
There are also rules for using environmental features in combat (some of which had unique effects). For example, there are a couple encounters which reminded me of Skill Challenges from D&D 4E (a mechanic I enjoy and use in my 5E games). * The adventure includes several mechanics that are not normally seen in a 5E adventure, which I believe would be great for new and old Game Masters to use in their games. You could totally re-vamp how the player characters get involved, use new characters that are associated with the characters that played in the original trilogy or maybe modify the adventure to be higher level and use the characters that were in the original trilogy and their past interactions with some of the returning Non-Player Characters could be great role-playing interaction moments. * There are a few returning faces from the original trilogy and with some customization based on what occurred if players had played the original trilogy, I could see this really making for a good sequel. * I like the history and setting of Corvis (it became the main hub of our Iron Kingdoms 2nd edition campaign) and it was nice to see a return to it under similar but different circumstances as the original trilogy. Eventually the player characters will piece together the plot and get the opportunity to intervene and stop something foul from effecting the city of Corvis and the Iron Kingdoms. Through various circumstances, the player characters will become involved in the investigation of gangs and cultists surrounding Alexia Ciannor (yep- she’s returned to Corvis) and her stolen Witchfire sword. The adventure takes place in the default time of the Iron Kingdoms: Requiem setting after the Infernals have been defeated and the entirety of the adventure takes place in the same city as the original trilogy- the city of Corvis. I do not want to give away too many spoilers, so I’ll try to be vague and non-specific, but I will share some details, so be forewarned in case you plan on playing this adventure. Having played, and enjoyed, the original (and revised 3.5E) trilogy, I was excited to see what Privateer Press came up with. With the Iron Kingdoms 5E conversion of their role-playing game, they are returning to their Dungeons & Dragons roots, or perhaps it’s a homage of sorts by having their first official adventure with this system be a sequel to the 3E Witchfire trilogy that started it all. The Legend of the Witchfire adventure will take players from level 1 to level 4, and is the perfect introduction to the action-packed and intrigue-filled world of the Iron Kingdoms! 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.

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, 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.
#WITCHFIRE TRILOGY CONVERSION SERIES#
Twenty-one years ago, the Iron Kingdoms was introduced through an acclaimed series of adventures known as The Witchfire Trilogy. Discover the origins of the legend that started it all.
