Witchfire Trilogy questions ?

yennico

First Post
Hello all,
I´ve read nearly only good reviews on this trilogy.

But I have one problem.
The setting of the Witchfire Trilogy, Iron Kingdoms is a steampunk-fantasy setting. I personally dislike a fantasy setting with gunpowdered weapon or steam-machines.

My questions are:
Is this adventure easily adaptable to another campaign setting ?
Do Gunpowdered weapons or other steampunk things play an important part in these adventures ?
Can this trilogy played in a world like e.g. Greyhawk or FR ?

Just my cents
yennico
 
Last edited:

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Witchfire Trilogy Spoilers and adaptations

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Sorry, but s' true.

These are a difficult set of adventures to adapt. I do not think they could be run in the Forgotten Realms at all, and they'd be difficult to do even in Greyhawk.

In brief, the trilogy story is this.
Twenty years ago, a coven of sorceresses were betrayed by the corrupt magistrate of the city of Corvis and executed by a wizard seeking to gain power.
Ten years ago, the corrupt and evil king was defeated in a civil war by his brother and fled into the marshes.
In the first adventure, Alexia, the daughter of one of the executed witches attempts to gain justice (or revenge) by sending an army of the undead into Corvis destroy it and gain a sword called Witchfire, which is rumored to have necromantic powers.
In the second adventure, Alexia raids a mysterious temple of the machine god Cyriss to resurrect her mother. The party pursues her, (hopefully stops her), and then returns to find the evil king has reinvaded the city with inhuman allies.
In the third adventure, the party finds themselves leading a resistance movement against the evil king, eventually raising an army of the undead themselves and performing special-operations tasks in their support. The adventure features a combat with an armored gunbearing monster: think Godzilla with a howdah and a dozen 24-pounders.
It ends with Alexia attempting to shatter the Witchfire: this will unfortunately release the necromantic power of the sword and make the city of Corvis into a place entirely populated by the undead.
Presumably the party stops her, if not, they'll need to be rolling up new characters.

There are three major problems that have to be addressed here for any conversion.
1. Magic. It is difficult to imagine anyplace in the Forgotten Realms where sorcerors would be automatically assumed to be evil and executed without major resistance and repercussions from the various gods of magic. If this does not happen, Alexia loses her motivation to do those things she does. You could make the coven really evil and Alexia deluded as to her mother's true nature, however.
Also, in the Iron Kingdoms, Resurrection spells are not available: that's why Alexia has to storm a temple to try and bring her mother back to life. Resurrections are generally more available in Grayhawk and the Realms. You could handwave this with some limited wishes to bind the coven's souls or something, requiring a little more oomph in the resurrection than is commonly available.

2. Technology. Not so difficult to do. There are some special operations missions where the party is supposed to assault emplaced cannon, but they could be changed to catapults with minimal trouble. It is also strongly suggested that the party have a steam jack to overcome one obstacle, but it's basically just bashing down a big stone door. Adding a little more magic back in makes that much easier to deal with.

3. Campaign altering things and events.
You'll need a large city with corrupt leadership.
You'll need an exiled evil king: and not a long forgotten one, either. People should remember him in a not-fond way.
You'll need to be able to handle a major invasion force capable of taking on the country the city is in: what are they, where did they come from, and what will happen when they get invaded back?
You also need to recognize that the end of the Trilogy can permanently alter your game as written: that might spark new adventures, which is good, but you might prefer to change it.
 

The Witchfire trilogy is excellent in my book. While not necessarily easily adaptable with a little creativity it shouldn't be too hard either. I was in the same boat as you and didn't care for the whole steampunk/firearms thing. Here are a couple minor fixes I made to adapt it to a full fantasy setting...

- Eliminated all firearms that could be found as treasure and replaced them with masterwork weapons.

- Replaced steamjacks with a large humanoid race that are native to the swamps near Corvis and willing to work as dock labourers.

- Replaced steamships with magically operated ships that are run by an arm of the Fraternal Order of Wizardry. Works on a magical technology instead.

- Replaced the clockwork Temple of Cyriss with 1st edition module C1 The Hidden Shrine of Tamoachan.

Anyway, hope that helps.
 

good ideas

You can lower the levels of the divine characters to make sure no once can cast and of those pesky "raise dead" and resurrection type of spells, thereby necessitating the need for our little witch to need to use the temple to cast that wish/limited wish spell.

Also, as has been pointed out before, the module/setting (?) allows Alexia to raise a lot more undead than would be possible. A good way around this was to go with the concept that the coven need to be 13 witches strong and that there were still some witches left after the inquisition. Also I thought changing the remaining witches to clerics of Nerull would work well or at least “the more evil side” of Wee Jas. They could have started out as followers of Wee Jas and fallen to Nerull later? This allows Alexia to be a follower of Wee Jas either way, allowing her to wear armor like her pictures on the cover and fight decently with The Sword.

The extra coven members can be blamed for her misbehaving in case the PCs should become sympathetic to Alexia’s cause. The remaining members of the now truly evil coven can take the brunt of all the badness and can also help fill in on just how there can so many undead about.

I agree that you can easily replace the Steam jacks with something else. Perhaps a clan of Ogres that is not inherently evil. They would be big and strong, and slap on some Full Plate Armor and voila, Large heavily armored dudes! Stick the city of Corvis out in a swamp or on the coast where you think it works for you.
Just ditch the guns all together.
Replace anything “techy” with weird organic stuff or magic. You can replace the floaty servitor stuff in the mechatemple with strange floaty organic servitors and the like. Replace the Cannons with Wizards or Sorcerers casting Fireball and Lightning bolt, and maybe some baristas and catapults!

Make the big nasty howdah monster into some other big nasty Dire war beast thing. A bear or Tiger or Huge lizard or Dinosaur or something.
 

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