In this review I have attempted to avoid spoilers; however, I would not recommend that you read this review unless you are likely to be the DM as some mention of plot was unavoidable.
The Legion of Lost Souls, the third and final installment of the Witchfire Trilogy is somewhat larger than its predecessors. At 96 pages, it closes an massive 224 page adventure (the previous books were 64 pages each).
Appearance-wise, the book is as lavish and eye-catching as the first two installments. Beautiful colour cover art and attractive black-and-white interior art and maps make The Legion of Lost Souls a pleasure to behold. When it comes to presentation, Privateer Press are there at the top of the heap.
But that's not the important thing. What is important is the content of the book. Is this a good adventure? Well, it's no secret that I have liked Privateer's previous work - and I like this installment too. But the high scores that I have given these products carry a conditional modifier, as described at the end of this review.
Of course, this is part 3 of a trilogy, and the nature of the adventure is such that it does not sit well as a standalone module. Sure, with some work it could be fitted into your own camapaign, but it is designed to be used in conjunction parts 1 and 2 of the same trilogy. So, with that caveat at the forefront of our minds, let's take a look:
We begin with, as in previous Witchfire books, a background section. This section sums up the adventure for the DM, and presents material on the origin of the 'Legion of Lost Souls', a fallen army who, it is said, will rise again to keep the forces of darkness at bay. The background section also provides information on the Church of Morrow, the primary 'Good' faith in the Iron Kingdoms; this information is useful, providing detail on organisation, ceremonies and history; unfortunately, it is good information too late, as I had to make up alternative details way back when my gaming group played through The Longest Night'. This harkens back to my point earlier that this is part of a trilogy, and the trilogy is best utilised by buying the whole thing first and reading it all before running the first adventure - something possible only now, unfortunately. Should this trilogy ever be produced as a single-volume mega-adventure, with all the background material included, I feel that people would get more from it.
Things have changed greatly since the adventure began back at the beginning of The Longest Night. Corvis is in a state of martial law, now ruled by the evil Vinter Raelthorne IV, and the PCs are now renagades; during the adventure, the young witch Alexia (their adversary up until now) will join forces with them in order to battle the greater threat.
It turns out that the artifact of evil fought over in the previous instalments of this adventure, the Witchfire blade, can be used to awaken the Legion of Lost Souls and battle the current invaders. This forms the PCs primary goal in this adventure, by way of obtaining an ancient artifact capable of opening the Legion's legendary tomb - an artifact which rests deep beneath the streets of Corvis; obtaining this artifact also requires that the PCs deal with the organised crime families of the city introduced in Fools Errand, the optional pdf side-trek adventure set between parts 1 and 2 of the trilogy. After travelling to and exploring the tomb, The PCs will then need to lead the undead legion back to Corvis in order to liberate the city.
At the back of the book, appendices deal with monsters, NPCs, languages and details of the Witchfire blade itself. Looking through this section, it appears that Privateer have addressed many of the criticisms of their previous works - rules errors, incomplete NPC information (i.e. spell lists) and so on. Everything appears to be thoroughly dealt with and rules-compliant (at least to my cursory reading of the appendices). The 'language' section is interesting, although not really necessary, and provides details of 15 languages (both living and dead), alphabets and dialects.
All in all, I have to give this book a score of 5/5 - as I did the previous installments. This score is given conditionally though - it assumes that you have all three books before you begin play so as to make the most of them, and play through the entire trilogy with no break between them (due to Privateer's release schedule, I was forced to abort this campaign after the second episode; had I had all three books when I started this would not have been necessary and earlier books would have been improved by information found in later installments). I apply this condition to my ratings of the other books also - the Witchfire Trilogy, as a whole is a 5-star epic adventure (if slightly expensive overall); but in segments I would revise my previous scores to between 3 and 4 for each episode.
The Legion of Lost Souls, the third and final installment of the Witchfire Trilogy is somewhat larger than its predecessors. At 96 pages, it closes an massive 224 page adventure (the previous books were 64 pages each).
Appearance-wise, the book is as lavish and eye-catching as the first two installments. Beautiful colour cover art and attractive black-and-white interior art and maps make The Legion of Lost Souls a pleasure to behold. When it comes to presentation, Privateer Press are there at the top of the heap.
But that's not the important thing. What is important is the content of the book. Is this a good adventure? Well, it's no secret that I have liked Privateer's previous work - and I like this installment too. But the high scores that I have given these products carry a conditional modifier, as described at the end of this review.
Of course, this is part 3 of a trilogy, and the nature of the adventure is such that it does not sit well as a standalone module. Sure, with some work it could be fitted into your own camapaign, but it is designed to be used in conjunction parts 1 and 2 of the same trilogy. So, with that caveat at the forefront of our minds, let's take a look:
We begin with, as in previous Witchfire books, a background section. This section sums up the adventure for the DM, and presents material on the origin of the 'Legion of Lost Souls', a fallen army who, it is said, will rise again to keep the forces of darkness at bay. The background section also provides information on the Church of Morrow, the primary 'Good' faith in the Iron Kingdoms; this information is useful, providing detail on organisation, ceremonies and history; unfortunately, it is good information too late, as I had to make up alternative details way back when my gaming group played through The Longest Night'. This harkens back to my point earlier that this is part of a trilogy, and the trilogy is best utilised by buying the whole thing first and reading it all before running the first adventure - something possible only now, unfortunately. Should this trilogy ever be produced as a single-volume mega-adventure, with all the background material included, I feel that people would get more from it.
Things have changed greatly since the adventure began back at the beginning of The Longest Night. Corvis is in a state of martial law, now ruled by the evil Vinter Raelthorne IV, and the PCs are now renagades; during the adventure, the young witch Alexia (their adversary up until now) will join forces with them in order to battle the greater threat.
It turns out that the artifact of evil fought over in the previous instalments of this adventure, the Witchfire blade, can be used to awaken the Legion of Lost Souls and battle the current invaders. This forms the PCs primary goal in this adventure, by way of obtaining an ancient artifact capable of opening the Legion's legendary tomb - an artifact which rests deep beneath the streets of Corvis; obtaining this artifact also requires that the PCs deal with the organised crime families of the city introduced in Fools Errand, the optional pdf side-trek adventure set between parts 1 and 2 of the trilogy. After travelling to and exploring the tomb, The PCs will then need to lead the undead legion back to Corvis in order to liberate the city.
At the back of the book, appendices deal with monsters, NPCs, languages and details of the Witchfire blade itself. Looking through this section, it appears that Privateer have addressed many of the criticisms of their previous works - rules errors, incomplete NPC information (i.e. spell lists) and so on. Everything appears to be thoroughly dealt with and rules-compliant (at least to my cursory reading of the appendices). The 'language' section is interesting, although not really necessary, and provides details of 15 languages (both living and dead), alphabets and dialects.
All in all, I have to give this book a score of 5/5 - as I did the previous installments. This score is given conditionally though - it assumes that you have all three books before you begin play so as to make the most of them, and play through the entire trilogy with no break between them (due to Privateer's release schedule, I was forced to abort this campaign after the second episode; had I had all three books when I started this would not have been necessary and earlier books would have been improved by information found in later installments). I apply this condition to my ratings of the other books also - the Witchfire Trilogy, as a whole is a 5-star epic adventure (if slightly expensive overall); but in segments I would revise my previous scores to between 3 and 4 for each episode.