It
has all been in preparation for this. The player characters have
travelled to exotic lands and distant worlds, all to find and free
Baba Yaga and put an end to the eternal winter that threatens to
engulf all of Golarion. They have finally found Baba Yaga, but in
order to free her from her prison they must complete a series of
trials and face her daughter, Queen Elvanna, who desires
her mother’s power for herself.
The Witch Queen’s Revenge
by Greg A. Vaughan brings to a close Reign of Winter,
which has been a very ambitious adventure path. It has involved a few
aspects that some people may not fully like mixed with their fantasy
(a little bit of science fiction and some modern-ish technology), but
it has done so in often brilliant ways. This final adventure has the
unenviable task that all final adventure path volumes have: that of
bringing all the loose ends together and tying them off in a
satisfying manner, while simultaneously providing a fun and exciting
adventure in its own right. For the most part, The Witch
Queen’s Revenge manages this
wonderfully. It’s an excellent adventure, albeit a touch
railroaded, and its final resolution could potentially frustrate some
players. There are a couple other issues as well, and as such, it’s
not the best of the entire adventure path (that honour definitely
goes to Rasputin Must Die!),
but it’s far from a weak adventure and it finishes off what has
been a truly excellent adventure path overall.
SPOILERS
FOLLOW
I
don’t generally start an adventure review by jumping straight to
the adventure’s end. However, I’m going to do that in this case,
as it’s the aspect of the adventure that might be the most
problematic, depending on the players in the campaign. Throughout
Reign of Winter, the
PCs have been attempting to find and free Baba Yaga, and naturally,
they accomplish that here (assuming they survive to the end, that
is). Yet hanging over the entire adventure path has been the fact
that Baba Yaga is an evil being, and some groups may not like the
idea of aiding evil, even if it is in order to defeat a greater evil
(of course, there’ll be many groups who won’t have a problem at
all and will be totally on board). The Snows of Summer (the
first part of Reign of Winter)
even included a special geas effect
to help ensure the cooperation of the PCs, something I felt—and
still feel—was a very problematic inclusion (see my linked review
for details). Whatever their reasons for saving Baba Yaga, there will
be many groups who hope to somehow both save the world and defeat—or
even kill—Baba Yaga. Unfortunately, there really isn’t any way
for them to do this.
Baba
Yaga is powerful. Extremely powerful. This volume contains her
complete game statistics, which need two full pages to write out. She
is a 20th-level witch with 10 archmage mythic tiers (these stats
provide a nice sneak peak at the rules from the new Mythic Adventures rulebook) and
a bunch of unique powers as well. Altogether, she is a CR 30
adversary—way beyond the abilities of the PCs to overcome in this
adventure. I’m not in any way saying she shouldn’t be powerful.
Indeed, from everything we’ve ever known about her, this power
level is completely appropriate. However, there will be players who
will be frustrated by the fact that after the world is saved, Baba
Yaga gets to head off and return to her regular life and there’s
nothing the PCs can do to stop her.
To
be fair, there are ways for the PCs to score a form of victory over
Baba Yaga. As a reward for their services, Baba Yaga grants them a
boon. They may ask of her any one thing that is within her power to
grant—within reason. Baba Yaga is a fickle individual
and there are things that are technically within her power but that
she will refuse—generally things that will have some sort of
negative impact on her. However, wily PCs can request that she never
return to Golarion, and if they do that, she will grant the request
and stay true to her word. This will mean massive changes in the
power structure of Irrisen and is a way the PCs have of scoring a
defeat of Baba Yaga herself.
There
is also the other option of continuing the campaign beyond the end of
this adventure. Like all final adventure path volumes, The
Witch Queen’s Revenge includes
an article on “Continuing the Campaign” (this one written by Adam
Daigle and Rob McCreary). In other adventure paths, this section
generally contains a number of suggested events that are essentially
“sequels”, involving peripheral characters from the AP or new
villains taking over from where the AP’s main villain left off. In
this case, it’s much more like an actual continuation, as the PCs
next turn their attentions towards Baba Yaga herself. They must gain
mythic power and essentially embark on another adventure path’s
worth of adventures in order to finally face and defeat the Queen of
Witches.
In
some ways, I really like this. It’s almost like Reign of
Winter becomes a double-length
adventure path with the PCs ultimately progressing towards the
pinnacles of power in the game. But since The Witch Queen’s
Revenge is the last published
instalment and there won’t be any more adventures forthcoming from
Paizo, it means gamemasters have to do all the work themselves for
the second half of this extra-long adventure path. As such, Reign
of Winter does end up feeling
one of the least resolved of all the adventure paths. While Elvanna
has been defeated, the PCs are still left with Baba Yaga’s
existence hanging over them. This isn’t necessarily a bad thing.
Indeed, the PCs have saved the world and established themselves as
great heroes. There are always other evils still left in the world at
the end of adventure paths; this time, it just happens to be an evil
the PCs have been directly involved with. There are many groups that
will be quite happy with this resolution. It’s just something
gamemasters should keep in mind when running this adventure path. You
need to make sure you know what your players expect out of it.
But
to return to the beginning of this adventure...
The
Witch Queen’s Revenge opens
with the PCs returning to the Dancing Hut
with the matryoshka doll that imprisons Baba Yaga. The entire
adventure takes place inside the Hut,
which technically never leaves Russia (unless the PCs specifically
pilot it somewhere else). Although they cannot open the matroshka
doll, the Hut does
sense the presence of Baba Yaga and this allows the PCs access to
areas of the Hut they
couldn’t previously reach—entire demiplanes that exist inside the
Hut regardless of its
location (the Dancing Hut’s
interior generally has a unique layout for every location).
Baba
Yaga can manage some very limited empathic communication with the PCs
and through this, she guides them to an area called Grandmother’s
Cauldron. Here, the PCs meet Vigliv, a primordial norn who first
taught Baba Yaga thousands of years ago in the lands that would one
day become Russia. Vigliv informs them that, in order to open the
matryoshka, they must collect the fundamental essences of Baba Yaga’s
being, which have been hidden away in the Dancing Hut:
her fate, power, death, life, and blood. Vigliv guides the PCs’
steps, informing them which essence they need to find next, but
otherwise remains in her tree in Grandmother’s Cauldron for the
entirety of the adventure.
The
five essences have to be found in a specific order, which can lead to
a bit of a railroad feeling to the adventure. The adventure text does
offer gamemasters the option to allow PCs to recover the essences in
any order, but warns that some of the more powerful encounters may
need to be adjusted if the PCs go after them first. It also suggests
that Baba Yaga’s blood needs to remain the final essence since that
is when the PCs have their final showdown with Elvanna and it would
be anticlimactic to have that battle before
the end of the adventure. Of course, it would seem rather arbitrary
for it to be possible to collect four of the essences in any order,
but not the fifth. As such, it makes mixing the order up very
difficult, and gamemasters will probably prefer to run the adventure
in the stated order. I doubt the railroaded aspects of the adventure
will cause much of a problem. Much of Reign of Winter
is quite railroaded anyway, so it’s not really any different here.
The
PCs can find the first essence, Baba Yaga’s fate, in Grandmother’s
Cauldron, but must travel to other demiplanes within the Dancing
Hut to find the other essences.
Each time they retrieve an essence, they need to return to
Grandmother’s Cauldron in order to perform a ritual that will allow
them to open the next layer of the matryoshka doll. As each outer
doll is opened and removed, Baba Yaga is able to communicate a little
better with the PCs. Baba Yaga actually makes for a wonderful
background character in the adventure. She is both an annoyance for
the players and a necessity, so they can’t just leave her behind.
She is incredibly difficult to please and finds fault with everything
PCs do, no matter how well they do it. At first, the PCs are only
aware of her displeasure through vague feelings, but as she starts to
be able to communicate a little more, she turns to outright insults.
Gamemasters should be careful not to make this too
annoying, but otherwise, Baba Yaga can actually end up being a great
comic relief character. At one point in her communication
progression, she is only able to communicate like a small child! Add
in her general petulance and it could make for great fun!
To
find Baba Yaga’s power, the PCs must travel to a
realm called Vashliq,
which is ruled over by the undead remains of an ancient warrior queen
that Baba Yaga once granted great boons to, but who then betrayed
Baba Yaga and paid the ultimate price. They must also deal with a
treacherous div (a being related to genies), supposedly one of Baba
Yaga’s servants, but who has his own plans for betrayal.
After
recovering Baba Yaga’s power, the PCs must retrieve her death by
travelling to the island of Buyan. A civilization of maftets reside
on Buyan, but they are under assault from a mysterious new enemy who
turn out to be nuckelavees. (As a side note, The Witch
Queen’s Revenge uses a lot of
creatures from Bestiary 2 and
especially Bestiary 3.
These more obscure creatures add a feel of the exotic to the
adventure and make the various demiplanes feel truly alien.) The PCs
must help the maftets defeat the nuckelavees before they can acquire
Baba Yaga’s death.
One
aspect of this section of the adventure that bugs me a little is that
we never learn why the nuckelavees are attacking the maftets. More
than that, the nuckelavees don’t seem to behave much in the way
they are described in the recent supplement, Fey Revisited. Admittedly,
one of my problems with that book is that it uses the term
“mysterious” a little too liberally and leaves many of the fey
poorly defined as a result. However, that book does state that
nuckelavees are solitary and rarely work together. They only do so to
avenge some terrible crime committed against the sea (or other body
of water), yet there’s no indication in this adventure of what the
maftets might have done to enrage an entire army
of nuckelavees (never mind just a few banding together). Given the
proximity of the two books’ publications, it is probably because
both Fey Revisited and
The Witch Queen’s Revenge were
being written at roughly the same time, meaning the author and
developers of Witch Queen
may not have been fully aware of how the nuckelavees were being
described in Fey Revisited.
Alas, this still makes for an inconsistency in how these fey are
presented in the game world. Not only that, I feel it could have
added a great new dimension to this portion of the adventure if it
were revealed that the maftets had indeed done something terrible to
the waters to enrage the nuckelavees. The PCs would still need to
stop the nuckelavees, but in doing so, might be able to teach the
maftets a lesson as well.
After
finding Baba Yaga’s death, the PCs must obtain her life. It is in
this part of the adventure that one of the biggest revelations in the
entire adventure path occurs: the secret of Baba Yaga’s longevity
and what happens to her daughters after they’ve ruled Irrisen for
one hundred years. The PCs encounter the undead remains of all the
previous queens of Irrisen (except Tashana, who initiated the
previous witch war against her mother—she escaped this fate). Baba
Yaga has achieved her long life by draining the life essence of her
daughters. She allows each of them one hundred years of glory and
then sticks them in a magical contraction that keeps her alive
indefinitely.
Once
the PCs have found Baba Yaga’s life, only one essence remains: her
blood. They can find this in the Witch Queen’s inner sanctum—the
kurgan, where a young girl named Yanca first encountered the norn
Vigliv. Baba Yaga transported this location from Earth into its own
demiplane within her Dancing Hut.
Elvanna has already set herself up in this location with a special
direct portal from here to Whitethrone back on Golarion, and in order
to gain Baba Yaga’s blood, the PCs must fight and defeat the
current queen of Irrisen. They can then finally free Baba Yaga from
the matryoshka doll.
Once
Baba Yaga is free, she reverses Elvanna’s attempts to spread
Irrisen’s eternal winter to the rest of Golarion by closing all the
portals Elvanna has opened. She then grants the PCs a boon (as I
mentioned above), removes the geas
effect on them, and goes on her way. She will also drop the PCs off
on Golarion if they ask (and if they ask carefully, she won’t
consider this their boon request). The PCs then return to Golarion as
heroes.
The
adventure provides quite a few options what the PCs might want to do
after returning. There is the matter of Irrisen’s succession. If
the PCs don’t get involved, Baba Yaga simply places another
daughter on the throne. However, the PCs can affect the choice. For
example, if they rescued Anastasia Romanova in Rasputin
Must Die!, they can convince
Baba Yaga to make her the new queen. They can even use their boon to
request that one of the PCs be made the new queen! There are a lot of
possibilities, and many of them make for a good set-up for continuing
the campaign if GMs decide to do so. If GMs intend to continue, the
adventure also suggests awarding the PCs their first mythic tier at
the conclusion of this adventure.
The
support articles in this volume are all tied very heavily to the
adventure itself. There is the aforementioned “Continuing the
Campaign”, as well as an article on Baba Yaga herself, describing
her history and containing her full game stats. The volume’s
Bestiary contains the stats for the “Crone Queens”, the undead
remains of Irrisen’s former rulers.
Overall,
The Witch Queen’s Revenge
is a very good adventure. Its final resolution may not satisfy
everyone—and indeed, some may not even consider it fully
resolved—but it does accomplish what it set out to. The entire
adventure path has attempted some things not normally associated with
Pathfinder and other fantasy roleplaying games (particularly
travelling to other planets instead of other planes, along with
introducing more modern technology), and it has done so brilliantly.
When I wrote my review of Maiden, Mother, Crone, I said
that it was the weakest of the series thus far, but if it turned out
to be the weakest overall (which it does), Reign of Winter
would still turn out to be an excellent adventure path. I think I was
right. Reign of Winter
has been truly excellent.
“The
Bonedust Dolls”
Every
instalment of the “Pathfinder Journal” in every volume of the
Pathfinder Adventure Path
is the same length—six pages. There is roughly the same amount of
artwork for each one too. This means every story to appear in these
pages must be of roughly the same word-count. It must take quite a
bit of revision and editing to cut down or expand a story to this
length. This unfortunately means that a lot of stories are going to
end up lengths that really don’t suit them. “The Bonedust Dolls”
by Kevin Andrew Murphy, which appears over the six volumes of Reign
of Winter, is one of these,
expanded out to a length much longer than it needed to be. It’s
actually rather amazing how little happens in the story and how
little effect its protagonist has on those things that do happen.
The
entire first part is quite superfluous and is nothing more than a lot
of rather dull exposition as the protagonist, Norret Gantier, talks
to the wizard Dr. Orontius (who has virtually no other role in the
remaining parts of the story), and his brother Orlin. This first part
does do a pretty good job of establishing Norret’s character.
Unfortunately, it establishes all his negative qualities first
without the benefit of his better qualities to balance things out and
make him likeable. All interesting characters should have flaws, so
the fact that Norret can be a bit snobbish and pretentious isn’t,
in itself, a problem. The problem is that we don’t see his better
qualities in this part and are left with the impression he really
doesn’t have any. He does become a little more likeable later on,
but by then, he’s already been tainted by his initial introduction.
First impressions really do count a great deal!
The
story would work a lot better if it simply began with Norret and
Orlin’s arrival in Whitethrone. That’s not to say that it
couldn’t benefit from further trimming later on, but all the
exposition covered in Part One could have be made quite clear as the
story progresses instead of cramming it all into a rather boring
conversation.
Things
start to get a bit more interesting in Part Two, but it still takes a
surprisingly long time for the story to become more than a string of
lucky coincidences. Indeed, Norret never really does much to
accomplish his mission. He never even uses his original plan and
instead just kind of stumbles across success through dumb luck. Orlin
happens to get threatened by an old crone and a group of young
jadwiga just happen to be close by and intervene. They just happen to
be impressed by Orwin’s witch-like abilities and some of them just
happen to come from a family that has all the secrets to Irriseni
porcelain that Norret is looking for. Because of their admiration for
Orlin, they just happen to allow Norret to come with them, too. Over
the entire story, Norret only uses his own abilities on a couple of
occasions: once to help in the fight against the dream spiders and
then at the end against
the trolls and winter wolves. His rather smug confidence in himself
and his abilities established in Part One is never really justified.
The only way to truly explain why the Pathfinders hired him for this
job in the first place is to assume that he has enjoyed this
brilliant lucky streak his whole life and other people have mistaken
his luck for actual skill.
Most
of the other characters, particularly the young jadwiga, are rather
incompetent too, but justifiably so in their cases. They’re not the
protagonists, and Poskarl and Kyevgeny’s rather complicated scheme
with the dream spiders provides the story’s main threat. I actually
rather like the characters of Poskarl and, particularly, Kyevgeny.
They’re not really villains, just misguided kids who fell in with
the wrong crowds. Some of the other jadwiga, like Madenya, however,
are not as well developed.
My
favourite character is, without a doubt, Byanka. She’s the only
really competent character in the story, and even though she has some
questionable morals, she’s clearly not horribly evil like the other
witches of Irrisen. I am actually rather annoyed that Norret betrays
her at the end, especially since she isn’t trying to stop him from
leaving anyway and has pretty much given him everything he wants (and
all because she just happens to mistake him for someone else). It
would be a much more satisfying ending if Orlin decided to stay in
Irrisen and train with Byanka. Norret could initially intend to
betray Byanka in order to get Orlin out, only to realize that Orlin
doesn’t want to leave. That’s what I was expecting at any rate,
and while it’s good to be surprised by the outcome, it’s not good
to be angered by the outcome.
One
thing “The Bonedust Dolls” does very well is show the society of
Irrisen. The country’s unusual customs come across very well and
readers are left with a great sense of what it’s like to really be
there. I love the Merrymead cakes! Unfortunately, this good
world-building doesn’t manage to make up for the unlikeable
protagonist, a plot that is little more than a string of
coincidences, and a whole lot of padding to stretch the story out to
its required 36 pages. Overall, it’s a very weak story.
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