edwyn
HP: 18/18

Uqaliak
HP: 18/18