![]() Oh, and on the models- Alexia and her Risen were fun to have around for the RPG, and I used an ancient model of Krell as my Thrall Warrior, since I thought he had a nice Orgoth feel. "So it goes.", as the saying goes.Īnyways, to end this very casual review, I'd recommend the old campaign if your players are willing to assume a lot/roll with it being a kind of pulpy RPG, or you're experienced enough to think on your toes since there are a lot of holes. We eventually unfortunately ended the campaign with a TPK when the newest player decided that, during a stealth mission, it was a good idea to throw an illegal grenade at the occupying army, which of course drew their attention. I had a ton of fun with weird stuff- my players all eventually got jobs one joined a union another started a relationship, and there were the structures in the town to actually allow stuff like that, even before taking other materials from other books in their old 3.5 supplements. That said, again, the world was enough to be a saving grace. There were a lot of times where there were no meaningful incentives, or disproportionately poor ones, or where players just needed to assume that the nice guy who was an authority figure had the right idea, without real introduction or motive. In the Witchfire's case, it was that the game assumed you were within a narrow spectrum Good and probably Lawful. ![]() In Warmachine's case, I feel like the big problems were unrealistic scales and goals, and the massive disparity between the setting (plot armor a meter thick) and the game (kill the character). The big problem with the series was the same problem with the Warmachine/Hordes setting, which is to say, the plot. My group still jokes about a room's disappearing spell circle (supposed to be described to the players when entering, but zero info for anyone who has magical inclinations). There were some detail issues: occasionally instructions would reference details that just weren't there. Being an in-depth and character-oriented GM, the city and surrounding area had a ton of fodder to work with, including lots of social stuff. It's got a big old map, and a ton of resources, details, and (side)plot hooks. The reason I got into Warmachine in the first place (well, other than burning out on 40k). I know it's around a decade late, but for those of you who're interested, my thoughts on the series. ![]() The Witchfire’s true purpose is finally revealed, and only the courage and sacrifice of a small group of unlikely heroes can save Alexia from the brink of madness and prevent the infernal weapon from fulfilling its apocalyptic legacy.So, the Witchfire Trilogy for D&D 3.5 was actually the first RPG I ever GM'd. Now, nearly two decades later, the veteran of countless wars, Alexia returns to Corvis, the City of Ghosts, in search of help from the malignant forces that seek the return of the coveted sword. With the voices of the Witchfire's imprisoned souls raging in her mind, Alexia would eventually unlock the power of the Infernal artifact and command an army of undead to vanquish the villains seeking to use the sword to once again subjugate the Iron Kingdoms. ![]() Hellbent to spare her mother an eternity of torture, Alexia Ciannor stole the accursed sword and set out to unlock its dark secrets. Now, the legend continues in the newest edition of the Iron Kingdoms RPG in an adventure written for 5e.Īs a child, she lost everything when her mother was wrongfully executed for witchcraft and her soul was consumed by the most ancient of all weapons, the black blade known as the Witchfire. Twenty-one years ago, the Iron Kingdoms was introduced through an acclaimed series of adventures known as The Witchfire Trilogy.
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