Lisa was very much the tomboy growing up in Vancouver, British Columbia--playing in the woods behind her house, building tree forts, damming the creek, playing army with GI Joe dolls, swinging on ropes, playing flashlight tag, building models and go-carts (which she later rode down the street). She also liked reading science fiction novels from the 1940s, the Doc Savage series, and the Harriet the Spy books.
In 1984, she began her professional writing career, first as a journalist then as a fiction writer. She counts science fiction authors Connie Willis, Robert J. Sawyer, and H.G. Wells, and classic books such as Treasure Island, as influences.
Several of Lisa's short science fiction and fantasy stories have been published in various magazines and anthologies, and in 1993 she was named a finalist in the Writers of the Future contest for science fiction and fantasy writers. She has also had three of her one-act plays produced by a Vancouver theater group.
Lisa is the author of Extinction, one of several novels set in the Dungeons & Dragons role-playing game’s Forgotten Realms universe. Released in 2004, Extinction made the New York Times bestseller list for hardcover fiction.
After authoring several science fiction and fantasy novels, Lisa recently turned her hand to children's books. From Boneshakers to Choppers (2007) explores the social history of motorcycles. Her interest in motorcycles goes way back--as a teenager, Lisa enjoyed trips up the British Columbia coast, riding pillion on friends' motorcycles. She later purchased her own bike, a 50cc machine, to get around town.
Lisa is one of the founders of Adventures Unlimited, a magazine providing scenarios and tips for role-playing games. She has written short fiction for the Advanced Dungeons & Dragons role-playing game's Ravenloft and Dark Sun lines. She has also designed a number of adventures and gaming products for Star Wars, Indiana Jones, Cyberpunk, Immortal, Shatterzone, Millennium's End, and Deadlands. Her original games include Valhalla's Gate, a tabletop skirmish miniatures game drawn from Norse mythology and runic lore. An avid gamer, Lisa belongs to the Trumpeter Wargaming Club.
After working for more than 20 years as a journalist, Lisa now divides her time between writing fiction and contributing to the Vancouver Courier (she edits and writes the History's Lens column). Besides a diploma in journalism, she also has a degree in anthropology. She is fascinated by history and archaeology, particularly the Bronze Age. Her future plans include writing more historical fiction, alternative historical fantasy, and game tie-in novels. Lisa is also interested in building models and dioramas, and tabletop miniatures gaming.
She lives in Richmond, British Columbia, with her wife, their son, four cats, and two pugs.
Absolutely top-tier adventure, and one that ought to be counted among the exemplars of its kind. I only discovered this by chance--when searching up the greatest modules, etc., this was only featured on one person's list, excluded from all others.
A funhouse dungeon to be sure, but all thematically consistent with the sorts of things a malevolent grandmotherly witch would collect on her travels across the multiverse. The highlights here are too numerous to list, but I was particularly fond of the intestines corridor, the giant cat, and the, uh, section.
Dangerous but not maliciously so, packed to the gills with interesting and messed up content but not overlong, this is incredible work.
I really enjoyed this one, even though the PDF I got wasn't the best quality ever.
The concept of the hut is really cool, and the way the rooms are connected is different from what we're used to. I would have liked a more comprehensive global map, with proper links between the rooms that can be connected to one another, maybe with a lock symbol when appropriate or some kind of visual reminder when you need a password for the connection to succeed.
I also like that Baba Yaga isn't the usual BBEG. Her purpose is not to destroy the party, she has her own goal. The adventure is almost presented as a sidequest to a bigger campaign, but with a very powerful enemy that you can kinda bargain with, almost cordially. And that you don't have to kill (in fact, it's probably better if you don't since she's so powerful).
I though most rooms were inventive. Some of them felt a little unforgiving, but I guess it made since when you start going through level 2 of the hut. As inspiration for one's own campaign, I think it's a good module as every room have it's special twist that you can lift and paste elsewhere quite easily, even though there's a global concept connecting the rooms together.
I don't have a recent comparaison for this, as I haven't touch Baba Yaga in CoS 5e yet, but I'm more curious now to see how it goes.