I am not opposed to gaming during the day on a weekend, and that is open to discussion! So far it looks like M or W evenings are best for everyone and our first session is scheduled for next Wednesday, 8/21 at 7PM EST. Outside of gametime the best way to communicate with me directly is email, and I will always try to respond promptly! The one commonality for me running this is that it will almost always be sometime after 5pm EST. It could be that a game never happens on the same day twice, but I'm more concerned with keeping people involved and playing than meeting a strict schedule. What I would like to try is getting everyone to talk about their personal availability on a weekly or semiweekly basis. I'll paste what I posted to my current players : What does "Variable EST Evenings" mean? The biggest hurdle for me when it comes to playing campaigns is maintaining the same availability throughout. She managed to bring Matthew to the brink of death but Diana called upon witchfire to destroy Juliette once and for all. The first and foremost thing we're looking for is similar availability. Ok, so I've had one person drop, and will be looking for 1, possibly 2, replacements. Newbies to the system or RPGs in general are welcome! Looking to start with a variation of the introductory adventure, and hopefully move on to a sandbox / open world style game or a conversion of the Witchfire trilogy a published d20 campaign for the setting. See for yourself: Races: Human, Dwarf, Gobber, Iosan, Nyss, Ogrun, Trollkin Archetypes: Gifted, Intellectual, Mighty, Skilled Careers: Alchemist, Arcane Mechanik, Arcanist, Aristocrat, Bounty Hunter, Cutthroat, Duelist, Explorer, Fell Caller, Field Mechanik, Gun Mage, Highwayman, Investigator, Iron Fang, Knight, Mage Hunter, Man-at-Arms, Military Officer, Pirate, Pistoleer, Priest, Ranger, Rifleman, Soldier, Sorcerer, Spy, Stormblade, Thief, Trencher, Warcaster Long story short, I'd like to run this as a campaign for a handful of players. I know that Iron Kingdoms is a setting where actual mechanical contraptions are the forefront, and that Eberron is where magical has become the science of. The witchfire trilogy was originally published by Privateer Press in 3rd Edition D&D, and this podcast is our current game, in a 4th edition conversion of those rules. Character creation is a snap, and because you start with (almost) any combination of two careers there are a lot of options. I am planning on running an Eberron Campaign, and was looking at potential adventures and accessories that I might be able to add or run. This is Bodged Togethers Witchfire Trilogy podcast. For those that aren't familiar, the setting has been described as "Gritty Fantasypunk", or steam power and gunpowder meet sword and sorcery. It is a unique system, with statlines and combat encounters similar to the miniatures game. The first of the two bridging adventures, Fool's Errand, was released exclusively as a PDF file shortly thereafter (its presentation in this book is it's first print edition.) The second bridging adventure, The Umbral Spire, was created for this adventure, and has since been released as a PDF for those who already had the other books and did not wish to get the reprint.The Iron Kingdoms RPG uses the setting from Privateer Press' Warmachine and Hordes miniature game. The Witchfire Trilogy was originally published in three seperate volumes in 2001. This is a full campaign, designed to take starting characters, and bring them up to approximately level 7 or 8. Also, the adventures have been revised to bring them in line with later published Iron Kingdoms materials. The three adventures have been updated to Dungeons and Dragons 3rd Edition Revised (3.5,) and two additional bridge adventures, Fools Errand and The Umbral Spire, have been added to the book. This is a single volume, compiled reprinting of the first three Iron Kingdoms products: The Longest Night, Shadow of the Exile, and Legion of Lost Souls.
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