DANCING HUT OF BABA YAGA PDF

DANCING HUT OF BABA YAGA PDF

S5 The Dancing Hut of Baba Yaga (2e) – For characters level Beware of Baba Yaga and her infamous hut! Baba Yaga is an ancient crone. The Dancing Hut of Baba Yaga is a major artifact belonging to the mythic witch Baba Yaga, granting her immense ability to travel within the. Beware of Baba Yaga and her infamous hut! Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek out Baba Yaga for.

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And we are back at it. After a harrowing descent into White Wolf Hell that cost me 35 sanity points, 2 experience levels, 3 points of permanent constitution and infected me with rabies, I stand before you a defeated man. My last few dives into old DnD met with decidedly mixed results. Between shitty Role Aids products, execrable page White Wolf novels and bittersweet Avalanche historical adventures, I needed a balm, a soothing caress of the soul. Enter Lisa Yagaa, Canuck muse to wounded gamers the world over, to set me back on the right path.

Dancing Hut of Baba Yaga (Major Artifact)

With a High level adventure no less! It is a part of obscure DnD nerdlore that has now been codified into an adventure that lives up to its legend in every respect. As soon as the hut, a great wooden shack perched on giant chicken legs, arrives on the plane somewhere in the heart of a deep forest, animals flee in fo five mile radius, great thunderclouds emerge in the wake of her flight by cauldron and time itself twists and convulses!

Serious magical shit is afoot! This adventure is an almost perfect mixture between folklore, DnD and gonzo and I love it, it reminds me of Castle Gargantua. It all starts with Baba Yaga herself. An ancient withered crone of demi-godlike ability, who flies around in a magical cauldron and fo her traces with a broom, who feeds on the spirits of the dead, who bargains for young maidens to serve her for 2 years, who knows all but each question will cost you years of your youth, who seeks to trap Death itself to be forever beyond its reach.

Throughout the adventure, Baba Yaga remains an aloof, lurking in the background but observing every room in her 4-dimensional hut through a thousand mirrors or animals that have one eye replaced with a glass bead.

While she is evil, she is also sly and can be bargained with.

Baba Yaga and her Dancing Hut | Daemons & Deathrays

Her power, which dwarfs that of a Tarrasque, makes it very unlikely the PCs can destroy her, though the adventure certainly does not forbid you from trying. Fortunately for the PCs, the adventure gives you several other possible reasons for venturing into the dreaded Hut of Baba Yaga.

Good hooks too, anything from investigating the freak weather to finding some poor girl whose dick stepmother sold her to Baba Yaga classic. The cabin just squats there, in the centre of the woods, surrounded by an foot radius fence made of human bones.

As you approach, trembling in anticipation like a cuck, or more likely remote viewing the place through your crystal ball, then exhuming a nearby graveyard for an army of disposable soldiers before sending an Aerial Servant to check out the Hut and report back because you are at least level 7 and therefore FUCKING FIERCE, the Fence animates to become Necrophidici! After that disturbing mixture of weird and sinister we get…a seemingly normal cabin.

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They foreshadow it beautifully. A welcome to those who seek knowledge and a dire warning against those who seek riches is written above the door…in cyrillic[1]! A secret trap door leads down to an attic, to a cavern below the attic to an entrance to a vast 4 dimensional non-euclidean maze of chambers that is the true interior of the Dancing Hut of Baba Yaga! As you explore this maze-like environment you find clues written on the walls left by Questrix the Illusionist another prisoner of Baba Yaga as well as the OPTION of talking to many of the servants, guardians and prisoners of Baba Yaga.

The sequence IS the same but the order is different depending on from what room you access the place. Normally this would be too cryptic and the clues are difficult to find but there are ways of getting the information from prisoners or servants of Baba Yaga so puzzling is not a necessity. Nevertheless, what an awesome surprise.

You find partial blueprints, notes on augmenting certain high level spells, maps of rooms that are not on the map. The rooms themselves are fucking amazing. They contain everything you would expect from a millennia-old plane-travelling folkloric witch.

Bizarre prisons, rooms with stuffed animals that are actually vampiresinfinite treasure vaults protected by fearsome enchantments, an armory with weaponry both ancient and modern protected by the ghost of a cyborg commando, a tunnel leading into your own intestine, gateways into other planes, a miniscule Tokyo plagued by a giant lizard Yes Really!

Meddling with the tools of a batshit evil demi-god witch can get you fucked good and proper but there is some awesome magical shit to be found. Speaking of which, the magical shit!

Smedman did a terrific job of portraying the interior of an extradimensional wizards tower. Rooms are simultaneously challenging obstacles to overcome, wondrous locations to explore and they all have some sort of purpose. Guest quarters, magical prismatic healing factory, magic laboratories full of tea that replicates various potion effects.

Paintings that turn into a clone of you and then step out and attempt murder or convincing the party that THEY are the real one The fucking works. You find a staff of power on a repair bench. Do you feel lucky punk? I have not even gotten into the Flowers of Transformation or similar wondrous artifacts. The warning on the cabin is well stated.

[Review] The Dancing Hut of Baba Yaga (2e); Wheels within Wheels – Age of Dusk

Looting in this game is likely to get you fucked up by Babs Yaga and her various defensive measures, servants and spells.

If you enjoy playing games where you loot things and make lots of cash, this is not the adventure for you though ov might be able to glean some amazing ot treasures from the truck-load of powerful adversaries scattered about.

While I am on the subject. How she responds exactly is mostly left up the GM, though there are a few locations she will defend with her dabcing if they are directly molested say, her pantry.

And what servants they are! Anything from talking magical animals to Pit Fiends [2]! I am amazed how many encounters are described in such a fashion as to open up an opportunity for faction play. There is a great balance here. There are no random encounters in the Hut but Baba Yaga has a finite number of minions she can dispatch should the PCs come close to ransacking her shit, and thus the GM is given room to improvise.

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The module is not without its flaws.

One might even go so far as to state that the entire purpose of Planar adventures is to put PCs in surroundings where they are no longer the top dog and the rules of the world are different then the ones they babaa used too. This module does that HARD. Scrying inside the Hut? Area of effect enchantments? The hut eats them and flings them back whenever it desires. That last one is circumvented by having the Pit Fiends that use teleportation wear a strange bronzed chicken amulet. While there is some small element of fairness and challenge to it, it always strikes me as kind of lazy.

I understand that without these restrictions most games of high level Dnd would degenerate into Wizard-powered pre-cognitive rocket-launcher tag but either write better or make the adventure lower level. Is it at times, merciless and unfair?

Yes but almost never without subtly telegraphing the death traps in advance, by which I mean both the actual traps and the far more potent traps Baba Yaga has crafted to trap DEATH.

No one else knows it. On the dancjng hand, its nice to see 2e without the burdens of having an unfolding story and just giving you a location with awesome shit to explore, which is As a last recommendation, take at least 2 wizards and a lot of backup scrolls before you tackle this thing.

Come one Come All! Yet another high level adventure where some monsters are just buffed and the players are gimped to level the playing field a bit. Who even plays till 13th level? Might huh a bit too cryptic for the more happy go lucky players I have those too, they have a lot of fun never reaching beyond level 5 before they fuck up and die. Fucking 20ish pages on what type of magic is restricted in the hut. This adventure has 4.

Hi Allan, long time no speakee. The adventure even goes so far as to give an explanation for why it differs so much from the hut described in Dragon 83, citing some sort of Quantum-Leap Eternal Champion-esque mechanism whereby both Baba Yaga and the Hut are different in each reality. After perusal, I think its fair to say Smedman was inspired by Dragon 83, but definitely improved upon the work. You are commenting using your WordPress. You are babs using your Twitter account. You are commenting using your Facebook account.

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