To get the free app, enter your mobile phone number.
The Witchfire Trilogy, Collected Edition (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Iron Kingdoms Setting) Hardcover – November 15, 2005
All Books, All the Time
Read author interviews, book reviews, editors picks, and more at the Amazon Book Review. Read it now
Customers who bought this item also bought
What other items do customers buy after viewing this item?
Top customer reviews
One reviewer took the first module "Longest Night" to task for the railroading involved and players and GM's might feel similarly about " Shadow of the Exile".. I can see her or his point (and to be clear this is NOT intended as an attack on the other reviewer he or she is perfectly entitled to express their opinion of the module in a way that s/he feels gives others a "fair warning/heads up" - this reviewer is actually no doubt trying to help other people contemplating purchasing the module and s/he should be given credit for that ) .. but , in my humble opinion and to be fair.. pretty much EVERY pre-published module out there has the "railroading" flaw... without going into too much detail here, basically one of the major NPC's HAS to live throughout all three modules in order for the modules to even occur .. if you kill this NPC off early or even render this NPC helpless it pretty much derails the entire series of modules... the writers do their best to account for various PC reactions to this NPC (well what if we "tell on the NPC" to the powers that be? What if we try to kill the NPC ? Et cetera et cetera) ... even then the fact that the NPC HAS to live and/or escape is going to tick off players who are uncomfortable with this sort of thing... while that's a perfectly valid point let's face it... the only way you're going to be able have this sort of "total freedom" so to speak is if you have a Gamesmaster/GM/Dungeonmaster/DM with LOTS of time on her or his hands who can write up modules from scratch, try to predict which way the PC's will "jump", be prepared for what happens if they don't "jump" in the way s/he expected, and be willing and able to come up with brand new modules/adventures on the whim of the moment when players decide " Um, no we want to do THIS instead " ... while I admire the hell out of GM's who have that sort of spare time , quite frankly not everyone does.. for the GM's that do not... if you have a frank discussion with the players " Look , I just don't have time to write up my own stuff and this module involves some railroading - can you live with that?" you can game with the players who can live with this sort of thing ... and I have gamed with perfectly reasonable players in the past who realize modules involve railroading and are willing to play through it with an indulgent chuckle or two.. needless to say when one of the players ran his own home brew D&D campaign they abandoned the pre-published module (not witchfire by the way it was a Vampire the Masquerade module , totally different gaming system) and I can't say I blame them :P .. I went on to be a player in this D&D campaign and had a blast, the player in question was an awesome GM .. but, as a GM without any kids he had the spare time to write up such a campaign - what about the GM's who have other real life responsibilities that prevent them from writing up such home brew campaigns?
If you're going to run this adventure ... and if you have the time to do so .. it's best to have the PC's get to know this NPC even prior to the adventure starting .. they might be less inclined to kill the NPC if they have some sort of personal relationship with said NPC ... the website "buccaneer bass" (do a google search for " buccaneer bass inn " and they'll pop right up ) at the time that I write this review offers some free to download Iron Kingdoms adventures you can run through (not referring to the adventure seeds but rather the more in depth modules "hidden city", " silver box" " jack of all sides", " steamspire" .. perhaps the important NPC is kidnapped and the PC's have to rescue the NPC giving them an opportunity to bond with said NPC (after which you could then run the first module in this series "Longest Night" ).... if your group is really into the role playing side of things and runs an online forum for in depth role playing between PC's and/or NPC's (yep believe it or not there are gaming groups who do that ) this gives another avenue for them to bond with said NPC.. the NPC in question does not actively try to kill off the PC's (though the NPC certainly does try to stop them if they try to interfere with the NPC) .. if your players are willing and able to play good aligned PC's (this probably only works if ALL the PC's are good aligned) and the players are ok with the whole " we don't try to kill people unless they try to kill us" thing that's another alternative (though bear in mind imprisoning the NPC derails the modules just as much as killing the NPC does, an option good aligned PC's may end up exploiting) ... eventually it all comes down to whether or not your players are willing to put up with the railroading that comes with any prepublished module.
If they are then listen to the reviews of the people who gave it 5 stars... long as your players are ok with that it really is a good module with tons of material that will no doubt last you through several gaming sessions... it goes into a LOT of background detail about the city of Corvis in which it takes place and in my opinion the module has a lot of "flavor" , and really emphasizes the role-playing side of things while having lots of opportunity for good old fashioned combat/action scenes too ...
EDIT AND UPDATE... Note that this was written with and for the "old" (but still amazing in my opinion) Iron Kingdoms books that use the Dungeons and Dragons 3.5 rules (rules that still have a lot of faithful fans who refuse to move on to 4th edition D&D or the "new" rule system in the "current" IK books - I'm one of said fans :P ) ... basically they were written with the Iron Kingdoms Character Guide in mind ( and again I would STRONGLY recommend purchasing IKCG as well - it's not 100 percent required but it will help you a LOT when running this collected series of modules...wonderful WONDERFUL book with plenty of "fluff" role playing background material that really helps bring the Iron Kingdoms to life) , not to be confused with the more current "Iron Kingdoms Core Rules" book which uses an entirely different set of rules than D&D 3.5.... if you're willing to stick with D&D 3.5 then the Monsternomicon (IK version of Monster Manual) is also a highly recommended and fun read ... there WAS an IK fan-based/run project going on at the Privateer Press forum website devoted to the IK role playing game to "update" the Witchfire module stats to the "new" version of the IK rules but I think that stalled out last I heard ...
If you get hooked on the Iron Kingdoms campaign setting after reading these books (and I think you will ;) ) also consider the Iron Kingdoms World Guide, again written for D&D 3.5 (technically speaking... though 99 percent of that book is "fluff" detailed role playing/background material, to the point where the rule system used at all hardly matters - which I think is a good thing :) ) .. or, you can purchase the Iron Kingdoms: Kings, Nations and Gods book which is the more "current" version of IKWG using the "new" IK rules system.. but in the case of KN&G I'd say a good 85 percent of this huge (over 300 pages) book focuses on fluff/role playing stuff which of course makes it a big help no matter which version of the rules you're using..
You can play through this campaign (3 large adventures, 2 "connectors" in-between) with relative ease with the book. I have found that the monster stats in the book are rather on the weak side, at least for my group, and had to be buffed up. Other than that minor gripe, so far everything has gone well. It is certainly worth the price of admission and is an excellent starting campaign for beginning DMs. This campaign is for levels 1-6+.