I am currently running The Longest Night, the first adventure in this trilogy, and was therefore eager to see what the authors had in store for the second installment. Please bear this in mind when you read my review - remember that I want to like this book.
Shadow of the Exile is the second adventure in the Witchfire Trilogy by Privateer Press. The trilogy is set in the Iron Kingdoms setting, a dark fantasy setting with a healthy injection of steampunk. As yet, there is no sourcebook on the Iron Kingdoms, but the adventures produced by Privateer Press have a reasonable amount of information about the world in them, easily enough to run the adventure. There is also an Iron Kingdoms website with further information and maps, and Privateer assure us that the IK sourcebook will be out later this year, along with their monster book, the Monsternomicom.
Right then. The first big piece of news is something I've been dying to tell people for weeks, but I promised that I would keep my mouth shut. However, Privateer have now officially announced that, like The Longest Night, this adventure kind of ended up a little bigger than previously planned. So, like it's predecessor, it has been expanded to 64 pages - for exactly the same price. I like that.
I'll try not to give too much of the plot away here. Shadow of the Exile continues where The Longest Night left off. Astute readers who are familiar with the previous adventure may well guess from the title as to part of the plot of this book (and, in my estimation, the real plot behind the entire trilogy - although I'll have to wait for Part III to find out if I'm right), although there is far more to the adventure than that.
The cover art is superb - even better than on the first book, and the interior art is of a similar high quality. Brian Snoddy and Matt Wilson have outdone themselves. You can download a wallpaper of the cover at Privateer's website.
We begin the book wih a 6 page introduction to the Iron Kingdoms. This is not the same information as was found at the beginning of The Longest Night - here we have information of the birth of the kingdoms, details about the various nations/kingdoms (Cygnar, Ord, Llael, Menoth, Khador), lands beyond the Iron Kingdoms - Rhul, the land of the Dwarves; Ios, the home of the Elves; The Kingdom of Cryx, ruled by the oldest dragon in the world; and the Bloodstone Marches, believed to be empty but really home to an as yet unknown race.
I now jump to the back of the book - the appendices. I'll deal with these before diving into the adventure itself. First we have 13 monsters - some of these are new, others come from The Longest Night. Most are the inhabitants of the swampy lands outside the City of Corvis (Razorbats, Cane Leeches, Swamp Gobbers, Gatormen, and so on). Others, like the Clockwork Priest and the spherical mechanical Servitors of Cyriss are classic examples of the steampunk elements prevalent throughout the Iron Kingdoms setting. We then have a few pages of NPCs, each with a couple of paragraphs of background and full stats (by the way - if you run this adventure, try and make Julian Helstrom talk and sound like Russell Crowe in Gladiator - it works, trust me).
Appendix C deals with firearms. One and a half pages of rules dealing with pistols, rifles and small cannon, along with the relevant skills needed to operate such devices. The vague rules in The Longest Night are clarified and expanded upon; for those of you who really need to know, the skill you are looking for is called Craft (small arms). Half a page of information on ammunition, it's alchemical construction, and its cost and availability. The firearms rules have also been released by Privateer Press as a free pdf download which can be found here at EN World on the Downloads Page.
Well, that's the peripheral stuff all dealt with. Now for the true meat of this product - the adventure itself. Privateer claim that this adventure is even better than it's predecessor. While this is not a review, per se, I do intend to test the validity of that claim!
Please be aware - spoilers follow. If you are a player, stop reading now - this is for your DM's eyes. After all, he's the one who'll probably end up paying for the thing! I will try, nevertheless, to keep spoilers to a minumum.
At the end of The Longest Night, Alexia attacked Corvis with an army of undead. The PCs managed (presumably!) to head off this attack, but Alexia escaped with the blade Witchfire. Father Dumas learns of her destination and asks the PCs to try and catch her and, if possible, bring her home safely. Alexia's destination is a mythical temple, that of the Clockwork Goddess (cue some interesting monsters).
The first Act deals with the PCs' journey to the temple. This includes their investigations into the actual location of said temple, the trip by steamship to get there and various encounters en route. Each encounter has a title, a timing indicator (e.g. any time the boat is stopped for the night, any time after the swampie village etc.) and it's purpose (to spill some blood, to provide an obstacle or to provide some vital information). The PCs are largely led by the nose here, but the encounters are so varied and interesting that it's hard to find fault with them.
The second Act deals with the temple itself - an enormous mechanical contraption with mechanical guardians (the Servitors of Cyriss are great!), moving parts and weird machines. This is, essentially, a dungeon crawl with a climactic encounter with Alexia at the end. It is at this point that the PCs finally get their hands on the Witchfire blade. The blade itself is a very powerful, evil artifact, and is not intended to be actually used by the PCs. In fact, there are some rather unpleasant consequences for those that try to wield it.
The third Act returns the PCs to Corvis. Corvis, in their absence, has fallen to an enemy from the past. Those who know something of the Iron Kingdons' background may be able to guess who. Father Dumas has been taken prisoner, and Captain 'Russell Crowe' Helstrom assists them in a jailbreak. The PCs need to avoid watchmen, Inquisitors (there - I gave it away!) and somehow free their ally and hide him from the authorities. Of course, you can guess what evil artifact the authorities are looking for...
And here the adventure ends. We are left at something of a cliffhanger, waiting to see what happens in Part III of the Witchfire Trilogy. Is it better than he first part? Hmmm...I'll go with a reserved 'yes' bearing in mind that I have not yet finished running Part I, let alone this module. And yes, I kind of messed up on the 'no spoilers' aspect of this review, although I left out some very important details.
Note: various materials for this adventure can be downloaded from the can be found here at EN World on the Downloads Page, including the firearms rules, ship deck plans for the steamboat and the player handouts.
Shadow of the Exile is the second adventure in the Witchfire Trilogy by Privateer Press. The trilogy is set in the Iron Kingdoms setting, a dark fantasy setting with a healthy injection of steampunk. As yet, there is no sourcebook on the Iron Kingdoms, but the adventures produced by Privateer Press have a reasonable amount of information about the world in them, easily enough to run the adventure. There is also an Iron Kingdoms website with further information and maps, and Privateer assure us that the IK sourcebook will be out later this year, along with their monster book, the Monsternomicom.
Right then. The first big piece of news is something I've been dying to tell people for weeks, but I promised that I would keep my mouth shut. However, Privateer have now officially announced that, like The Longest Night, this adventure kind of ended up a little bigger than previously planned. So, like it's predecessor, it has been expanded to 64 pages - for exactly the same price. I like that.

I'll try not to give too much of the plot away here. Shadow of the Exile continues where The Longest Night left off. Astute readers who are familiar with the previous adventure may well guess from the title as to part of the plot of this book (and, in my estimation, the real plot behind the entire trilogy - although I'll have to wait for Part III to find out if I'm right), although there is far more to the adventure than that.
The cover art is superb - even better than on the first book, and the interior art is of a similar high quality. Brian Snoddy and Matt Wilson have outdone themselves. You can download a wallpaper of the cover at Privateer's website.
We begin the book wih a 6 page introduction to the Iron Kingdoms. This is not the same information as was found at the beginning of The Longest Night - here we have information of the birth of the kingdoms, details about the various nations/kingdoms (Cygnar, Ord, Llael, Menoth, Khador), lands beyond the Iron Kingdoms - Rhul, the land of the Dwarves; Ios, the home of the Elves; The Kingdom of Cryx, ruled by the oldest dragon in the world; and the Bloodstone Marches, believed to be empty but really home to an as yet unknown race.
I now jump to the back of the book - the appendices. I'll deal with these before diving into the adventure itself. First we have 13 monsters - some of these are new, others come from The Longest Night. Most are the inhabitants of the swampy lands outside the City of Corvis (Razorbats, Cane Leeches, Swamp Gobbers, Gatormen, and so on). Others, like the Clockwork Priest and the spherical mechanical Servitors of Cyriss are classic examples of the steampunk elements prevalent throughout the Iron Kingdoms setting. We then have a few pages of NPCs, each with a couple of paragraphs of background and full stats (by the way - if you run this adventure, try and make Julian Helstrom talk and sound like Russell Crowe in Gladiator - it works, trust me).
Appendix C deals with firearms. One and a half pages of rules dealing with pistols, rifles and small cannon, along with the relevant skills needed to operate such devices. The vague rules in The Longest Night are clarified and expanded upon; for those of you who really need to know, the skill you are looking for is called Craft (small arms). Half a page of information on ammunition, it's alchemical construction, and its cost and availability. The firearms rules have also been released by Privateer Press as a free pdf download which can be found here at EN World on the Downloads Page.
Well, that's the peripheral stuff all dealt with. Now for the true meat of this product - the adventure itself. Privateer claim that this adventure is even better than it's predecessor. While this is not a review, per se, I do intend to test the validity of that claim!
Please be aware - spoilers follow. If you are a player, stop reading now - this is for your DM's eyes. After all, he's the one who'll probably end up paying for the thing! I will try, nevertheless, to keep spoilers to a minumum.
At the end of The Longest Night, Alexia attacked Corvis with an army of undead. The PCs managed (presumably!) to head off this attack, but Alexia escaped with the blade Witchfire. Father Dumas learns of her destination and asks the PCs to try and catch her and, if possible, bring her home safely. Alexia's destination is a mythical temple, that of the Clockwork Goddess (cue some interesting monsters).
The first Act deals with the PCs' journey to the temple. This includes their investigations into the actual location of said temple, the trip by steamship to get there and various encounters en route. Each encounter has a title, a timing indicator (e.g. any time the boat is stopped for the night, any time after the swampie village etc.) and it's purpose (to spill some blood, to provide an obstacle or to provide some vital information). The PCs are largely led by the nose here, but the encounters are so varied and interesting that it's hard to find fault with them.
The second Act deals with the temple itself - an enormous mechanical contraption with mechanical guardians (the Servitors of Cyriss are great!), moving parts and weird machines. This is, essentially, a dungeon crawl with a climactic encounter with Alexia at the end. It is at this point that the PCs finally get their hands on the Witchfire blade. The blade itself is a very powerful, evil artifact, and is not intended to be actually used by the PCs. In fact, there are some rather unpleasant consequences for those that try to wield it.
The third Act returns the PCs to Corvis. Corvis, in their absence, has fallen to an enemy from the past. Those who know something of the Iron Kingdons' background may be able to guess who. Father Dumas has been taken prisoner, and Captain 'Russell Crowe' Helstrom assists them in a jailbreak. The PCs need to avoid watchmen, Inquisitors (there - I gave it away!) and somehow free their ally and hide him from the authorities. Of course, you can guess what evil artifact the authorities are looking for...
And here the adventure ends. We are left at something of a cliffhanger, waiting to see what happens in Part III of the Witchfire Trilogy. Is it better than he first part? Hmmm...I'll go with a reserved 'yes' bearing in mind that I have not yet finished running Part I, let alone this module. And yes, I kind of messed up on the 'no spoilers' aspect of this review, although I left out some very important details.

Note: various materials for this adventure can be downloaded from the can be found here at EN World on the Downloads Page, including the firearms rules, ship deck plans for the steamboat and the player handouts.