Placement
I adapted it for my Vilhoun Reach game, which is very, very anti-arcane magic, so the whole plotline of a witch trial fell in real nice for me.
I am using the city of Elburldel, which is detailed int eh 2nd edition supplement of "Vilhoun Reach". I have not decided how I want to handle the jungle-mecha-temple thing in the second volume as of yet, or if I am going to at all.
I may, at this point, never use the other two...or if I do, possibly the third, down the line when the (now) 3rd level PCs are higher level to handle the third one.
I dropped all the mecha and gun stuff, though I did keep Captain Hellstrom as is, with firearm, explaing that he was from another kingdom to the south...where Gond was heavily worshipped. Thus he has a firearm, and no one else in the city does.
One side adventure I thought of wasto have someone commit a crime, assassination or something, with a firearm and have the Captain take the fall for it, with the PCs trying to prove his innosence before his convicted and punished.
I did have one ideea of instead of a "mecha Temple" in the woodlands of the second module to do a "Golem temple" of somekind. In any event I am going to run three or so little adventures, focusing on the PCs personal stuff, before doing anymore Witchfire stuff.
I will explain the lull in the Daughter's plans as being a thing of preperation and timing...one does not do what she wishes to do without being fully prepared.