In
every adventure path, there’s always at least one major dungeon.
Even in much more story-based adventure paths, there’s a volume
that is primarily a dungeon crawl. In Reign of Winter,
that volume would be the third, Maiden, Mother, Crone by Tim
Hitchcock. In the adventure, the PCs take their first trip in Baba
Yaga’s Dancing Hut
and find themselves in Iobaria, where they must locate the next set
of clues that will ultimately lead them to the imprisoned Baba Yaga.
Of
the three volumes of Reign of Winter
so far, this one is unfortunately the weakest. That’s not to say
it’s bad—I actually rather like it—but it’s not as good as
the first two. Its major weakness is that it suffers from the static
randomness that so many dungeon crawls suffer from. Despite a great
backstory, its dungeon (or rather, dungeons) still feels like a place
where the denizens just sort of sit there waiting for the PCs to
arrive and kill them, and that spoils
what is overall a great framework for an adventure.
SPOILERS
FOLLOW
Maiden,
Mother, Crone opens quite
strongly. After using the Dancing Hut
for the first time, the PCs learn about the shifting nature of its
interior and must now find a way out
of the Hut. In doing
so, they meet some of the Hut’s
denizens and acquire clues about their current location and how they
can find the next pair of keys the Hut
needs to take them to their next destination. This opening section is
short, but fun and helps give the PCs a feel for the strange
contraption they’ll be using throughout the remainder of the
adventure path.
The
adventure proper, however, gets under way when the PCs exit the
Dancing Hut and find
themselves in the cold-swept land of Iobaria on the continent of
Casmaron. Iobaria is just east of the nation of Brevoy in the
northeast corner of “The Inner Sea Region” map in the Inner
Sea World Guide, the area of the
world that is the core of the Pathfinder Campaign Setting. Throughout
Reign of Winter, each
time the PCs travel in Baba Yaga’s Dancing Hut,
their destination will be to somewhere farther away and more exotic.
On this first trip, they travel just off the edge of the main map.
Next time, they will travel to Triaxus, one of the other planets in
Golarion’s solar system. Then, they will head to Earth (yes,
Earth!). But for now, they start in a place that is far away on a
scale they’re probably used to, but still relatively close, a place
they might have heard of, but likely know little about.
Almost
immediately upon exiting the Hut,
the PCs are attacked by a band of eight frost giants who are fanatic
followers of the demon lord, Kostchtchie, a sworn enemy of Baba Yaga.
This would normally be a battle well beyond the capabilities of a
seventh-level party (the level at which the PCs should be at the
beginning of the adventure); however, the PCs receive unexpected aid
in the form of the Dancing Hut
itself, which joins the battle. With the Hut’s
help, this becomes a fairly easy battle, but it’s likely to be a
very memorable one. The players even get to control the Hut’s
actions (the text suggests having the players take turns), so they
can still feel as if they’ve accomplished something and haven’t
just been forced into a situation where an NPC saves them.
Upon
defeating the giants, the PCs then get to explore and learn a little
about the land they’ve arrived in. This area is populated primarily
by giants and centaur tribes. The PCs have an opportunity to meet and
interact with the Rashalka tribe, possibly gaining allies and
information. I do wish this section were a little longer, giving the
PCs more chance to experience the society here rather than rushing
off to the dungeon. Still, it’s a good opportunity for some
roleplay, and of course, GMs can always expand on this section as
they see fit.
By
this time, the PCs should have learned that their destination is
Artrosa, three giant sculptures carved into the cliff faces of a
crevasse. Each of the three sculptures depicts a woman at a different
stage of life: a young maiden, a pregnant matron, and an elderly
crone. There are separate, but linked, dungeons carved into the rock
behind the sculptures’ heads (built originally by Baba Yaga), and
it is in these dungeons that the PCs will find the keys that will
allow the Dancing Hut
to take them to their next destination.
It’s
at this point that the adventure becomes a fairly standard dungeon
crawl and remains so until the end. The dungeons form the bulk of the
adventure. However, there are a lot of clever aspects to the
dungeons. In particular, the three dungeons are linked by
teleportation effects that aren’t immediately obvious. Thus, the
PCs can pass from one dungeon into another (and possibly back again)
without realizing it. The corridors of each dungeon, however, have
their own individual style of décor, which can help PCs track where
they are. Similarly, while each dungeon has its own entrance behind
the head of the sculpture it extends from, only one of those three
entrances exists at any given time, depending on the phase of the
moon. It’s not absolutely necessary for GMs to track the phases of
the moon (there are default assumptions in place for those who don’t
and PCs aren’t likely to remain long enough for the phase to
change), but it’s an interesting twist for those who do, affecting
where the PCs can enter depending
on when they arrive.
The
dungeons also have their own politics going on within them to help
add a bit of life to them. The current warden appointed by Baba Yaga
is Jadrenka, a changeling whose hag mother Caigreal expected the
warden position for herself. Caigreal’s jealousy of her daughter
has led her and her coven to attempt to make Jadrenka break her vows.
Jadrenka has successfully broken up the coven of hags, but the
situation in Artrosa is still tenuous when the PCs arrive. On top of
that, a centaur priest of Kostchtchie named Vsevolod has broken into
the dungeons along with his frost giant servants. They are there to
steal Baba Yaga’s secrets.
Alas,
despite the political situation in the dungeons, Artosa does have a
static feel to it. Part of the problem comes just from the nature of
dungeons and the way that encounters with denizens are keyed to
locations, and this is something that is difficult for any dungeon to
overcome. However, one is left wondering why, when so much has
happened just before the PCs get there, so little happens while the
PCs are there. Jadrenka is keyed to appear to the PCs in several
different locations and GMs can choose to have her appear at other
times, too (and in a fun and clever twist, she appears in a different
form depending on which dungeon she is in at the time—a maiden, a
mother, or a crone—and the PCs will likely not realize initially
that they are meeting the same person). How the PCs interact with her
affects how she views and treats them, and determines whether she
gives them various randomly determined keys to the dungeons. Jadrenka
is aware of Vsevolod’s intrusion, yet during this time takes no
action against him, other than try to find out if the PCs are working
with him. Similarly, Vsevolod has reached a certain point in the
dungeons, and that point doesn’t change regardless of the PCs’
actions or how long it takes them to get to him. Essentially, it’s
as if Artrosa, after having a number of interesting things happen,
has frozen in time just as the PCs enter it, with its occupants only
unfreezing as the PCs interact with them. Of course, good GMs can
work around this and make the dungeon feel more vibrant (and the
adventure certainly provides sufficient background for this), but
taken as is, it’s not a very dynamic setting.
On
top of that, there’s also a very random feel to the three dungeons,
particularly in their layouts, and I can’t help wonder just what
Baba Yaga was thinking when she designed them. Despite the hallway
décor and a single room in each dungeon with a ring of stones
dedicated to that dungeon’s theme, there’s very little else that
fits the theme of each particular dungeon. The rooms and denizens of
the Maiden have little to do with maidenhood. Likewise, the rooms and
denizens of the Mother and the Crone have little to do their
respective themes. For example, the crypt for the former wardens of
Artrosa is in the Mother, not the Crone (being the final stage of
life) which would seem to make more sense. Of course, the denizens
can move around, but I would have thought at least the rooms would
have some sort of linking theme to them.
Artrosa’s
occupants are not quite so random, mainly due their detailed
histories connecting them to Baba Yaga, but at a glance, their widely
varying races can give the illusion of randomness—especially to
parties that kill first and ask questions later. Still, there are
quite a few very interesting personalities here, and the
relationships between them are quite vibrant.
There’s Marislova, Jadrenka’s jilted lover, and Kyrisjana the
debased nymph. Kyrisjana tried to seduce Marislova and failed, but
gave Marislova a lock of her hair. When Jadrenka found the lock of
hair, she assumed that the two had had an affair (helped by the nymph
also spreading rumours of the affair), causing a fight between her
and Marislova. There’s also the half-fiend satyr Poryphanes and a
trio of forlarren alchemists, all children of Poryphanes and
Kyrisjana. The intricate histories and relationships of all these
characters do allow GMs to make the dungeons feel more dynamic even
though the text presents them in a very static way.
Alas,
the least interesting character in the dungeons (and indeed, the
entire adventure) is Vsevolod, the adventure’s primary villain
(although Caigreal is a villain in her own right, too, and a much
more interesting one at that). As he has no actual relationship to
any of Artrosa’s inhabitants (none of whom know anything about
him), the detailed history of him in his write-up is something the
PCs will likely never learn, and the GM really can’t do much with
it either as his only appearance is when the PCs find the room he’s
in and kill him. This event might not even mark the end of the
adventure, depending on how much of the rest of Artrosa the PCs have
travelled through (and whether they’ve gained Jadrenka’s key to
the Dancing Hut).
Although there’s a good chance the PCs will hear of his invasion
before getting to him, he does end up seeming like just another
monster who happens to be in the room with one of the keys for the
Hut.
Following
the main adventure in Mother, Maiden, Crone
is the latest in Sean K. Reynolds’s articles on the gods of
Golarion, this one focusing on Kostchtchie. Technically, Kostchtchie
isn’t a god; he’s a demon lord. However, since he has worshippers
and can grant spells, he fulfils the role of a god, and this article
offers a great insight into his history, beliefs, and following. We
learn the story behind his hatred of Baba Yaga, and indeed, his
hatred of all women (Kostchtchie is quite the misogynist). I ran a
campaign not too long ago that had a lot of followers of Kostchtchie
in it, and I wish I had had this article then to flesh the worship
out more with.
Following
this is a gazetteer on the Dvezda Marches, the area of Iobaria that
Mother, Maiden, Crone
is set in. This article gives a useful overview of the region’s
history and climate, along with brief descriptions of the major sites
of interest. My only disappointment with this article is that it has
very little detail on the centaurs and other groups that live in the
region. It mentions the locations of some of the tribes, but gives no
information on their society or beliefs. Way back in Pathfinder Adventure Path Volume 33: The Varnhold Vanishing (part
of the Kingmaker
adventure path), there was a gazetteer on Iobaria, but that too gave
very little social information. As such, we’re left with a list of
lots of interesting locations, but little to no idea what it’s like
to live there. This does tend to be a bit of a pattern with
gazetteers in various Adventure Path
volumes.
This
month’s bestiary has quite a few very interesting monsters,
including the svathurim, which is essentially an eight-legged frost
giant centaur. One of these is encountered in the adventure working
with Vsevolod.
There are also andrazku demons (also called misogyny demons), the
kokogiak (a ten-legged polar bear from Inuit myth), and sangois (a
new kind of fey).
Overall,
Mother, Maiden, Crone
is not a bad adventure. Indeed, as dungeon crawls go, it’s pretty
good. It’s set in a fascinating location filled with some very
compelling personalities. It’s main problem is that it presents
those personalities in a rather inert
manner. Despite their intricate histories and relationships, they
don’t really do anything once the PCs arrive other than wait around
to interact with the PCs. Otherwise, there’s a lot that’s very
good in this adventure. I do think it’s the weakest adventure of
Reign of Winter so
far, but if it ends up being the weakest overall, then Reign
of Winter will still be an
excellent adventure path.
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