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Rating: Summary: Great world, not so great adventure. Experienced DM needed. Review: A few months ago, my girlfriend expressed interest in trying to DM a campaign. She looked at the covers of the books in the series and was drawn in (The same way I was at GenCon when I bought them.) Everything started off well, but towards then end it all fell apart. She did notice that some of the NPC stat blocks were incomplete (missing spell lists). She also noticed several NPC that had feats they did not meet the requirements for. Also, the statistics of some very important plot items were not even included in this book, you had to read ahead to the second book to find it out. She didn't plan on reading all three books at once, and I had no reason to think she would have to. I helped her deal with that, but then we got to the end of the plot where you had to make a choice between A or B. Well, our party didn't like either choice and refused to choose. The encounter didn't give the DM any hints as to how the NPCs might react. Nothing at all. It's almost as if the author assumed you would choose A or B, and when we didn't, the DM, lacking experience, wasn't able to ad-lib it all herself. A little help from the module could have possibly saved the campaign, As the NPC "persuasively" argued there point, we managed to kill one of them, effectively ruining the plot for the next two books. We all quit the campaign (DM included) and have never played any of the other books in the series. After about a month I was finally able to convince my girlfriend to try to DM again, but for now, we are sticking to the free modules on the WotC website.
Rating: Summary: Deserving of all the acclaim, but steer clear of scalpers Review: The Witchfire Trilogy is a series of adventures modules set in the Iron Kingdoms campaign world. Here you will find steam power, firearms, and even 12-foot-tall mechanika constructs called Warjacks- but make no mistake, this is still a fantasy setting, not steampunk. Volume 1 of the Witchfire Trilogy, shown here, should progress a party from 1st to 3rd level. Each module of the trilogy is a superb, intelligently planned adventure that is also filled with Iron Kingdoms background material and a wide array of immersive artwork. My gaming group was chomping at the bit to try out a new campaign setting, and fortunately, one of my friends recently started DMing the Witchfire Trilogy. Right from the first session the detail, intelligence, and sheer fun that was put into the modules was clearly evident. As our characters reached the city of Corvis, we were greeted by the sight of steamships and sailing ships in the harbor, steamjacks working on the docks, and a strange notice (in the form of an actual handout to us) warning the citizenry not to impersonate a Fell Boatman during the local festivities. I immediately knew that this was not your father's D&D campaign. The Witchfire Trilogy deserves all of the positive industry reviews it has ever received. However, let me state quite clearly that despite all of the acclaim, no single copy is worth the ridiculous prices that have been showing up here on Amazon. As I write this, there is a copy of Vol. 1 selling here for $189. Do not patronize this dealer. While it's a dealer's right to sell for any price he likes, it's my right to call such price-gouging ludicrous and reprehensible, especially since this series is out of print only temporarily. Privateer Press has announced that they will be releasing the Witchfire Compilation at some point after the Iron Kingdoms Campaign Guide. This product will combine all three modules into a single book and update them to D&D 3.5 rules. If you can't wait that long, I would suggest waiting for a cheaper copy to show up here or at one of the major online auction sites. My DM did, and he purchased all three volumes of the trilogy at the original market value.
Rating: Summary: Deserving of all the acclaim, but steer clear of scalpers Review: The Witchfire Trilogy is a series of adventures modules set in the Iron Kingdoms campaign world. Here you will find steam power, firearms, and even 12-foot-tall mechanika constructs called Warjacks- but make no mistake, this is still a fantasy setting, not steampunk. Volume 1 of the Witchfire Trilogy, shown here, should progress a party from 1st to 3rd level. Each module of the trilogy is a superb, intelligently planned adventure that is also filled with Iron Kingdoms background material and a wide array of immersive artwork. My gaming group was chomping at the bit to try out a new campaign setting, and fortunately, one of my friends recently started DMing the Witchfire Trilogy. Right from the first session the detail, intelligence, and sheer fun that was put into the modules was clearly evident. As our characters reached the city of Corvis, we were greeted by the sight of steamships and sailing ships in the harbor, steamjacks working on the docks, and a strange notice (in the form of an actual handout to us) warning the citizenry not to impersonate a Fell Boatman during the local festivities. I immediately knew that this was not your father's D&D campaign. The Witchfire Trilogy deserves all of the positive industry reviews it has ever received. However, let me state quite clearly that despite all of the acclaim, no single copy is worth the ridiculous prices that have been showing up here on Amazon. As I write this, there is a copy of Vol. 1 selling here for $189. Do not patronize this dealer. While it's a dealer's right to sell for any price he likes, it's my right to call such price-gouging ludicrous and reprehensible, especially since this series is out of print only temporarily. Privateer Press has announced that they will be releasing the Witchfire Compilation at some point after the Iron Kingdoms Campaign Guide. This product will combine all three modules into a single book and update them to D&D 3.5 rules. If you can't wait that long, I would suggest waiting for a cheaper copy to show up here or at one of the major online auction sites. My DM did, and he purchased all three volumes of the trilogy at the original market value.
Rating: Summary: A Refreshing New Spin on Fantasy Review: This is a very well made adventure for the Iron Kingdoms d20 campaign. It serves as both an introductory adventure and a brief look at the new game system. I've been playing Dungeons & Dragons for over 12 years, and this is one of the most exciting new campaigns to come about in some time. I highly recommend this product to anyone who wants something that maintains the feel of Dungeons & Dragons but puts a few more twists on the idea. At 64 pages, you can't find a higher quality d20 accessory for this price. Of all the new campaigns coming out for the new 3rd Edition of D&D, this is the only one to make me say, "hey, I can't wait to play games in this world!"
Rating: Summary: A Refreshing New Spin on Fantasy Review: This is a very well made adventure for the Iron Kingdoms d20 campaign. It serves as both an introductory adventure and a brief look at the new game system. I've been playing Dungeons & Dragons for over 12 years, and this is one of the most exciting new campaigns to come about in some time. I highly recommend this product to anyone who wants something that maintains the feel of Dungeons & Dragons but puts a few more twists on the idea. At 64 pages, you can't find a higher quality d20 accessory for this price. Of all the new campaigns coming out for the new 3rd Edition of D&D, this is the only one to make me say, "hey, I can't wait to play games in this world!"
Rating: Summary: A Refreshing New Spin on Fantasy Review: This is a very well made adventure for the Iron Kingdoms d20 campaign. It serves as both an introductory adventure and a brief look at the new game system. I've been playing Dungeons & Dragons for over 12 years, and this is one of the most exciting new campaigns to come about in some time. I highly recommend this product to anyone who wants something that maintains the feel of Dungeons & Dragons but puts a few more twists on the idea. At 64 pages, you can't find a higher quality d20 accessory for this price. Of all the new campaigns coming out for the new 3rd Edition of D&D, this is the only one to make me say, "hey, I can't wait to play games in this world!"
Rating: Summary: Steampunk Adventure Review: Tired of dungeon and dragon adventures set in medieval times? Fast forward the time frame a little to the age of steam an age that never existed save in such classics as Jules Verne's 20, 000 Leagues Under the Sea. This first adventure surrounds an evil artifact and one teenage girl's thirst for vengeance. Firearms exist in this adventure so DMs need to be a little wary about the possibility of the PCs getting their hands on them. However they are considered exotic weapons so getting them and using them may not be that much of an option. Privateer Press's website promises further development of this setting if you find you like the idea after running this adventure of a Steampunk style campaign. It's a refreshing idea whose time has come. Looking for a change of view and change of seting to a more "civilized" age? Try this adventure on for size.
Rating: Summary: The adventure that got me into 3rd edition AD&D Review: Where to start...this adventure is very very good. The artwork is way above average, the maps are a little small but legible and the plotline is fantastic. The only gripe is that the NPC's need a little more fleshing out than most, but not too bad. And to think that they're putting out two more modules and at least two more settings books...there goes my $$$! ;) Thanks for the great product!
Rating: Summary: The adventure that got me into 3rd edition AD&D Review: Where to start...this adventure is very very good. The artwork is way above average, the maps are a little small but legible and the plotline is fantastic. The only gripe is that the NPC's need a little more fleshing out than most, but not too bad. And to think that they're putting out two more modules and at least two more settings books...there goes my $$$! ;) Thanks for the great product!
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