Hut of Baba Yaga Adventure


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...and it has some astonishingly good art by Bernadette Carstensen in it. Though not enough of it. Beautiful work.

Cheers!
 

...and it has some astonishingly good art by Bernadette Carstensen in it. Though not enough of it. Beautiful work.

Cheers!
Yeah, and it reminds me a lot of Charles Vess (Stardust, Books of Magic), which is IMHO the epitome of fey-related art.
 

Its a conversion (I think they say "reimagining") of the one Roger Moore did in Dragon (before Dungeon) way back when. Which was equally massive.

Of course, that was the style of the time.
 


Yeah I'm going to have to use this sometime, it's pretty great. Very old-school feel like some of the OD&D castles. Either as-is, or perhaps for a sci-fi twist use a blue police box instead of a chicken hut. ;)
 

Finally, the hut is up.

The hut was over six months in the making, and I'm very pleased with the final result.

I've had the chance to read through the whole thing and compare it to my submitted draft, to see what changed. Alas, my Lurker Above 4E translation fell by the wayside. It was in room 14, Baba Yaga's Chambers. Otherwise, pretty much everything else I designed is there.

If you have any questions or want to discuss any parts of the adventure in more detail, feel free to post here. I'll check in occasionally.

I hope everyone enjoys it.

Craig Campbell
Author of Baba Yaga's Dancing Hut
 
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Yeah, and the old Lurker was always one of my favorite monsters too. Yes, it can be a gotcha monster sort of, but there are just times when that just WORKS.
 

thats just a nifty update to the old module.
Lots of details I can mine, although it will be a while before I'm running a Paragon game again.

Likes: fighting the hut before entering (optional), Giant chickens, magic pool, Baba's Bed. The conversion of solo fights to 4e multiple opponent battles. Natasha's fate becoming cannon.
Dislikes: the tank. Gaining control of the hut. The plane hopping /teleporting seem outa line. Although I haven't fully considered the limiting effects of the curses. Finally tesseract issues (see below)

Still not sure of the logic of the tesseract, but the flaws are imported from the original dungeon. How are the rooms different shapes? why are there 48 of them?

I like my own tesseract dungeon-design better. It had 6 rooms (some with chambers, ie sub-rooms) all 60x60x60 cubes. Direction, and placement of doorways varied along with gravity. The doors and gravity were consistent if it was imagined as an exploded cube. On the whole the inhabitants of my version were less interesting than the construction of the dungeon.

The last is not a flaw of the dancing hut.
 
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