A Tumultuous New Era: Legend of the Witchfire, Iron Kingdoms 5e
Iron Kingdoms | Campaign
About the adventure
This game is an Iron Kingdoms 5e campaign that starts off with the Legend of the Witchfire module. After that we will transition into a player driven homebrew campaign. Iron Kingdoms is a steampunk fantasy setting where magic, technology, and ancient, otherworldly forces intermix. It is played using standard D&D 5e rules, with some additional classes/archetypes, alternate monsters and races, and a totally overhauled magic item system. The Iron Kingdoms constitute the five major human nations, plus the dwarven nation of Rhul, the fallen elven nation of Ios, and the Nightmare Empire of Cryx. After the liberation 600 years ago of humanity from their cruel oppressors, the Orgoth, a great industrial revolution took hold. Though brutal wars were fought again and again, humanity prospered and grew in wealth and might. That is, until the Culling, when the Infernals came to collect the debt incurred to buy humanity's freedom. Ultimately, the Infernals were driven back when their leader, Omodamos, was slain by Alexia Ciannor, wielder of the Witchfire, sealing his soul within the legendary blade. It has been ten years now since that great victory, yet naught has been heard of Alexia or the Witchfire. Well, that is the official story anyway. It was in the great Cygnaran city of Corvis that the Witchfire was first found. Corvis sits at the joining of the continent's two greatest rivers on the edge of a vast and wild swampland known as the Blindwater. Though now it is a bustling center of commerce and culture, during the reign of the brutal Orgoth, it served as a major administrative and religious site for the tyrants. There they constructed a great temple to channel the souls of innumerable sacrifices to their dark gods and the Witchfire played a critical role in these vile ceremonies. When the Orgoth were driven out, the temple and blade were abandoned, left to sink into the marshy landscape, forgotten to the mists of time. Atop the ruins would eventually be built a new city, for the location was too perfectly situated to be remain unclaimed forever by the burgeoning human nations. Twenty years past, the young witch Alexia would stumble upon those dark ruins hidden in the Undercity of Corvis. The blade called to her, seeking to feast upon the souls of the living once more. She took it up, but instead of falling to its power, her will proved stronger. Alexia mastered the living weapon and used it to summon an army of undead. With this army she saved the city by driving out foreign invaders, led by the old deposed king Vinter Raelthorne IV, that had taken it over in a bid to restore him to his throne. Now, decades later, the dead have begun to rise, and many whisper in the inns and alleyways of the city, the Witchfire has been found again!
1 year on StartPlaying
1 game hosted
Highly rated for: Inclusive, Teacher, Creativity
Game Master Reviews (5)
Proficiencies
Players say this GM is great at:
Inclusive
Teacher
Creativity
Additional details
How to prepare
In order to play in this game you will need; * Stable highspeed internet access. * A working webcam. * A working microphone and speakers or headset. * A Discord account. My Discord ID is MsGoogly#7162 * An active Roll20 account. * PDF reading software, such as Foxit or Adobe. *A copy of the D&D 5e core rulebook.
What I provide
I will provide pdfs of all of the Iron Kingdoms core books as well as fillable character sheets. I will setup a discord server for the game once the minimum number of players have been recruited. Lastly, I will have prepared battle mats, stat trackers, and character icons, in Roll20 ready for each session. I do sometimes do voices, but not ambient music. We will be sticking closely to RaW. Classes/archetypes from the 5e core rules need prior approval. For games run from modules, I maintain a fast-paced style that keeps the game moving along to the next beat of the adventure. Since this module is not a long one, after it is finished I expect to move into a homebrew campaign. The ending provides many possible directions in which to take the story. I will seek to develop one to best meet the party's goals.
Gameplay details
During session 0 I will go over some of the types of objectionable material to be found in this game. The Iron Kingdoms is a fairly standard fantasy world with the addition of steam technology. Generally, anything you could expect to find in a standard D&D campaign to which one might object, you will find here. Still, we will discuss some of the major themes of the story and players are encouraged to talk about anything that they would rather avoid, whether or not it might come up.
Content warnings
• Language/Cursing
• Murder
• Violence
• Gore
Safety tools used
• Luxton Technique Discussion
• Session 0
• X, N, and O Cards
How will character creation work
All character creation will occur during the first session, as a group. There are a number of important decisions that the party must make together that will impact the nature of the game. The player characters start at level one and the module will take us up through level four. I will provide access to all the Iron Kingdoms books through a Google drive folder. Unfortunately, I do not have access to pdfs of the D&D 5e books. I only have physical copies of those. Therefore, each player will also need to acquire their own copy of the D&D 5e Core Rulebook. I will message you through StartPlaying with links once you have registered for the game.
Players can expect
Combat / Tactics
High
Roleplay
Medium
Puzzles
Medium
Experience level
Beginner
Platforms used
• Discord
• Roll20
$10.00
/ Session
Each player will be charged when a session starts.
Details
Weekly / Sunday - 4:00 PM UTC
2.5-3.5 Hour Duration
4 / 6 Seats Filled
Schedule
Requirements
Experience required: Beginner
Age: 13-17