Cover of S5 The Dancing Hut of Baba Yaga

S5 The Dancing Hut of Baba Yaga

Beware of Baba Yaga and her infamous hut!

Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek her out for her wisdom, which she has gleaned from centuries of travel through numerous worlds. Others, bolder and more foolish, search out the hut to plunder its treasures, which Baba Yaga has gathered from every corner of the multiverse. None, thief or scholar, who enter the Dancing Hut of Baba Yaga leave unscathed.

How will you fare now that the great Baba Yaga is in your neighbourhood?

TSR 9471

Written By
Lisa Smedman
Published By
TSR
Publication Year
1995
Handouts?
No
Battle Mats?
No
Includes Characters?
No
Level
Levels 7–20
Soloable?
No
Found In
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Highmastergab has played this adventure and would not recommend it.

Have read, have not run. Baba Yaga is very little developped upon as a character. No mention of Tasha (Natasha) in this module, except for her named spells. Otherwise, very similar to, but greatly expanded upon, the Dragon Magazine adventure-dungeon title "The Dancing Hut". Like that article, it proposes a few different ways to tie-in this fun-house dungeon to a current campaign. Interestingly, the module starts with a review of Baba Yaga's publication history in D&D products and publications. Very useful.

The module is a quintessential fun-house dungeon. Very little logical ecology to the dungeon, hard to solve puzzles, secrets, and hidden cryptic clues for SOME of the answers. The foes are tough and so are the puzzles and traps. Challenges both the players and the character sheets.

Baba Yaga is aware of what is going on in EVERY room though scrying, is free to teleport around and gather her minions to face the invaders ; there's no reason why adventurers would ever get very far before being overwhelmed.

Baba Yaga's Hut is a strangely arranged demi-plane / extraplanar dimension. Like much planar stuff in AD&D 2nd edition, what works and what doesn't is very noodly. It's also hard to understand the planar geography - how the rooms and zones connect - even for the DM, not just the players. Consult the diagrams at the end of the module, they will make the geography easier to follow. Even then, it's not the clearest thing.

There's a tie-in with Spelljammer, as well as with 20th century real-world history, technology and pop-culture. A lot of tongue in cheek stuff, zany, some fun aspects. A promising idea, would severely adapt before running.