In
The Shackled Hut
by Jim Groves, the second part of the Reign of Winter
adventure path, the PCs set out to find Baba Yaga’s Dancing
Hut as the next step in their
quest to rescue Baba Yaga herself. Much like The Snows of Summer, the
first part of the AP, The Shackled Hut
is a very linear adventure, but one that nonetheless feels natural in
its progression and thus PCs won’t likely feel overly railroaded by
it. The adventure contains a wonderful mix of dark fairytale elements
and interesting characters. Although many of those characters are
there and gone in only a short amount of time, they all have fully
detailed backgrounds and motivations, making them feel a part of a
living and exciting world. This is not a perfect adventure (indeed, I
have a few issues with its resolution in particular), but it is still
a very good adventure and a great continuation of the adventure path.
SPOILERS
FOLLOW
The
adventure opens with the PCs setting out from the town of Waldsby en
route to Whitethrone, the capital of Irrisen. At the end of The
Snows of Summer, they
successfully closed the winter portal to Taldor, but in doing so have
trapped themselves in Irrisen. In order to shut down all the
remaining portals to other areas of Golarion, they need to recover
Baba Yaga’s Dancing Hut
and liberate Baba Yaga. This is not an adventure that would be easy
to use as a stand-alone. Its set-up is very dependent on the
adventure that came before it, and its conclusion sets up the
beginning of the next adventure. This is a good thing, as far as I’m
concerned. It makes the adventure path feel like one epic quest, but
anyone who wants to just pick and choose parts of the adventure path
to run will need to make some significant changes in order to make
this adventure work on its own.
The
first part of the adventure covers the journey to Whitethrone and
comprises a mixture of encounters, some based on location and some
based on the passage of time. Nadya Petska, whom the PCs met in the
last adventure, acts as their guide on this journey. I didn’t say
much about Nadya in my review of The Snows of Summer
and I really should have. Nadya is a very well-defined and believable
character who makes a refreshing change from the usual female patrons
to appear in many of Paizo’s adventure paths. After eleven
Pathfinder Adventure Paths
(Reign of Winter is
the twelfth) and, prior to that, three Dungeon
adventure paths, a repetitive trend has developed. In a significant
number of the adventure paths, the PCs gain an influential patron
very early on (usually at the very beginning of the AP). From Lavinia
Vanderboren in Savage Tide
to Almah Roveshki in Legacy of Fire,
to Janiven in Council of Thieves, Ameiko
Kaijitsu in Jade Regent,
and others, these patrons are always women, usually in their early
twenties (Sheila Heidmarch in Shattered Star is
a bit of an exception, being a slightly older woman), and described
as being good-looking with few flaws and few motivations beyond the
respective adventure path’s goals. They are generally narrative
orphans (meaning that while they might have friends and family, those
friends and family are barely mentioned, if at all) and sometimes
(such as with Lavinia and Ameiko) literal orphans. Considering this
trend, someone taking a casual look at the first two adventures in
Reign of Winter might
jump to the conclusion that Nadya Petska fills the patron role for
this AP. This is not actually the case. Nadya is a character met
along the way, a character who has a life and goals of her own,
including a family that she has to support. She is not a patron for
the PCs, but rather an ally, one who might stick around with the PCs
if they invite her to (and they treat her well), much like the NPC
castaways in Souls for Smuggler’s Shiv,
the first adventure of the Serpent’s Skull
adventure path and an adventure that contains probably the best
PC-NPC interactions of any adventure Paizo has published.
And
Nadya is but one of many NPCs met along the way in this adventure,
all of whom have well-developed backgrounds and motivations. Ringeirr
Malenkov is another such ally for the PCs. I’m surprised he doesn’t
get a two-page write-up at the end of the adventure as he has a
considerably larger role to play than does Solveig Ayrdahl or Zorka,
who do get write-ups while playing considerably smaller roles in the
adventure (they are still very well-realised characters though and
admittedly, in the case of Zorka, she will likely play a larger role
later in the AP). Yet despite not having that write-up, Ringeirr’s
personality and motivations come across strongly. After reading the
adventure, I felt I knew him just as well as Nadya or Solveig or any
of the others who have gotten two-page write-ups in the first two
adventures.
Ringeirr
is Nadya’s uncle and the person the PCs go to upon reaching
Whitethrone to help them get into the city itself. He guides them
through the area known as the Howlings, populated primarily by winter
wolves (who are able to take human form in Whitethrone and the
Howlings due to an ancient pact with Baba Yaga), and takes them to a
man who can provide them with fake identification papers. Once in
Whitethrone, the PCs make contact with a cell of the Heralds of
Summer’s Return, a resistance group that fights against the witches
of Irrisen. There they meet Solveig Ayrdahl, a cleric of Milani. She
fills them in on the situation in Whitethrone and the current
whereabouts of the Dancing Hut.
The Heralds have made contact with the remnants of the Iron Guard
(disbanded by Elvanna because they are loyal to Baba Yaga) and hope
to make a combined strike against the newly formed Winter Guard
(loyal to Elvanna). First, however, the PCs must make a strike
against one of the Winter Guard’s principal commanders, a white
dragon name Logrivich (and also rescue Solveig’s lover, Bella
Belvorica, a Chelish opera singer who is being held captive by the
dragon because he likes listening to her sing).
Once
the dragon is out of the way, the uprising begins. In the chaos, the
PCs are able to go after the Dancing Hut,
which is chained in the Market Square. However, a portal to the First
World has opened up and the entire Market Square is now enveloped in
a supernatural forest that the PCs must first get through in order to
reach the Dancing Hut,
where they finally face off against Nazhena Vasilliovna.
Unfortunately, this final part of the adventure is the weakest part
of it. Part of the problem comes from the fact that this enchanted
forest once again puts artificial limits on the PCs’ abilities in
order to force them along certain paths. In essence, it turns an
outdoor location into an indoor one by making literal walls of trees
that are impassable even with abilities like a druid’s woodland
stride. The canopies of the trees even stretch out to form a roof
(and in some clearings such as the one where the Dancing
Hut sits, this means stretching
across a hundred feet of space) in order to block flight.
This
has become an annoying trend recently. Three of the last four volumes
of the Pathfinder Adventure Path
have employed this technique. To be fair, this is the first time in
Reign of Winter and
the author of this adventure did not likely know what was being
developed for the final two parts of Shattered Star.
However, the developers overseeing the whole line should be more
aware of the repetition. That said, there really seems to be little
need for these restrictions in this adventure. PCs with abilities
like woodland stride or flight should still be able to use them.
Sure, they could go through the “forest dungeon” in whatever
order they please, but they would still need to destroy the elemental
fonts which power the reality siphon (a powerful magical field
created by the fey of the First World who are using it to slowly draw
this portion of the Material Plane, along with the Dancing
Hut, into the First World). Yes,
the PCs could then bypass the reality siphon entirely and get
straight to the Dancing Hut,
but there are ways to easily avoid this without robbing the PCs of
their characters’ abilities. The reality siphon could easily
surround the Dancing Hut
completely, thus making just a small area inaccessible. While this
still blocks the PCs’ abilities, it does so in a way that’s
unobtrusive and virtually unnoticeable. It becomes a major obstacle
to overcome rather than a device to force them to follow a specific
path.
Removing
the travel limitations on this enchanted forest would also make for a
much more dynamic ending. As it is, it is essentially a dungeon crawl
(and a far more restrictive one than the one they just went through
against the dragon), with the PCs meeting a random assortment of
monsters (various fey creatures in this case) to kill along the way
before finally meeting the end boss (Nazhena Vasilliovna) who is
conveniently waiting for them in the final “room”. Without the
restrictions, there is the opportunity for more complex interactions
with the NPCs, something the remainder of the adventure has been very
good about allowing. There are essentially three sides
at work here: the PCs, the fey, and Nazhena Vasilliovna. This creates
all sorts of possibilities as the various sides attempt to form
alliances and outwit the other two sides. Perhaps the PCs temporarily
form an alliance with Nazhena Vasilliovna to defeat the fey, or
perhaps the fey and Nazhena join together to stop the PCs. It would
also allow for a much more satisfying final confrontation with
Nazhena. Anticipation of this confrontation has built up over two
adventures now, yet as written, the PCs finallly encounter her
trapped in the forest but still protecting the Dancing Hut.
Although she is still technically just as powerful, much of her
symbolic power is stripped away (and not because of any actions of
the PCs) and she ends up seeming quite an anti-climax after all the
build-up.
However,
the ending aside, The Shackled Hut
really is an excellent adventure. I particularly like the fairy-tale
theme running throughout it. This is present in more ways than just
having fey in the adventure. There’s Sylgja, a huldra married to a
human man who has been infected by mindslaver mold, but she believes
the creature he has become is a moss troll who has either killed or
kidnapped him. There are the shapeshifting winter wolves, and even an
old witch named Granny Nan, who captures young children and cooks
them. All these are concepts common in fairy tales and create an
atmosphere that makes the players feel like their characters are
actually adventuring in fairy tale world. While there were elements
of this in The Snows of Summer,
it’s much more apparent here and its used to very good effect.
Perhaps the most obvious fairy tale element is Baba Yaga’s TARDIS—I
mean Dancing Hut—itself.
(Seriously, the parallels are pretty obvious. The Dancing
Hut is bigger on the inside, it
can go anywhere in the multiverse, and its interior can change its
appearance, while the exterior is stuck in one shape. It’s a TARDIS
in everything but name. And yes, I’m well aware of the real-world
stories of Baba Yaga and that the parallels are not intentional, but
it’s fun to think of them anyway. And let’s not forget that
Doctor Who is heavily
influenced by fairy tales. But I digress...)
This
volume’s support articles are also particularly strong. First up is
the latest in Sean K. Reynolds’s articles on the gods of Golarion,
this one focusing on Milani, goddess of hope, devotion, and
uprisings. Milani is one of the less known Golarion deities, and this
article provides much-needed in-depth information about her.
Following the Milani article is “Ecology of the Winter Wolf” by
Russ Taylor, which provides details on the history and society of
these intelligent wolves. I like that the article manages to present
a creature that, while as intelligent as a human, is still very
wolf-like in its behaviour. The winter wolves’ fascination with the
humanoid form and their acknowledgement of that form’s advantages
(thus their willingness to make a pact with Baba Yaga to be able to
assume human form) is particularly compelling. This month’s
Bestiary contains Milani’s herald, a couple of new fey, and mirror
men, haunting constructs that are very effectively used in the
adventure.
Overall,
The Shackled Hut is an
excellent continuation of the Reign of Winter
adventure path. It’s a very linear adventure, which might not be to
everyone’s taste, but that’s been the style of the adventure path
so far, and it’s linearity is natural enough that most players are
not likely to feel railroaded. It makes a slight misstep with its
resolution, resulting in a final encounter that may seem a little
anti-climactic, but with a little work, I feel most gamemasters will
be able to overcome this minor shortcoming. When the PCs step into
and explore Baba Yaga’s Dancing Hut
in the brief coda to the adventure, they literally enter a new world,
one that opens up huge possibilities and sets the scene for what is
still to come in the remaining adventures. I look forward to them.
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