Worlds at War
The search for the Queen of Witches finally ends when the Dancing Hut travels to Baba Yaga’s homeland of Russia on the planet Earth. The year is 1918, and the First World War rages throughout Europe. The heroes find themselves in the wilds of Siberia, where they must face Russian soldiers armed with twentieth-century technology to infiltrate an ancient monastery and rescue Baba Yaga from her estranged son, Grigori Rasputin. Can the heroes kill the “Mad Monk”—who has already cheated death once before—and free Baba Yaga, or will they fall before the horrors of modern war?
This volume of Pathfinder Adventure Path continues the Reign of Winter Adventure Path and includes:
“Rasputin Must Die!”, a Pathfinder RPG adventure for 13th-level characters, by Brandon Hodge.
A look into the cultural climate of Russia in the midst of revolution, along with rules for her weapons of war, by Adam Daigle and Brandon Hodge.
Revelations on Szuriel, the Horseman of War, and her brutal quest for souls, by Sean K Reynolds.
Spiders versus sentient dolls in the Pathfinder’s Journal, by Kevin Andrew Murphy.
Four new monsters, by Adam Daigle, Brandon Hodge, 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.
ISBN–13: 978-1-60125-496-2
Rasputin Must Die! is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (639 KB zip/PDF).
DriveThruRPG: This product is available as print-on-demand from DriveThruRPG:
I, like many people, was skeptical when I heard the concept for this adventure. I thought it could be kind of cool or it could be really, really terrible.
I didn't think it could be this good. Brandon Hodge takes what could be the adventure's greatest weakness and runs with it, skipping mediocre and good entirely, going straight to awesome.
It isn't just okay that this adventure is set on Earth; it's an asset.
I was a hopeful sceptic for this particular installment - going to earth is a tough thing to get away with in any high fantasy setting, even more so going into some past epoche.
I am glad it works, as in 'it is amazingly well done'. The step makes sense, storywise, it fits really well into the established mood of the AP, it reads like an amazing ride (sadly I haven't played it, yet), with some genuinely creepy and some genuinely pulpy stuff going on in the adventure.
The additional material is great, too - the article about WW1 weapons and equipment might see more use in time (at least in my game, since synchronizing Golarion with Call of Cthulhu era Earth opens some great possibilities regarding the dreamlands...), the Monster section holds some nasty surprises (that translate well to regular Golarion games) and the article about Szuriel is nothing short of amazing.
Five stars, without any doubt.
I’ve been looking forward to this one for a while. In fact, a few months back, I even wrote a post about how much I was looking forward to it. I said then that it had the potential to be either a complete disaster or the most amazing thing ever. After all, mixing Pathfinder-style fantasy with historical Earth is not an easy task. There are all kinds of difficulties that have to be considered, not the least of which is the fact that the very attempt is bound to turn some people off in the first place. Mixing genres is just not some people’s cup of tea. But even for those who enjoy mixing genres, there’s still a lot that could go wrong. Well, of the two possibilities I suggested, it turns out not to have been a complete disaster. Indeed, Rasputin Must Die! by Brandon Hodge may well be one of the most amazing things ever! It is without a doubt one of the best adventures I’ve ever had the pleasure to read, and I dare say it’s likely to be long remembered as an all-time classic.
I just wanted to say, I was going to cancel my AP subscription at the end of Shattered Star. I thought, I've got Runelords, Jade Regent and Shattered Star. That's a great set of adventures there. How many adventures do I really need? A the Winter AP? Kind of dull.
And then they went to Triaxus, and I was interested, but...
I just wanted to say, I was going to cancel my AP subscription at the end of Shattered Star. I thought, I've got Runelords, Jade Regent and Shattered Star. That's a great set of adventures there. How many adventures do I really need? A the Winter AP? Kind of dull.
And then they went to Triaxus, and I was interested, but...
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Wow... I did not Expect this...
Though I am excited now that I know...
That said... you are really running out of Chapters for Greg A. Vaughan to write... Don't ruin your perfect record... ;)
We SO wanted to use Tunguska, but the timing was problematic.
I'll back Daigle up here. Even months after we'd totally discounted Tunguska from the equation, I was trying to figure out some way to pull it back in, even during my final weeks of writing.
"But...but...Rob. Adam. Listen. What if the events of the finale are so awesome they shunt the hut back in time 10 years, just so the PCs can look out of the window, see what they did, acknowledge the real-world reference, fist bump, and then start Chapter 6??? Pleeeease?"
This adventure breaks some crazy ground, but even we have our limits. =-)
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
In my opinion adventures like this are awesome, however if it happens in any time period WWII and later, the ability to romanticise and put fantasy into an earth senerio are lost and are not possible without greatly changing the game of the pathfinder universe.
So thumbs up on remembering this unspoken golden rule of earth magic fantasy RPGs.
Not only can't I wait for this one to come out, but it makes me wonder, is this a Paizo test of modern day (and possibly future) gaming, akin to Pathfinder Modern?
Could the Tunguska event been similar to the star stone and the characters need to race verious competing factions Red, White, Green, & Black Russians, Germans, Japanese, Austro-Hungarians, Turks, Americans, British and French to find the stone.
We SO wanted to use Tunguska, but the timing was problematic.
I'll back Daigle up here. Even months after we'd totally discounted Tunguska from the equation, I was trying to figure out some way to pull it back in, even during my final weeks of writing.
"But...but...Rob. Adam. Listen. What if the events of the finale are so awesome they shunt the hut back in time 10 years, just so the PCs can look out of the window, see what they did, acknowledge the real-world reference, fist bump, and then start Chapter 6??? Pleeeease?"
This adventure breaks some crazy ground, but even we have our limits. =-)
You could retroactively claim that the Tunguska Event was a glancing blow from the shot fired ages ago by the weapon that did in both Eox and the probably the Twins. ;)
Hoorah! I seem to be in the minority about wanting tanks or Tunguska, but I'll darn sure be looking at every possible way to instead shoehorn in the Ogdru Jahad, the founding of the BPRD, an infant demon with a stone Right Hand of Doom, and of course rules for the Good Samaritan and a swarm of cats (with obligatory Spooky and Kai cameos).
Normally I'd avoid this kind of module like the plague but I'm actually pretty excited about this one. Why? Because there's a Paizo logo on the cover. Paizo's track record with adventure design is second to none and I have no doubt that this kind of wackiness is in good hands.
I-I-I thought I c-could handle this, but-but,.....the tears of joy, they won't stop coming. This is too awesome, and I must keep this secret from my players at all cost!
I'm actually unable to express how insanely excited I am for this AP not only because I can finally play again (I always GM ALL the APs) but because of the great writer line up and fantastical setting and storyline. Now please let Greg A. Vaughan bring this baby home for volumne 6 - he HAS to, it's been way too long since he was allowed to write a high level chapter.
I'm still in shock about how amazingly awesome this is.
Please for the love of madness include a robust section on 20th-century weapons!
But my one, serious question about this all, is that does this adventure also involve an element of time travel as well? Or is it presumed now that Golarion's 4713 is parallel to Earth 1918?
Welp, this makes some definite ontological claims to the Golarion universe (that it is 'real' - coexisting with our own reality).
This opens the door to all sorts of possibilities.
Hey, what if a bunch of kids get stuck on a carnival ride and get transported to Golarion, only to be come heroes fighting ultimate evil in a desperate attempt to get back home?