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The Dancing Hut
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<blockquote data-quote="Simon Collins" data-source="post: 2010008" data-attributes="member: 9860"><p>This is not a playtest review.</p><p>Beware! This review contains spoilers.</p><p></p><p>The Dancing Hut is a sequel to Monkey God's 'Tsar Rising' adventure, but can be run as a stand-alone adventure. It is influenced by Russian history and folklore, and is suitable for characters of levels 8-9.</p><p></p><p>The Dancing Hut is a 72-page mono softcover product costing $14.95. The adventure uses Monkey God's standard layout with standard-size font, slightly large margins (with some sidebars overlaying these margins), and little white space. The art is average, with good detail in the sketches but a slight distortion of proportion on many of the characters and creatures. Some of the maps are scaled and with compass direction though others are not. Writing style is fairly good, whilst editing is average, and includes one occasion where the GM's information has been included in the boxed text.</p><p></p><p>The Tsar has fallen ill. Whilst his twin sons (Alexi and Dmitri) prepare to go to war to gain the throne, there are rumours that his youngest son Ivan, believed to have been murdered, is actually alive. The PCs can work for the Tsar and find his youngest son, or for Alexi against the Tsar and Dmitri. Either way, the PCs must set off through the cold wilderness of Torassia to the castle of an evil djinni, where further clues to the young heir's location can be found. After dealing with a lich in his lair, the PCs move on to eventually find their way to the legendary Dancing Hut of Baba Yaga. After dealing with Baba Yaga and the several challenging tasks the crone sets them, the PCs may eventually track down the young heir. Depending on their actions in the adventure, they are greeted with animosity or friendship by Ivan. Ivan has joined with a group of pagans dedicated to bringing down the influence of the Khrestianin religion in Torassia. The group is led by a powerful werewolf, who the PCs must deal with if they are to return Ivan to the Tsar or Ivan's brother. They are interrupted by Ivan's scheming aunt and her group of paladins, who must be overcome before Ivan whisks the PCs back to the Tsar's palace. Finding the Tsar has just died, Ivan must attempt to hold the throne from his two elder brothers and the PCs must choose their sides in the climactic battle. PCs who choose the winning side may be rewarded with magical items by the old gods.</p><p></p><p>The Appendix gives stats for a good- and evil-aligned NPC party that can be used to harry the PCs during their quest. There are also stats for some new monsters and magical items, a glossary of terms, and a table showing stats for unique Torassian weaponry and armour.</p><p></p><p>Conclusion:</p><p>The adventure is heavily influenced by an interesting mixture of Russian legends and history, that gives the quest a unique and memorable atmosphere and, apart from some editing gaffs, is well written. There are a number of aspects to the adventure that allow the PCs to influence the outcome of the adventure (notably a detailed section covering the various possible reactions of Ivan dependent on the PCs actions in the adventure), an option to follow the adventure as mercenaries working for Alexi rather than the Tsar, along with various factions aiming to beat the PCs to their target or stop them when they get too near. Unfortunately, this complexity does not seem fully supported throughout the adventure so that the GM is lost at times if, for example, running the PCs through the adventure working for the Tsar's son Alexi. A few deus ex machinas are also used which, whilst adding to the rich legendary flavour and plotline, may irritate some. There is also an issue with the final two scenes, one of which involves the possible betrayal and slaughter of the PCs by a group of lawful good paladins (which is reasonable on a historical but not an alignment basis). The climactic battle itself, which could involve a combat with Alexi and Dmitri's forces, is given an EL15 (for PCs of levels 8-9), could involve up to 14 NPC combatants as well as the PCs, and takes place in an unmapped 60 x 100 foot room.</p><p></p><p>In all, an interesting and atmospheric quest, with a range of combat, roleplaying, and skill use, which will nevertheless require some work by the GM before running (that could become quite significant if taking the adventure off the main plotline provided or for use in another setting).</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2010008, member: 9860"] This is not a playtest review. Beware! This review contains spoilers. The Dancing Hut is a sequel to Monkey God's 'Tsar Rising' adventure, but can be run as a stand-alone adventure. It is influenced by Russian history and folklore, and is suitable for characters of levels 8-9. The Dancing Hut is a 72-page mono softcover product costing $14.95. The adventure uses Monkey God's standard layout with standard-size font, slightly large margins (with some sidebars overlaying these margins), and little white space. The art is average, with good detail in the sketches but a slight distortion of proportion on many of the characters and creatures. Some of the maps are scaled and with compass direction though others are not. Writing style is fairly good, whilst editing is average, and includes one occasion where the GM's information has been included in the boxed text. The Tsar has fallen ill. Whilst his twin sons (Alexi and Dmitri) prepare to go to war to gain the throne, there are rumours that his youngest son Ivan, believed to have been murdered, is actually alive. The PCs can work for the Tsar and find his youngest son, or for Alexi against the Tsar and Dmitri. Either way, the PCs must set off through the cold wilderness of Torassia to the castle of an evil djinni, where further clues to the young heir's location can be found. After dealing with a lich in his lair, the PCs move on to eventually find their way to the legendary Dancing Hut of Baba Yaga. After dealing with Baba Yaga and the several challenging tasks the crone sets them, the PCs may eventually track down the young heir. Depending on their actions in the adventure, they are greeted with animosity or friendship by Ivan. Ivan has joined with a group of pagans dedicated to bringing down the influence of the Khrestianin religion in Torassia. The group is led by a powerful werewolf, who the PCs must deal with if they are to return Ivan to the Tsar or Ivan's brother. They are interrupted by Ivan's scheming aunt and her group of paladins, who must be overcome before Ivan whisks the PCs back to the Tsar's palace. Finding the Tsar has just died, Ivan must attempt to hold the throne from his two elder brothers and the PCs must choose their sides in the climactic battle. PCs who choose the winning side may be rewarded with magical items by the old gods. The Appendix gives stats for a good- and evil-aligned NPC party that can be used to harry the PCs during their quest. There are also stats for some new monsters and magical items, a glossary of terms, and a table showing stats for unique Torassian weaponry and armour. Conclusion: The adventure is heavily influenced by an interesting mixture of Russian legends and history, that gives the quest a unique and memorable atmosphere and, apart from some editing gaffs, is well written. There are a number of aspects to the adventure that allow the PCs to influence the outcome of the adventure (notably a detailed section covering the various possible reactions of Ivan dependent on the PCs actions in the adventure), an option to follow the adventure as mercenaries working for Alexi rather than the Tsar, along with various factions aiming to beat the PCs to their target or stop them when they get too near. Unfortunately, this complexity does not seem fully supported throughout the adventure so that the GM is lost at times if, for example, running the PCs through the adventure working for the Tsar's son Alexi. A few deus ex machinas are also used which, whilst adding to the rich legendary flavour and plotline, may irritate some. There is also an issue with the final two scenes, one of which involves the possible betrayal and slaughter of the PCs by a group of lawful good paladins (which is reasonable on a historical but not an alignment basis). The climactic battle itself, which could involve a combat with Alexi and Dmitri's forces, is given an EL15 (for PCs of levels 8-9), could involve up to 14 NPC combatants as well as the PCs, and takes place in an unmapped 60 x 100 foot room. In all, an interesting and atmospheric quest, with a range of combat, roleplaying, and skill use, which will nevertheless require some work by the GM before running (that could become quite significant if taking the adventure off the main plotline provided or for use in another setting). [/QUOTE]
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