Gromp Stomp: Review of The Dancing Hut
Warning: Oi! I be a dwarf and a stereotypical one (that is bad attitude largely from being without female companionship, head like a hammer from banging into cavern walls, hairy like steel wool, and with a pickled liver from all that dwarven ale). This is me first review here, so feel free to whine and complain about how bad it is. I willna listen, but at least ye can feel good knowin' ye've said somethin'. This review be decidedly "low spoiler" and uses the most "proper" English (as if) I can muster, even though it be not how I speak. Me parenthetical comments occasionally appear below.
Obligatory and Obvious Introductory Niceties
Oi, bogatyri and polianitsa, there's an adventure out just for you. Fans of MonkeyGod's
Tsar Rising will want this sequel too. (Unfortunately, this latter tale is for characters of the same level.)
The Tsar is dying and his wee, black-hearted, selfish sons will drive the land into civil war if he does. Yet, there is hope, for rumors persist that the Tsar's youngest son, Ivan, still lives. (It touches a dwarf's heart.) The protagonists have to find Ivan, for good or ill, before rival groups do the same. Just how to do this requires courage and a little help from an ancient crone with an iron nose.
The Dancing Hut is an adventure module set in a land based on Slavic folklore, published by MonkeyGod Enterprises, and written by Michael Tresca (also author of
Dragon 299's "Campaign Components: Knights" article--woo-hoo!). Crafted to challenge characters of 8th-9th level, the adventure weighs in at 72 pages (counting title and OGL). Along with the adventure, you get unique characters that shape the future of Torassia, several new items, and ten new monsters from folklore and otherwise.
Toe Scrapers (Low Points)
I always start with the bad, so we can end on the high notes.
First and foremost, I noticed the trip to complete the quest takes the PCs on a long journey--about 925 miles. Now, this isn't a problem unless you consider a few things. The PCs must travel on horse and know not where they are headed (being led by special means). Most travel is assumed to be trackless (according to the adventure) so one assumes the party travels everywhere at half speed. Thus travel to all of the locations in the module (without forcing the march, but also without losing
any time) takes at least 38 days. Well, the PCs only have 30.
A setting in the story, which contains all flying creatures, for some reason also has stairs. There's some lack of creativity for you. Apparently the owner of the place was expecting walking guests, even though his abode is nearly impossible to reach by such critters. The module specifically states the owner never has any visitors (which is odd, seein' as he's so gregarious and hospitable).
Statistics are incomplete in the module, and there's an occasional mechanics foible. A wizard here wears the equivalent of half plate, but has no arcane spell failure noted in his statistics. Somehow Baba Yaga is better at spellcasting than her class levels and race could possibly allow (such as knowing 5 7th-level spells, when her class allows 2). No EL is given for the encounter if things go terribly wrong, things can go wrong even if the heroes try to do the right thing, and the PCs are almost always assured a fight they cannot handle when this happens. In another place,
speak with animals is considered a viable way to converse with an outsider (because it is, after all, a hound, by the Sky Forge).
In a few places, the prose seems to be incomplete or not revised to match a new version of text elsewhere. A paladin named Alyosha is referred to as Alesha in his enemy's description--no spoiler there, because the PCs will probably never know this character's (or his enemy's) name. Baba Yaga's hut has some mysterious and unique undead guardians that come and go in "shifts", yet where they come from and where they go to is not clear. In fact, they're only mentioned in about a paragraph of prose in which where they are in relation to the hut itself is completely missing, it seems. Further, one wonders how Baba Yaga controls such beasties, since she lacks the magical abilities (in game terms, at least) to do so. Perhaps this isn't so important, since fighting Baba Yaga is a bad idea even for high-level heroes.
In this vein, the module is set in the land of Torassia (a mythical pseudo-Russia). Unfortunately, there's not enough information about the land in the module to actually set the story in Torassia. There's not even an area map, which is usual for MonkeyGod. So, my recommendation is to get a
topographic map of Russia, and make your own Torassia. (The Black Sea area is at the bottom left of the site's map. That body of water has to be the inspiration for the Sunless Sea in the module, the Black Sea thought to be the dominion of monsters in Russian myth--especially the chudo-yudo.)
The maps the module does have are poorly rendered, using digital tools, and uninspiring, anyway.
Skull Breakers (High Points)
As promised, high notes.
The players (and DM) may not know it, but they get to participate in a story straight out of Slavic folklore (almost literally, at one point, the story of Tsarevich Ivan's mythical clash with Koschei the Deathless). Great mythical personas dot the tale, such as Vikhor, the son of Stribog (the Slavic god of winds), lord of fierce whirlwinds, and Baba Yaga. Further, many seemingly meaningless encounters can provide the characters with later help or hindrances, depending entirely on the choices the heroes make. (Persons playing the "Red Sails" campaign setting presented in
Dragon 290 can definitely use this module.)
The story makes sense, has a meaningful plot, and the feel the encounters have is great. There's always room for choice, always room for various outcomes, and plenty of non-violent options. In fact, against some of the potential foes in
The Dancing Hut, violence is a poor choice indeed. In this race to solve the problem, there's plenty to do and competition to be had. Not only is this latter point true, but the story is also viable for heroic, mercenary, and villainous PCs, complete with a history-altering final battle that closes the narrative nicely. Great work there.
Some (wee pansies) may find aspects of the adventure too tough. Well, Russian folklore is hard on you, so get used to it. If you screw up, you usually only get that chance, so too bad. I find this kind of high-fantasy, yet-unforgiving air refreshing. Still, it is possible to tone down the danger for the lily-livered.
Tresca has made this adventure very
D&D. By that I mean any liberties taken with the subject matter aid the story and make it a diverse and wondrous tale with an old-made-new flavor. Some of the choices are obvious (like Koschei's monster type) while others are utterly unique (like the take on Baba Yaga, which is supposedly supported by some Slavic myths according to a little blurb I saw on d20 Magazine Rack). The author has also excellently taken liberties with the
D&D aspects of the game, mostly in the form of altering the alignment of one or more creatures from the standard found in 3E. Good choices all--although you may wonder at Baba Yaga's roll in the story and how that fits with her alignment. Then again, the old crone was like that in myth as well.
The cover (by Scott Fischer) is at once beautiful and a holistic visual metaphor for the module's story. The other art in the module is less thoughtful, but good.
Grompi Say...
The Dancing Hut has something to offer you, but not without some work. It's an epic story with mythological proportions in the sense that it's a grand adventure with real, and possibly dire, consequences and many fantastic elements. If you're familiar with Russian folklore, the adventure will be much easier to run. If your player's aren't familiar with the setting, include some bardic lore rolls or Knowledge checks to allow them to figure things out, or retool the story to fit your own setting and cosmology. Regardless, be sure to craft yourself an area map, such a bad thing to be missing from a "prepared" adventure. The fact of the matter is that this little gem is only $5 more than one of the "Adventure Path" modules from Wizards of the Coast, yet its more than double the size. Even if you've had a bad experience with past MonkeyGod modules, this one may be worth a look--especially if you're a fan of Slavic lore. Me, I'm inspired to look into Russian traditional tales more and see what it can offer my campaign.
Look: C. Nothing great, besides the cover. Some serious low points, like the maps and page borders.
Smell: A. Mmmmm. New book. Smells sweet. Oi, you're probably right--this ain't a proper rating category. Still, it's the truth. If I were a termite instead of a beardie, it'd be dessert time.
Taste: A. The story is solid, epic, and fun, requiring brains and brawn.
Crunch: B. Pretty good. There are mechanics mistakes to look out for however.
Grompi's Grade: B. Better than the other MonkeyGod products to which I've been exposed. Now if they maintain this level of story, get the editing solid, and the graphic elements together, we'd have something to treasure.