The Lowlands Will Burn You are the hammer of Ironhold. For generations your people — the ruthless Dragonborn, heartless clerics of Bane, and Duergar Dwarves of the mountain — have sharpened cruelty into an art form. Greyfang Mountain’s black forges never sleep. Its temples echo with prayers of tyranny. And now, the Iron Tyrant himself has turned his gaze downward. The Blithewater River is no longer a barrier. It’s a staging ground. Fortune’s Crossing—a superstitious town of Tymora’s fools—dares to sit across the river, its people wagering their futures on luck instead of steel. South of it, Laurenford’s farmers naively tend fields that will soon be ash. Further still, the soft cities of Alderra trade in their gold and grain, unaware that the mountain has finally woken. You begin not as a hero, but as a conqueror-in-training: an officer, an agent, or a blade of the Ironhold war machine. You’ve been given troops, resources, and a mandate—break the Crossing, terrorize the countryside, and prove your worth to the Black Hand. The quiet won’t just end. It will be annihilated. This campaign is brutal, strategic, and gives players the opportunity to plan takeovers of cities, assassination of town leaders, sabotage of enemy supply lines, and the delicate art of crushing hope before it spreads. You are not saving anyone. You are taking. Campaign Enhancement This campaign includes a special ongoing feature: you will discover five unique tools of tyranny over the first five sessions—weapons, dark relics, or fanatical followers bound to Bane’s will. Each must be seized, excavated, or earned through ruthless acts Each offers a meaningful benefit (battlefield advantage, forbidden magic, intelligence networks, fear-based powers, etc.) Each also comes with a cost, flaw, or weakness—perhaps a curse, a jealous sentience, or demands for sacrifice Expect one new item or follower per session until all five are in play. Your party must decide who wields or commands each. You may trade them, but be warned: some will resist being passed over—particularly followers who worship Bane or relics that prize ambition. Persuasion, intimidation, or even ritual trial may be required to transfer them. These tools are meant to: Gift your evil characters extra power if you’re willing to manage the consequences Force choices between subtle manipulation or blunt trauma methodology Create role-play opportunities—many followers and items will speak, scheme, or test your loyalty to Ironhold’s cause This is a world shaped by its predators. If you’re looking for a campaign with consequence, moral flexibility (toward evil), and a chance to build a dominion from ashes, you’ve found your bloody shore. Game will be played on Roll20.net with Voice/Video via Discord. Roll20 Launch Page: <a href="https://app.roll20.net/campaigns/details/21405187/bane-of-greyfang-mountain-luck-wont-stop-tyranny" rel="nofollow">https://app.roll20.net/campaigns/details/21405187/bane-of-greyfang-mountain-luck-wont-stop-tyranny</a> All details on Character Creation, milestone leveling and world background are located at: RPG-tracker.com Payments also handled via RPG-tracker.com