Pathfinder Adventure Path #69: Maiden, Mother, Crone (Reign of Winter 3 of 6) (based on
Paizo Publishing, LLC
Chapter 3: "Maiden, Mother, Crone"
by Tim Hitchcock
Three Times the Adventure!
On the trail of Baba Yaga, the heroes find themselves transported to the barbaric land of Iobaria on the far-off continent of Casmaron. They must explore three ancient, mystically linked dungeons in search of more clues to the fate of the Queen of Witches, while contending with savage centaurs and demon-worshiping frost giants who seek to claim Baba Yaga’s secrets for themselves.
This volume of Pathfinder Adventure Path continues the Reign of Winter Adventure Path and includes:
“Maiden, Mother, Crone,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock.
A gazetteer of the Dvezda Marches—a cold and isolated region of Iobaria populated by centaur clans and dotted with ancient ruins.
An account of the demon lord of hideous giants, numbing cold, and bloody revenge—Kostchtchie the Deathless!
A glimpse into Irrisen’s eerie relationship with dolls in the Pathfinder’s Journal, by Kevin Andrew Murphy.
Five new monsters, by Jason Nelson and Sean K Reynolds.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.
This is a part of Iobaria that I have wanted to know about for quite some time.
However, I have noticed a slight error in the book. One page 26, once you have your PC's fighting the Frost Giant in the corridor heading into area C3. The title for this area is actually in the paragraph about the Development and how this Frost Giant calls for help. The title of this room is on the end of that paragraph. Not a big deal but in case others get confused by the description following this paragraph.
The main reason probably being that I don't like dungeon crawls. While some dungeon can be cool, and this one certainly has a cool premise, at the end it's just a place with many rooms and monsters that do not interact very well with each other. The place doesn't feel alive enough for me.
Being in a faraway region of Golarion, I would have perfferd the PCs to have more opportunity to explore and interact with the natives, than passing most of the adventure in either The Hut or The Dungeon
This is a really cool, thematically appropriate dungeon crawl. There's a good mix of interaction, straight-up brawls, and weirdly thematic puzzles and traps.
There's a lot going on and a lot of it's pretty weird, so I'm going to read through it a couple extra times before I start. It could probably have been served with a little more guidance on making the dungeon live, but I guess I'm used to adding that.
There's also an introduction to a new area, which is pretty cool. The players get to dip their toes into the huts traveling abilities and interact with it's fairy tale logic, which is great.
I feel like this AP got off to a rocky start plot-wise, but I'm assuming you've sold people on the main quest by this point. If you haven't by this point, you're kind of on your own.
Short version: The dungeon might be a little challenging to run well, but you've got some great material to work with.