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D R A G O N 3 1

The Dancing Hut For the DM’s


eyes only

Referee’s introduction item the characters are seeking (a magical a decorated wooden roof. Only 15’ wide
High-level adventures are hard to come sword, a piece of the Rod of Seven Parts, and 12’ high at the peak of the roof, with a
by. Every month, readers write to etc.) was taken by an ugly old woman who small chimney on top, the Hut does not
DRAGON® Magazine asking for modules rode in a huge iron kettle that skimmed appear very impressive — except for the
in which powerful characters can test their over the ground. The woman disappeared 12’ long chicken legs coming out from the
skills against powerful enemies, but settings with the item into a dark wood and has not bottom.
like that are uncommon. been seen since. Local people can point out When first sighted, the Hut will usually
High-level characters often run into high- the way the old woman went, though char- be “dancing” by spinning about rapidly on
level magic items, and the most powerful acters will have to search before finding the its feet. The Hut will make about one revo-
magic items are relics and artifacts. What Hut itself. The PCs may try stealing the lution every six or seven seconds, with the
follows is a description of one of the most item or may bargain for it. feet stamping the ground every half second.
famous of all artifacts: The Dancing Hut of 3) Adventurers may have heard of Baba If someone is entering or leaving the Hut,
Baba Yaga. This magical hut serves as its Yaga’s Hut, and they may wish to find and the legs will fold up into a 2-foot-deep
own high-level adventuring environment, possibly seize it. The Hut doesn’t remain in crawlspace beneath it, so that the Hut rests
and the material below suggests some sce- any single location (see below); it can wan- on the ground.
narios for this setting, too. der the planes freely. There might, however, If so commanded by Baba Yaga, the two
Before running an AD&D™ adventure be certain places where characters are likely huge legs can move the Hut at a very rapid
using this material, the referee should read to discover it. The referee decides where pace (48” over smooth ground, 36” over
through this module carefully and be as these places are, though they should be rough terrain or swampland, 24” through
familiar with it as possible. He should pay located far from civilization and in rela- woods and mountains). About 2’ thick, the
special attention to the Dancing Hut’s tively dangerous wilderness areas. If this legs are treated as AC -2 and may only be
peculiar construction. Because all referees scenario is used, the referee should prevent struck by magical weapons. Each leg has 45
handle high-level adventures differently, Baba Yaga’s death at the hands of the PCs if HP, and if damaged by weapon blows will
and because this magazine has space limita- possible; she can then harass the characters regenerate 3 HP per round. As noted be-
tions, Baba Yaga’s Hut is presented here in for many games to come. low, the legs are immune to all magic.
general form. Specific details on the exact 4) Adventurers may need to consult Baba When attacking (if commanded to do so,
contents of the Hut’s rooms and inhabitants Yaga for advice, or perhaps for a special if attacked, or under other conditions de-
should be filled out by individual DMs, so conjuring spell. They may seek an enchant- scribed below), the legs strike as 10 HD
that no two versions of the Dancing Hut ment, a cure, or some other form of assist- monsters, once each per round, for 4-24 HP
need look exactly alike. ance. Baba Yaga is evil, but the characters damage. If a leg catches a victim with a
The Dancing Hut is designed to chal- don’t have to be evil to consult her. See the score of 4 or more over the roll needed to
lenge high-level characters to the limits of character description of Baba Yaga for more hit, the victim’s arms are pinned by the
their ability; characters below 9th level information. The Hut becomes the starting claws, and the attacker may be crushed to
should not go adventuring in this module. point for a series of other tough adventures. the ground for 4-40 HP damage (40%
The referee should try to avoid having A good DM will play Baba Yaga well to chance), or hurled 20-120 feet away for 1d6
adventurers arbitrarily killed off. On the keep her alive for many adventures. She is damage per 10’ thrown (60% chance).
other hand, adventurers shouldn’t receive a rare and valuable NPC. Thrown characters must make a saving
“Monty Haul” rewards, either. throw vs. paralysis or be stunned upon
A final note: Baba Yaga and her Dancing The Hut’s location impact for 2-12 rounds, unable to move,
Hut have been previously described in According to the Russian folk tales of attack, or defend themselves. Crushed
issues of DRAGON Magazine and the Baba Yaga’s Hut, this dwelling may appear characters will be hurled away in the follow-
Dungeon Masters Guide; this adventure almost anywhere one could imagine. It has ing melee round.
setting, however, contains a version that been seen in tangled swamps, dark wood- No matter whether the Hut is spinning,
differs from each (influenced by the author’s lands, open fields, and even underground in fighting, or running, the interior will re-
research on Baba Yaga). huge caverns. Usually the Dancing Hut main stable and calm, because of its extra-
appears near a thick forest or in a clearing planar construction. Other powers of the
Adventuring scenarios within it. Hut may be used under Baba Yaga’s direc-
Baba Yaga’s Dancing Hut may be intro- All normal wildlife within a five-mile tion, and they are described in area 46
duced into AD&D campaigns in a variety of radius of the Hut will soon flee, leaving below.
ways, depending on the goals and tempera- only certain magical creatures living in the The Hut itself is powerfully enchanted.
ment of the players and characters. The Hut that directly serve Baba Yaga. Baba Close examination will show fine magical
scenarios below may be elaborated upon by Yaga will tolerate no strong evil rivals runes covering every square inch of its outer
the Dungeon Master as desired. around her, and most intelligent beings surface. The Hut’s exterior (including the
1) Baba Yaga was known to raid the come to fear her more than death itself. legs) is not affected by any magical spell,
countryside around her Hut in search of Legends about Baba Yaga are found across and it will reflect spells cast directly upon it
people to eat; she would kidnap them and dozens of alternate Prime Material planes. (such as fireball, lightning bolt, or magic
escape, taking the victims to her magical Normal humans, demihumans, and human- missile), inflicting them on the caster. Area-
Hut where she would have them prepared oids may flee if they are aware that she and effect spells not centered on the Hut will not
for her dinner. Player characters may find her Hut-have arrived in the area. be reflected back, but they will not affect the
that one of their number, or a close ally and Hut, either. Though the walls are made of
friend, has been captured by the witch and The Hut’s appearance wood, the Hut is immune to all forms of
carried off. A rescue mission may be Baba Yaga spent much of her early life fire, acid, cold, water, and lightning. Physi-
launched, though no one may know at first constructing the Dancing Hut, which now cal attacks have no effect upon the cabin
that Baba Yaga is the one responsible (a serves as her mobile fortress, home, and section of the Hut.
rude surprise indeed!). helper. The Dancing Hut is a small, win- No form of divinatory spell, not even a
2) Rumors are heard that some magical dowless log cabin, hexagonal in shape, with wish, will reveal the Hut’s current location

32 MARCH 1984
(its protection resembles that offered by an the skulls will have other problems. The order to run characters through the Danc-
amulet of proof against detection and loca- moment the character touches the ground ing Hut. Each area of the Hut that rests
tion). “You’ll find it when you see it,” say inside the fence, the grass under the charac- along a face of the tesseract is described
the sages. ter’s feet will come to life and attack the separately from all the others. Notations
character as if an entangle spell were cast. show which other rooms can be reached
The Hut’s environs Bushes, weeds, and even trees will join in from each area, and each exit (doorway,
Once she has arrived on a new world or the attack. The Dancing Hut will then walk stairwell, and so forth) is marked accord-
land, Baba Yaga will quickly set about over and attack immobile characters at +4 ingly on the accompanying maps.
constructing an enclosure to set off “her” “to hit,” and slowed characters at +2, at-
territory from everyone else’s. Within a tempting to throw them out of the “yard.” Spell alterations
week, she will have finished work on the Fire-based spells will kill the grass, though Aside from the Hut’s immunity to and
enclosure. For as long as she plans to stay, anyone caught in the grass will also be partial reflectivity of magic, the interior of
she’ll regard it as her home. If the Hut is subject to damage from such attacks. the Hut produces some unusual alterations
encountered, refer to the material below, in magical spells. To begin with, no magical
which describes the usual environs. Entering the Hut spell, spell-like effect, or psionic discipline
Surrounding the Hut in a 45’ wide circle Once someone has made his way past the will function beyond the range of a single
is a “picket fence” of twenty-four sharp gate (and/or the animated vegetation and area within the Hut’s tesseract. A spell cast
stakes, each about 5’ tall, with a human, the skulls), there comes the problem of how from area 1 toward area 2 will vanish in the
humanoid, or demihuman skull resting on to get the Hut to stop spinning and settle doorway between the two areas. However, a
the spike. The skulls are enchanted with down to the ground. The command phrase spell can be cast from room to room if both
magic mouth spells (see below). When the needed to enter Baba Yaga’s Hut can be rooms lie in one area of the tesseract. If the
sun disappears in the evening, a magical found by the casting of a divination, legend door is open to the outside in area 1, any
flame appears within each skull that illumi- lore, limited wish, alter reality wish, or spells cast outside the Hut to the inside (or
nates as a light spell. vision spell. The character will then know vice versa) will be dispelled the instant they
A number of special magics have been the command phrase: “Little hut, little hut, enter the doorway.
cast around the Hut to encourage polite turn your door to me!” The command can However, spells cast upon one’s person or
visitors to enter, while preventing rude be spoken in any language; the Hut will upon an object will continue to function if
guests from leaving. A squeaky gate about understand immediately. The Hut will stop, the person or object is taken from area to
4’ high and 4’ wide, made of human turn its door to the speaker, and settle to the area within the Hut. Thus, a mage with
bones, is set in the row of stakes around the ground. invisibility would still be invisible after
Hut. The gate has a low intelligence and is Unfortunately, the wooden door to the going from area 1 to area 2.
aware of living beings within 10’. It will Hut is wizard locked at the 25th level of The ranges of all divination-type spells
swing outward to open, allowing anyone ability, though it may be opened by the cast from within the Hut are restricted to
who approaches to enter, but it will not usual methods (note that the effectiveness of the area where the spells are cast; other
open to permit anyone to leave. If someone dispel magic is reduced for all lower-level areas cannot be so examined. Peering into
tries to leave while the gate is opening to let characters). The door cannot be broken by other planes from within the Hut is not
someone else in, the gate will bang shut, any force or power. Characters will quickly possible, except within certain areas as
knocking both people down on the inside of note that the door frame is composed of noted. The Hut cannot be “spied on” from
the “picket fence” and automatically doing bones, and the hinges are made from hu- any source external to it, and is not open to
1-6 HP damage to each of them. Anyone man hands. the Astral and Ethereal Planes, again except
who oils the gate’s hinges, however, will be A mouth full of sharp teeth will appear in within certain areas.
allowed to enter and leave as he likes. the center of the door when anyone gets In addition, anyone who casts a
If someone begins to pass between the within 10’ of it. The mouth will tell the divination-type spell or uses a psionic power
skull-topped stakes (a logical move, since characters (in their common tongue) to act within the Hut will be cursed in a special
the stakes are set about 6’ apart), the two with proper courtesy while in the Hut and way. Baba Yaga hates snoops, and has cast
skulls closest to him will suddenly animate, to mind their own business. “Spies and magic spells that will cause an invisible
speaking harshly in the local “common thieves will be eaten,” it adds. The mouth brand (shaped like a chicken’s track) to
tongue.” They’ll warn the character to enter cannot be dispelled, and it has no other appear on the face of anyone using divina-
or leave only through the gate. Anyone who powers. tory powers within her Hut, whether from
continues to pass between the two skulls From 5-20 minutes after a character or spells, psionics, or a magic item. Anyone
after this warning will be struck suddenly by party enters the front door, the Hut will rise may see the brand using a detect magic or
a special form of the burning hands spell to its feet and begin “dancing” again. detect invisibility spell, but it may only be
from each skull; each spell does 25 HP of Characters inside the Hut may stop the removed by a dispel magic or remove curse
damage. Each skull may use this power “dancing” and leave the Hut again by the spell (against 25th-level magic) cast by a
three times per day, at a 6’ maximum methods described in area 1 below. spellcaster of 16th level or higher. If Baba
range. The skulls may be struck and broken Yaga sees someone with such a brand, she
by normal weapons; they are AC 2, taking The Hut’s interior will feel instant hatred for that person and
10 HP each, but they will use their spells to The layout of the rooms within Baba will do all she can to have him slain and
defend themselves. Yaga’s Hut is highly peculiar, and may cooked for dinner.
Attacking the skulls at long range will disrupt most mapping attempts after the Clerics and druids will not be able to
provoke them into launching fireball spells first few minutes of movement. Baba Yaga recover any spells above the 2nd level of
at their attackers. These fireballs have a constructed the Hut around a tesseract, a power while they are within the Hut, be-
range of 350 yards and effects (damage, four-dimensional figure composed of eight cause of its extra-planar construction (cut-
etc.) as if they were cast by a magic-user of normal cubes joined together along their ting the cleric/druid off from his deity).
25th level. Each skull may launch two such faces. Magic-users and illusionists can recover
fireballs per day, but only one skull may fire The floors within the Hut lie along the their spells normally.
per round at any one attacker. Bystanders different sides of the tesseract, producing A number of spells will not function or
will not be fired upon, though they may be seemingly impossible (at least, from a three- will have altered effects if cast within the
caught in the area of effect of a fireball dimensional point of view) room connec- Hut. Below is a list of unusual spell effects
blast. tions within the Hut. However, it is not produced within the Hut, with brief notes
A character who teleports, levitates, flies, necessary for referees to have a working on why the alterations occur.
or otherwise manages to “illegally” get past knowledge of four-dimensional geometry in A letter in parentheses after a spell name

34 MARCH 1984
indicates that the spell’s normal effect is Find traps — All doorways leading from ing within an area in the Hut, not intending
totally or partially negated, for a certain one area of the Hut to another (crossing to leave it.
reason: faces in the tesseract) will be detected as Predict weather — (E)
(A) indicates the spell will not work traps by this spell (as alteration magic). Speak with animals — (A)
against any “animal” found within the Gate — If cast within the Hut, and if Stone shape — (H)
Hut, since these animals possess magical or Baba Yaga is present, it will alert her to the Summon insects — (E)
paranormal powers and are technically presence of the spellcaster and his exact Transmute metal to wood — (H)
considered to be “monsters.” Spells that location instantly. Baba Yaga will not be Transmute rock to mud — (H)
specifically work against “monsters” or summoned to the caster, but will come on Transport via plants — (P); see pass
fantastic creatures in general (hold monster, her own to investigate, fully prepared. plant.
for instance) will work against these beings. Holy/unholy word — This spell will not Turn wood — (H)
(H) indicates the spell will not work if cast anyone back to his home plane, though Warp wood — (H)
cast upon any stone, metallic, or wooden it works normally otherwise; it will affect Weather summoning — (E)
part of the interior of the Hut that is an opposite-aligned beings just as it does every-
integral part of the Hut’s construction one else. Magic-user spells
(floors, walls, ceilings, and doors). How- Insect plague — (E) Animal growth/reduction — (A)
ever, loose items such as weapons, knick- Know alignment — See detect evil/good. Anti-magic shell — Will not prevent any
knacks, furniture, and so forth may be Locate/obscure object — See commen- functions of the Hut from working (i.e.,
affected. tary on find the path. walking, attacking, etc.); in addition, if this
(E) indicates that no natural environment Plane shift — If cast within the Hut, the spell’s area of effect touches a doorway
exists within the Hut (i.e., there are no plane shifted character(s) will be randomly leading to another face of the tesseract, the
normal animals or insects that can be sum- transported to one of the 48 areas across the doorway vanishes completely for 2-24
moned, no weather to be controlled, etc.), tesseract in the Hut. The area arrived at hours, replaced by an impenetrable gray
thus the listed spell will not function. may be determined by rolling a d4 and a wall. The doorway will reappear after the
(P) indicates the spell will not work be- d12. If the d4 rolls a 1, the characters arrive 2-24 hours.
cause no contact with or travel across other at room 1-12; if a 2 is rolled on the d4, Astral spell — (P)
planes can be performed while in the Hut, room 13-24, and so forth, rolling the d12 to Bigby’s hand (any) — The hands will be
unless the spell is cast within certain areas select the exact room. The exact point dispelled if they are made to cross a door-
detailed below. Contact with deities is not within an area at which the characters way from one area of the tesseract into
possible for this reason. arrive may be chosen by the referee as another.
Other spell alterations specific to certain desired. Blink — (P)
areas of the Hut are given in the area de- Speak with animals — (A) Cacodemon — (P)
scriptions. The descriptions of Baba Yaga Spiritual hammer — (P) Cloudkill — This spell will not spread
and her two “daughters” should be con- Stone tell — Any stone that forms a part into any other areas in the Hut except for
sulted to determine the effects of spells cast of the interior of the Hut will refuse to the one in which it is cast. The cloud cannot
against them, either within or outside the cooperate with characters who request cross into other faces of the tesseract.
Hut. information from it, instead insulting them Conjure elemental — (P)
intolerably and calling for help from Baba Contact other plane — When cast, this
Cleric spells Yaga for the spell’s duration, unless other- spell will drive the spellcaster instantly
Aerial servant — (P) wise dispelled. insane with a random insanity from the
Animate object — (H); objects found True seeing — No ethereal, out-of-phase, DMG; unless given a remove curse spell,
within the Hut may be animated, but will or astral beings or objects will be seen, since the mage will be insane for 4-48 weeks.
never obey anyone but Baba Yaga and will the Hut does not connect to those planes. Nothing else will be gained from this spell.
never attack anyone unless Baba Yaga so Word of recall — (P) Baba Yaga may use this spell normally in
commands them. the Hut.
Astral spell — (P) Druid spells Control weather — (E)
Commune — (P) Animal friendship — (A) Detect evil/good — See cleric spell.
Conjure animals — (E) Animal growth/reduction — (A) Detect invisibility — See cleric spell true
Control weather — (E) Animal summoning (any) — (A) seeing.
Detect evil/good — The Hut has no Animate rock — (H); see cleric spell Detect magic — See cleric spell.
alignment, though the inhabitants do. animate object. Dig — (H)
Detect magic — The entire Hut radiates Anti-animal shell — (A) Dimension door — (P)
magic so powerfully that even non-magical Call lightning — (E) Dispel magic — See cleric spell.
or weakly magical items will show up as Call woodland beings — (E) Distance distortion — (P); spell requires
“strong” sources of magic, making this Chariot of Sustarre — (P) an earth elemental.
spell useless. Charm person or mammal — (A) Drawmij’s instant summons — (P)
Dispel magic — This will function nor- Commune with nature — (E) Duo-dimension — (P)
mally, though it will not affect the powers of Conjure earth elemental — (E) Enlarge/reduce — No effect upon the
the Hut itself. Spells cast by characters Conjure fire elemental — (E) Hut.
within the Hut may be dispelled. Check Control weather — (E) Erase — No effect on the runes on the
Baba Yaga and her “daughters” for the Creeping doom — (E) outside of the Hut or on Baba Yaga’s skin.
appropriate spell levels they operate at. Detect magic — See cleric spell. Find familiar — No response will come to
Divination — (P) Detect snares & pits — This spell will this summons if cast in the Hut.
Earthquake — (H) only locate simple pit traps within the Hut Gate — See cleric spell.
Exorcise — Has no effect upon the Hut, (if any are present). Hold portal — No doorway within the .
though it may break charms, curses, and Dispel magic — See cleric spell. Hut will accept this spell from anyone but
the like cast upon characters. Heat metal — (H) Baba Yaga; attempts made by other people
Find the path — This spell will produce Hold animal — (A) will fail.
meaningless results if cast with the intent of Insect plague — (E) Identify — If this spell is cast upon the
finding something in any area of the Hut Invisibility to animals — (A) Hut itself, the mage will receive but one bit
from anywhere outside that area. The re- Locate animals — (A) of information: this is indeed Baba Yaga’s
verse, lose the path, functions normally. Pass plant — (P); works only if transport- Hut. Nothing else will be learned.

36 MARCH 1984
Imprisonment — (P) certain extra-planar inhabitants of the Hut Magic item alterations
Incendiary cloud — See cloudkill. if true names are known, but not against Potions: Magical potions will have the
Invisible stalker — (P) Baba Yaga. same effects in Baba Yaga’s Hut as the
Legend lore — See identify and note Stinking cloud — See cloudkill. equivalent spell or psionic power (for exam-
about finding command words to enter Telekinesis — If an item is telekinesed ple, oil of etherealness and a potion of ani-
Hut; aside from this, nothing else will be across a doorway leading to another area of mal control would generally be useless).
learned. the Hut (in a different tesseract face), then Treasure finding potions will not detect the
Leomund’s secret chest — (P) the spell’s effect on the object ceases. presence of the Hut at all, and the drinker
Locate object — See cleric spell. Teleport — See druid spell pass plant. will be branded with a “chicken track”
Magic mouth — If cast upon a wall, Tenser’s floating disk — The disk will be stigma as well (see spell alterations).
ceiling, or floor within the Hut, the magic dispelled the moment it or the spellcaster Scrolls: All scroll spells function the same
mouth will verbally abuse the caster, contin- crosses a doorway leading from one area as the spells they are drawn from. Protec-
uing to do so for one round. Baba Yaga may (face) of the tesseract to another one. tion from magic scrolls will affect the Hut as
use this spell normally within the Hut. Transmute rock to mud — (H) the magic-user spell anti-magic shell,
Maze — This spell will randomly shift Unseen servant — The servant will not though they may deactivate a certain item
the victim to one of the 48 areas within the obey any commands of the caster, instead within it or on the party and burn out (see
tesseract, as per the cleric spell plane shift. pushing against the caster as he moves effects of rod of cancellation on doorways in
The victim will be left in the new area after (adding an extra 400 gp worth of encum- the Hut, described below).
the spell’s duration ends. brance to him) for the duration of the spell Rings: Those rings duplicating spell
Monster summoning (any) — If any (see Mordenkainen‘s faithful hound). The effects produce the same result as the spell
monster summoning spell is cast within the servant may be dispelled. Baba Yaga may itself. Djinni summoning rings will not
Hut, the spell will bring one of the following use this spell normally. work, as per the various summon elemental
beings from the listed area of the Hut. Vanish — (P) spells, and a ring of shooting stars will not
I — Manes demon (from 33) Wall of iron/stone — If the wall created is function within the Hut, since there is no
II — Lemure devil (from 33) larger than the dimensions of the room in “night” inside. Re-roll all malfunctions of a
III — Vladimir the giant cat (from 1) which it was created, the wall will not ap- ring of spell turning so that the wearers do
IV — Harginn grue (from 22) pear and the spell will be lost. not fall into the Positive Material Plane.
V — Piscodaemon (from 34) Wizard eye — This spell will be dispelled Rods, staves, & wands: Devices duplicat-
VI — Annis (from 36) if made to cross a doorway from one area of ing spell effects will produce the same
VII — Night hag (from 19) the Hut to another. results as the spells themselves. A rod of
None of the above summoned beings will Wizard lock — See hold portal. cancellation has no effect upon the Hut
be well disposed to the summoner, and are other than eliminating doorways that tem-
not under any compulsion to obey his or- Illusionist spells porarily lead from one tesseract area to
ders. All beings except Vladimir will attack Astral spell — (P) another. (And in the process, destroying the
at once; Vladimir will flee. Conjure animals — (P) rod; see magic-user spell anti-magic shell.)
Mordenkainen ‘s faithful hound — The Detect invisibility — See m-u spell. A rod of cancellation will work against
hound so summoned will begin barking at Detect magic — See cleric spell. mundane magical items, though. A rod of
the player-character party, attempting to Dispel illusion — Check Baba Yaga’s lordly might cannot use its direction-finding
summon Baba Yaga or her minions (the spell level (as per dispel magic) if this is or depth-finding abilities. A wand of nega-
essence of the phantom hound is drawn used against her magic. tion has no effect upon the Hut.
from the Hut, and thus serves the Hut’s Fog cloud — See m-u spell cloudkill. Weapons, armor, & protective devices:
builder). It will obey Baba Yaga’s every First level magic-user spells — See the Generally, no alterations of the powers of
command. Anyone turning his back to the appropriate spell descriptions. these items will occur, unless otherwise
hound will be attacked. If the mage who Magic mouth — See m-u spell. implied by the above magical changes (for
summoned the hound passes through a M a z e — See m-u spell. example, plate mail of etherealness will not
doorway from one area (face) of the tes- Prismatic spray — The violet ray will allow the user to go ethereal).
seract to another, the hound will be dis- hurl affected characters at random to one of Miscellaneous magic items: Many de-
pelled immediately. The hound can be the 48 areas within the Hut, as per the vices will become useless when brought into
dispelled by normal means, too. cleric spell plane shift. the Hut or will have altered powers. Items
Move earth — (H) Prismatic wall — The violet curtain will duplicating spells or psionic powers will
Passwall — Will allow movement work as per the note under prismatic spray produce effects as described elsewhere.
through interior walls of an area, but won’t (see also m-u spell prismatic sphere). Those items which make use of extra-
permit movement from one area of the Hut Rope trick — See m-u spell. dimensional spaces to store things (e.g., a
to any other area if travel across tesseract Summon shadow — (P) bag of holding) will not function — except
faces is involved. The user cannot leave any Vision — See m-u spell contact other for a portable hole, which will open into a
mapped area. plane. random section of the tesseract (see above
Phase door — See passwall. Wall of fog — See m-u spell cloudkill. for cleric spell plane shift). A mirror of life
Power word (any) — Will not affect In addition to the above, any new spells trapping will not function. A cubic gate,
inhabitants of any other area (face) of the being used in a campaign should be evalu- amulet of the planes, well of many worlds,
tesseract but the area it was cast in. ated by the DM to determine any changes or similar device will shift characters else-
Prismatic sphere — The violet globe will in their effects prior to running this adven- where within the Hut, as described above.
send those touching it to another of the 48 ture, using the above spell effects as a yard- Items that establish contact with one’s
areas within the tesseract, determined as stick. Past issues of DRAGON® Magazine deity, or that require such contact to func-
per the cleric spell plane shift. have presented new spells for the various tion (incense of meditation, necklace of
Project image — Will not form an image classes, but these will not be detailed here. prayer beads, candle of invocation, etc.),
in any area of the Hut other than the one The Dancing Hut cannot be destroyed by will not work. A talisman of pure good (or
the spellcaster is in. any magic the player characters bring ultimate evil) will not produce any effects. If
Rope trick — This spell will create a against it. Even powerful items like a rod of a book of infinite spells is left on the Prime
temporary opening into a random area of cancellation or sphere of annihilation should Material Plane while the user goes into the
the Hut, determined as per the cleric spell have a limited effect against the Hut or any Hut, the user cannot use the spells in it.
plane shift. of its innate powers, as long as Baba Yaga is If a sphere of annihilation is brought near
Spiritwrack — Will function against alive. The Hut was built to last. the Hut, the Hut will automatically back

DRAGON 37
away from it at maximum speed once the Telekinesis — See m-u spell. effects tell them otherwise, characters will
sphere gets within 24”. The Hut can detect Teleportation — See druid spell pass probably not know when they are crossing
the presence of the sphere in various ways plant. from one area to the next. If Baba Yaga, her
and will seek to avoid contact with it if cat or servants, or her two “daughters”
possible. If contact cannot be avoided, the Wandering encounters approach any doorway in the Hut, the door
Hut will attempt to plane shift to another Random encounters with inhabitants of will automatically open for them and close
universe, if under Baba Yaga’s command the Hut are possible as the party wanders one segment after they pass. All other be-
(see area 46); if not under her command, through. The DM should design a “wan- ings (including characters) must force the
the Hut is allowed a saving throw (of 3 on a dering monster” table that includes most doors open using normal strength rolls.
d20) against the sphere to avoid destruction beings that might be met in the Hut in In certain areas, secret doors have been
if it is touched; a successful save means the general. Note that areas 12 (any room but built into the floors and ceilings. Many of
sphere was cast into another universe, plane A and B), 14, 17, 33 (lab only), and 46 these open directly into other areas, though
shifted away. should have no random encounters other no ladders or stairways are around. These
than those listed for them. Wandering en- portals are enchanted so that if Baba Yaga,
Psionic alterations counters should be rolled for at the start of her servants, or her two “daughters” call
Baba Yaga’s Hut produces alterations in every game turn (10 rounds), with a roll of out a command word (“Up!” or “Down!”)
psionic powers as well as magical ones. 1 on a 6-sided die indicating an encounter when standing next to the portals, they will
And, to make matters worse, the Hut at- will take place. receive a levitate spell for 1 round that
tracts cerebral parasites as a side effect of its Dungeon Masters may give some of the automatically takes them up or down safely
planar travel capabilities. Any psionic char- encountered beings magical items, and to the next floor. However, this will not
acter within 120’ of the Hut who uses a otherwise adjust the “wandering monsters” work for any other characters.
psionic talent (attack/defense mode or disci- to suit their campaign. Some suggested Regardless of the weather conditions
pline) will immediately attract 2-20 para- encounters (only briefly outlined) follow. outside, the interior of the Hut (in all areas,
sites to him per round. Any method used to DMs should take the time to work out unless otherwise stated) is pleasantly warm
get rid of the parasites will last only one encounters in detail before an adventure and dry. Unless stated otherwise, most
round, and more will come after that. (As- begins. At the DM’s option, certain en- rooms in the Hut appear to have walls
sume there are hundreds hovering around counters (particularly the annis maids and made of dark, stony material. The DM may
the Hut at any time, as well as dozens various daemon servants) may be consid- add extra details as desired.
within each area inside it.) ered “extra” beings not otherwise listed in The following abbreviations are used in
As long as characters are able to use the area descriptions below. the room descriptions: CH = ceiling height;
psionic abilities, here are the alterations that Possible encounters: IL = illumination; CL = continual light
will occur within the Hut to such talents: 1-4 annis maids on an errand, from 41. (magic-user spell, 25th level); ND = effect
Animal telepathy — Generally ineffec- 1 arcanadaemon with 1-2 yagnodaemon cannot be dispelled. Many area descriptions
tive; all encounters within the Hut are with assistants, visiting the Hut on business with contain map references as capital letters; the
“monsters,” except for those described as Baba Yaga. referee should use the text and the map
exceptions. 1-4 derghodaemons from 48, carrying simultaneously to get the fullest possible
Astral projection — (P) heavy crates full of treasure or garbage. understanding of the appearance or configu-
Clairaudience — Not effective if attempt- 4-16 diakka, summoned from Hades, ration of an area.
ing to “spy” through doorways into other holding brooms and dustpans (cleaning the
areas in the tesseract. Hut). 1) Hut — CH, 7’ flat; IL, oil lantern on
Clairvoyance — See clairaudience. 1-3 greenhags from 11, taking a stroll table.
Detection of good/evil — See cleric spell through the Hut. The first room entered in the Hut resem-
detect evil/good. 1 night hag, visiting Baba Yaga from bles an old peasant woman’s hovel; the floor
Detection of magic — See cleric spell Hades, with 2-8 hordling servants. is packed earth, with wooden walls and
detect magic. 1-4 lost and demoralized captives, who ceiling rafters. A small wooden table with
Dimension door — (P) escaped from an annis guardian. Most of one chair sits in one corner of the hexagonal
Dimension walk — Use of this power will them will be O-level humans; some might be room with a washbasin beneath it; a wood-
cast the psionic into one of the 48 areas of adventurers. burning stove (A) with a chimney rising to
the tesseract at random (see cleric spell Natasha the Dark, with 3-6 Type III the center of the ceiling rests in the opposite
plane shift), but will also stun the psionic demons as servants, from 15. corner. Near the stove is a small straw-filled
for 2-8 rounds, leaving him helpless. Elena the Fair, from area 17; 50% chance mattress with a worn quilt over it. Clothes
Etherealness — (P) she is wandering alone, and 50% chance pegs, shelves, bread boxes, combs, eating
Molecular agitation — (H); can only be she is with Vladimir the giant cat (from 1). utensils, and sewing supplies complete the
used within one area of the tesseract. Baba Yaga: 50% chance she is alone, room’s contents.
Molecular manipulation — (H) 30% chance she is with a nycadaemon, A secret door on the floor is covered by
Molecular rearrangement — (H) 20% chance she is advising a lich, mage, or the washbasin under the table; wooden
Object reading — Same result as m-u archmage visitor. stairs lead down to a cellar (area 19). A
spell identify; use of this talent will cause wooden ladder (B) is fixed against the wall
the psionic to be marked with the “chicken Area descriptions next to the table, apparently leading up to
track” stigma noted above, producing a Following are descriptions of the 48 dif- an attic. If someone climbs it, however, he
very unfavorable reaction from Baba Yaga. ferent areas within the Hut’s tesseract; each will pass through a gateway and come out
Probability travel — Same effect as cleric area may contain one or more separate through the floor in area 7. On the wall of
spell plane shift. rooms, and each room may be of wildly the Hut opposite the front door is another
Sensitivity to psychic impressions — Any variable size and shape. Though a tesseract door made of old wood; it leads into area 2.
use of this talent within the Hut will cause has faces of equal size, Baba Yaga’s use of Several peculiar things will be noticed if
the psionic to gain the “chicken track” teleporters within the tesseract allows this characters take the time to explore this area.
stigma mentioned above. The only vision variability. Gravity is normal in all rooms. The stove automatically reduces all non-
gained will be of Baba Yaga herself, staring Each area is connected to other areas by living materials placed inside it to one-
into the psionic’s eyes; the psionic must special trans-planar gates. Most of these fourth normal size, until the material is
save vs. will-force spells (wisdom bonus gates look like normal doorways, though removed. A basket next to the stove con-
included) or be affected as if by a scare spell some are built into staircases going up and tains charred goblin, elf, and human bones
(all races can be so affected). down between areas. Unless certain spell jumbled together; all have marks on them

38 MARCH 1984
as if a creature with sharp teeth gnawed yellow, D is green, E is blue, and F is in- animated hill giant skeletons (HD 9, HP 40
away what meat they had. digo; thus, a strike from C would do 40 HP and 52, 2-16/attack, otherwise as normal
The only live encounter here is with Baba damage, one from D would cause the victim skeletons) at the two points labeled B. The
Yaga’s cat, a large gray tabby named Vla- to save vs. poison, etc. The statues are skeletons cannot be turned by clerics, be-
dimir (treat as an 18 HP giant lynx, neutral immune to all magical spells except the cause of Baba Yaga’s enchantments, and
alignment). Vlad uses limited telepathy to spells that negate the effects of the individ- will only obey her. The skeletons, however,
communicate with intelligent beings within ual colors of a prismatic sphere, and if a are not the major guardians of the throne:
10’ of him, and can detect lie with 99% statue is struck by the right spell, it is de- polymorphed into the forms of two ivory
accuracy. He can hide in shadows and move stroyed. Statue A would be destroyed by a statues at the points labeled A are two mez-
silently with 99% success, and can surprise cone of cold, for instance, but this spell zodaemons (85 and 97 HP) that will attack
opponents on a roll of 1-5 on d6. Vladimir would not affect any other statue. Unless anyone who attacks Baba Yaga; the
will speak only to those who treat him well, Baba Yaga commands them to do so, the daemons will use levitation to avoid being
and will ignore all others. He can offer statues will not leave the room. caught by the trapper if necessary.
limited advice to the PCs (as much as the Attempts to remove the tapestries from If Baba Yaga is not present, there is a
referee wants to impart). the walls will cause them to unravel and be 60% chance that one of the mezzodaemons
If not forcibly held open, the front door destroyed. Roll a bend bars/lift gates chance will have polymorphed itself into her form
will shut on the round after the last charac- for each character trying to pry a tapestry and will be sitting upon the throne. It will
ter enters, and will be wizard locked again. free; if the roll succeeds, the tapestry leaves act like her until attacked, and will gener-
Any successful attempt to open the door the wall and falls apart in 1-4 rounds. The ally hear petitioners out, tell them to go
from the inside after this will cause the Hut value of the unravelled wire is 5,000 gp per back to area 1, and then leave the throne
to stop “dancing” (if it had started) and hanging. Only if a mending spell is cast room and report to Baba Yaga.
lower to the ground in the same round the upon a tapestry while it is unravelling will it The three doorways in this room connect
door wasopened. be preserved. to areas 2, 4, and 6.

2) Entry Hall — CH, peaked roof along 3) Audience Chamber — CH, 20’ over 4) Art Gallery — CH, each room (A-I) is
long axis of room, 60’ high at center, 30’ at square floor, 15’ over throne level; IL, wall domed, 20’ high at center and 10’ on sides;
sides; IL, 3 CL spaced evenly along roof. behind throne radiates red light (ND). IL, 1 CL in ceiling of each room.
The walls, floor, and ceiling in this grand This chamber is used by Baba Yaga when Numerous works of art from different
room are made from fine oak, with four 15’ hearing petitions from mortals who are not universes hang or stand in the nine cham-
x 30’ tapestries hanging from the walls. spellcasters of “name level” (11th level for bers in this area. Chambers A-H each con-
The tapestries are woven from gold, silver, magic-users, 12th level for druids, etc.). tain 2-7 paintings or tapestries, and 1-4
brass, platinum, mithral, copper, and ada- Being exceptionally cautious (and somewhat statues (most of human subjects, but a few
mantite wire, depicting scenes of great paranoid), the witch has placed a magically of nonhuman races). Some of the paintings
palaces from other worlds and lands. The enlarged trapper on the square floor before and statues have magical powers, and may
value of each tapestry is staggering (40,000 her throne. The trapper covers 2,500 square be developed by the DM as desired (some
gp each). Two circular stairwells descend to feet, but is otherwise like others of its kind; might be NPCs affected by flesh to stone).
area 38; the four doors here connect to it has 83 HP. It will only attack on Baba The large chamber, I, has 16 paintings and
areas 1, 3, 5, and 6. Yaga’s command, unless an offensive spell six statues, some magical (as noted above).
Six translucent, glass-like colored statues or physical attack is directed against it. Wishing to use guardians that would not
stand near the doorways in this area. All of Stairs lead up to the throne level, 5’ damage the artwork, Baba Yaga has caused
the statues will animate if any attempt is above the floor. The throne is made of a four spectres (HP 36, 38, 41, and 47) to be
made to steal the tapestries (and they can solid block of red quartz, extensively en- forever bound to this area; they cannot
also animate upon Baba Yaga’s command). graved with runes and symbols of magical leave it, and will attack anyone except the
The statues are AC 0, 9 HD, 40 HP, MV power. The throne is immune to blows and residents of the Hut (Baba Yaga, her
12“, and may strike once per round at magic, and is fixed to the floor as well, so “daughters,” and her servants) and crea-
opponents. The attacks differ from statue to treasure hunters cannot take it. The wall tures from the Lower Planes like night hags.
statue, duplicating the effect of a prismatic behind the throne is red crystal glassteel, Aside from the doors to areas 3 and 5,
sphere spell according to the each statue’s and radiates light from its surface. two secret passages are present here. Cham-
color. Statue A is red, B is orange, C is Flanking the throne on either side are two ber B has a secret door in the ceiling that
may only be opened if a passwall or phase
door is cast upon it; the door is detectable
only using magical means (true seeing or

DRAGON 39
true sight spell, gem of seeing, etc.). The none except for 1 CL (red) over throne, 30’ HP of damage as well (saving throw for half
door leads into area 40. above floor. damage; insanity comes regardless).
A concealed door is hidden in the floor The Grand Throneroom is an awe-
under an iron statue of the Hut in Chamber inspiring structure, with floors and walls 7) “Attic” — CH, 8’ flat; IL, none.
I. The statue weighs several hundred composed of black marble with veins of The attic looks very much like what one
pounds, and requires a bend bars/lift gates gold. The pillars lining the room are clear would expect to see, except that no chimney
roll to push aside. The statue will animate purple glassteel. The dark, starry ceiling is rises through it from the stove (the chimney
and step aside if Baba Yaga commands it, made of lapis lazuli, and has gems worked is in area 1 ‘s part of the tesseract), and the
but if anyone else tries to move it, it will into fine gold decorations around it. Door- ceiling isn’t pointed like the roof of the Hut.
attack as an iron golem in every respect ways to areas 2, 3, and 5 lead out from it. Scattered about the floor of the attic are
(AC 3, MV 6“, HP 80, kicking once per At the head of the room is a raised dais 5’ trunks, chests, and boxes full of old cloth-
round for 4-40 damage, and pouring gas high, upon which four titanic human skulls, ing, used-up wands and burnt-out amulets,
from the Hut’s doorway every seven each 10’ across, rest facing the opposite end and the other useless paraphernalia that an
rounds). The door drops into area 46. of the hall. The skulls are made from care- ancient witch might accumulate. A spiral
fully fitted sections of ivory, rendered hard stair leads up to area 13, a trap door leads
5) Recreation and Dance — CH, each as steel through enchantments. Centered down to area 1, and normal doors lead to
room (A-E) is domed, 15’ high in center between the skulls is the great throne of areas 8 and 10.
and 10’ high along walls in rooms A-D, 25’ Baba Yaga, rising an additional 10’ above One of the trunks has a guardian familiar
hemisphere over E; IL, 1 CL centered in the dais, reachable by a staircase. upon it which has received several extra
ceiling in each room. The giant skulls are each AC -2 and have enchantments. It will fight at a hasted speed
Each room in this area is devoted to a 40 HP apiece. Upon Baba Yaga’s com- if it attacks, always doing the maximum
different form of game or hobby. Room A mand, each may fire a ray ofparalysis (as possible damage; it receives maximum hit
contains sewing materials and a small loom; the wand) up to four times per day. In points in all incarnations; and it can see
B has assorted card and trinket games; C is addition, once per day each of the two skulls invisible objects. The trunk it guards con-
a dressing room for dancers and actors, and closest to the throne may form a symbol (as tains 20-80 gems, 20-50 jewels, and three
D contains various musical instruments. per the magic-user spell) on its forehead, magical items (of the DM’s choice). Be-
Room E has a lowered floor in the center, visible to anyone within 60’. One of the neath this treasure is a silk cloth covering
3’ down, for dancers and actors to perform skulls has a secret door set in its side; on the up a symbol of insanity inscribed on the
upon. The entertainers who perform here floor inside the skull is another secret door, trunk’s bottom.
are usually ones who have been kidnapped detectable only by magical spells or devices.
by Baba Yaga, and they must please her This door drops down into area 12. 8) Bestiary — CH, 10’ flat; IL, ceiling
with their performances in order to be The throne is composed of a single block gives off soft light (as light spell) over area
released (poor performers are eaten). of black jet stone encrusted with rubies and for 12 hours/day, then drops to almost total
The curtains that separate each room are amethysts; its value is beyond reason or darkness for 12 hours (ND).
enchanted to deaden all sounds passing counting. The throne is raised an additional Eight octagonal cages are in this room,
through them, effectively isolating the five feet above the dais level, with a series of each separated from the other and from
rooms during musical performances or steps leading up to it. Baba Yaga’s name onlookers by walls of force that complete
dances. Several magical items collected appears on the throne in letters made from
from various planes and worlds may be large rubies, each worth tens of thousands
found here, but when rooms A, B, and D of gold pieces. The throne, however, cannot
are not in use, permanent illusions are cast be damaged and the stones cannot be re-
over them, making them appear to be stor- moved; anyone attempting to damage the
age rooms with nothing valuable in them. If throne must make a saving throw vs. death
she hasn’t been encountered elsewhere, magic or die instantly.
there’s a 20% chance of meeting Elena the The throne has other powers that can be
Fair (see area 17) in room D; she will be activated by Baba Yaga’s command. Three
friendly, but won’t permit the theft of any times per day it can generate a globe of
items. invulnerability at the 25th level of power,
The normal doorways here lead to areas and it can generate a prismatic sphere once
2, 4, and 6; a secret door detectable by per week upon command. The throne may
normal means is in the ceiling in room C, cast fear (as the wand) once per turn, and
and leads to area 33. rulership (as the rod) once per day. If any-
one but Baba Yaga sits upon the throne, he
6) Grand Throneroom — CH, vaulted will be instantly inflicted with megalomania
ceiling 60’ high along long axis, down to and paranoia (as per the descriptions in the
20’ high at sides, supported by pillars; IL, DMG insanity rules), and will receive 5-30

40 MARCH 1984
their octagonal shapes. The walls of force
may be removed or raised with a brief
command phrase, which names the creature
to be captured or freed; however, only
magic-users of 12th level or higher will be -1 on his “to hit” roll, which will last for a
able to use such commands successfully. cumulative duration of one turn — begin-
Each cage will magically create food and ning as soon as the character leaves the
drink for its inhabitants, freshen their air, room (because it will take a while for one’s from 8, 10, or 30 may at first believe they
and otherwise keep the creatures alive. eyes to readjust to normal light). Thus, a are outdoors. The Lakeland area is an
These cages may be used as prison cells, of character who spends ten minutes searching enormous circular domed room 550’ in
course, whenever necessary. Most creatures the room will have a -2 penalty “to hit” for diameter, with a shallow lake in the center
are gotten in and out of this room by reduce 20 minutes after leaving the room. The of it surrounded by dense forestation. The
spells or other magical means. ultraviolet light cannot be dispelled. lake itself is swampy and no more than 15’
The DM should determine the contents Rooms A and B are filled with gardening deep at the most, with algae and leafy
of each cage (A-H), with an eye toward tools, biological experimentation equip- plants covering much of its surface. Narrow
making the creatures caught here extraordi- ment, tables, and botany notes. Room B footpaths wind their way around the lake
nary in the extreme. has a large culture of green slime in a stone shore from doorway to doorway, and over to
Doors connect to areas 7, 9, 11, and 12. jar, with a permanent illusion cast upon it to a circular staircase hidden among the trees,
A spiral staircase rises to area 48, and an make it appear to be a pile of gemstones. leading down to area 30. The trees reach
elevator-like platform, clearly marked on 20’-80’ in height. The diffused light shines
the floor next to the door to area 7, will 10) Grand Museum — CH, rooms A-H from the dome itself.
lower anyone who stands upon it to area 37 have 10’ flat ceilings, and room I has a 30’ The lake is the home of three greenhags
in one round. It rises to area 8 again once ceiling; IL, each room A-H has 1 CL in (HP 46, 52, and 61) who are close friends of
the person has stepped off; people in area 37 ceiling, while room I has 4 CL’s in ceiling. Baba Yaga; the witch often turns captives
can command it to lower to bring them up. Numerous relics, few of them magical in loose in this chamber for the greenhags to
nature, occupy the various rooms of the feed upon. A fair amount of treasure (deter-
9) Fungus Gardens — CH, hemispherical Grand Museum. All of the items here are mined by the DM) has been accumulated
dome over circular portion 35’ high at trophies of Baba Yaga’s wanderings, some here by the greenhags, kept well guarded on
center, 10’ ceilings over side rooms; IL, taken in battle and some by stealth and the lake bottom near their lair.
none in side rooms, but see below for cen- magic. The hides of demons, devils, and
tral chamber dragons hang beside broken weapons taken 12) The Vaults — CH, 20’ flat overall; IL,
This area may be entered through door- from champions who opposed her in ages rooms A, B, and center chamber have 1 CL
ways from areas 8 and 10, by one stairway past. The largest items are two huge metal- each in ceiling, all other rooms are dark.
down from area 25, or by two stairways lic vehicles in room I; one of them is a Characters entering from area 8 or 10
coming up from area 36. The entrances to Soviet JS-1 tank she picked up while visit- will see only a bare room (A or B) with a
this area are screened by illusionary walls, ing Earth during the Second World War, door on the opposite wall. Walking through
which may be detected as secret doors or and the other is a steam-powered war can- the door at the other end of the chamber
traps. Beyond the illusions is a large domed non made by dwarves from an alternate (marked “*”) normally teleports characters
room; intense violet and ultraviolet light universe. Neither device is operable (even directly across to the opposite room (from A
shines from the ceiling over a garden of with a wish), and should serve only to con- to B, or B to A), unless the character casts a
fungi, mushrooms, and other bizarre plant fuse the characters. The tank and dwarven
life. Few of the plants are ambulatory, many cannon weigh 43 and 25 tons respectively.
are poisonous if eaten, and a few (by DM’s Additional items may be invented by the
whim) may have special properties. DM as desired; few trophies in the museum
The garden is quartered by four paths should be immediately recognizable for
that meet at a small circular plaza, in the what they are, since Baba Yaga has a taste
center of which is a fountain. Anyone who for the strange and unusual. A few trinkets
drinks from the fountain will experience may still possess their powers.
some strange effects with each drink; the Inter-area doorways connect to areas 7,
DM can invent a random-roll table of pecu- 9, 11, and 12 from here. Staircases rise to
liar effects, most of them harmful. area 42, and descend to area 43.
The level of ultraviolet light in the room
will cause characters to suffer visual prob- 11) The Lakeland — CH, hemispherical
lems if they stay there for long; for every dome 275’ high; IL, dim, equals twilight or
five rounds spent in this room at one time, overcast day (see below; ND).
a character will gain a cumulative penalty of Characters entering this enormous area

DRAGON 47
dispel magic successfully at the door against 13) Abyss Hall — CH, 60’ flat ceiling over over the toucher like a lurker above (use all
25th level magic, or uses an anti-magic shell walkway; IL, none. statistics for the lurker above, except that
spell or scroll of protection from magic field This central hall has a cross-shaped 10’ the curtains do not normally move about,
that crosses the doorway. If this occurs, the wide walkway running along what appears and each has 55 HP). Room C is Baba
teleport effect is dispelled for 7-12 turns, to be the edge of a great abyss. Anything Yaga’s sleeping chamber, D and E have
and the characters may walk directly into that falls off the walkway will drop for a full equipment that she uses when manufactur-
the center chamber. A secret door, detect- round at ever-increasing speed, and will ing magical items, and F contains a loom
able by normal means, is set in the ceiling then suddenly be cast out of the Hut and assorted items for sewing and making
of this chamber. through a one-way magical gate into a woven items. Few magical devices will be
Rooms C and D are storage areas for random section of the Astral Plane. Because found, most of them relatively minor in
unusual minor treasures that Baba Yaga has the gate effect lasts for only a moment, this nature (a wand of magic missiles, for in-
picked up; some are worthless except as section of the Hut is not considered open to stance). Room E has a secret door in the
souvenirs, while others are rather valuable other planes, and spells that won’t function ceiling which can only be detected and
(items of jewelry and the like). From 2-5 because they require contact with other opened in the same manner as the ceiling
magic items may be found in each of these planes will also not function here. No trap door in area 4 (leading to area 40). The
two rooms; some of the items may be cursed guardians usually patrol this area. Note the ceiling door here leads to area 46.
or trapped in unusual ways. potential use in this area, for or against the
The four major treasure vaults are rooms party, of spells like push and telekinesis. 15) Natasha’s Chambers — CH, rooms A,
E, F, G, and H. The entrances to these Doors lead out from this area to areas 14, C, E, G, and I have 10’ flat ceilings, and
rooms are not detectable without magical 15, 16, and 17, and staircases connect with all other rooms have 10’ tall walls with
means (a gem of seeing, a true sight or true areas 19 (above) and 7 (below). square-domed ceilings up to 15’ high; IL,
seeing spell, and so forth). Each secret all rooms (A-I) have 1 CL in ceiling each.
entrance also bears a special curse, as deter- 14) Baba Yaga’s Chambers — CH, 10’ flat Anyone entering from area 13 or 18 will
mined by the DM. Any character attempt- in room A, 40’ peaked ceiling in room B, find himself in a small room (A or C) that
ing to open one of the doors could be 20’ flat in rooms C-F; IL, see below. connects with its counterpart through a
polymorphed into a giant rat, paralyzed and Anyone passing through the doorway teleportation door. This allows pedestrian
rendered invisible, made gaseous for 2-8 from area 13 to area 14 will find himself in traffic to avoid Natasha’s rooms, a feature
hours (without equipment, and unable to a stony, octagonal room which contains that was devised because of her extreme
cast spells of any sort), or cursed to see their nothing at all. Only magical devices like a dislike of interruptions during her relaxa-
allies and friends as deadly enemies. Baba gem of seeing or spells like true sight or true tion time. Secret doors in rooms A and C
Yaga will not be affected by these curses. seeing have a chance to detect the secret are normally detectable, and lead directly
Anyone who gets past a door will find door on the opposite wall. Even if it is de- into the main area. Rooms G and I hold
that each of the vaults has a guardian in- tected, the secret door will only open if a stairwells to areas 33 and 27 respectively,
side. Room E is home to a greater basilisk passwall spell or a wish is used on it. It and a doorway connects directly to Baba
(65 HP), F has four slicer beetles (33, 35, automatically opens at Baba Yaga’s touch. Yaga’s chambers (area 14).
40, and 47 HP), G has a dracolisk (45 HP), One guardian resides in room B: a farastu Natasha the Dark is an adopted human
and two flesh golems guard room H. The demodand (64 HP) that has made itself “daughter” of Baba Yaga who was influ-
exact treasure in each room is left to the invisible and will attack anyone but Baba enced by the witch to take up her sorcery
DM, though it should be emphasized that Yaga, her servants, or her “daughters.” and use it for dark purposes. A beautiful
despite the size of the vaults, they will not Baba Yaga’s personal chambers are dimly woman with smoky black hair and alabaster
be stuffed with magical items or gold. lit by small candles set upon tables, chairs, skin, Natasha enjoys manipulating demons,
Room E, for instance, might have three wall mountings, and elsewhere. Room B is and uses them frequently as servants and
major magical devices, a small chest full of rather spacious, and contains only a few guardians. She is jealous of her “sister”
antique platinum coins, a rare magical articles of furniture (a workbench, several Elena (see area 17), and despises her good-
tome, and several items of jewelry and rare chairs, a writing table with chair, and sev- ness, but will never cause Elena harm.
tapestries set in cases on the walls. eral small bookshelves). Nothing appears to Natasha is a chaotic evil dual-classed
None of the guardians will attack Baba be of any value here, at first glance. Doors illusionist/magic-user, 7th/15th level (HP
Yaga because of her enchantments upon lead to areas 15, 17, and 18. A secret door 43, S:9, I:18, W:12, D:17, C:15, CH:16)
them, but they will attack anyone else who in the floor, covered by a rug but detectable who wears a variety of magical protective
enters the chamber they occupy. by normal means, leads to area 40. A rug of devices (such as bracers of AC 2, a brooch
welcome that appears shabby and faded of shielding, and two random ioun stones).
rests on the floor by the door to area 18. She carries many offensive spells in her
The side chambers are screened by thick head. Materialistic and vain, she collects
curtains; if anyone but Baba Yaga touches magical items and jewelry. and displays
them, the curtains will animate and fold out them for all to see. She may be further
outfitted by the DM as desired.

42 MARCH 1984
Being as paranoid as her “mother,”
Natasha has few valuable items lying carries no magical items with her. Her Doorways lead to areas 14, 15, 16, and
around in her area. Rooms B, D, F, and H repeated exposure to illusionary displays 17, and a stairway in room A descends into
contain only mundane but costly furniture. has finally rendered her immune to-all. area 24 (so beings may wash up after visit-
Most of her valued items are contained, and illusion/phantasm spells, regardless of level, ing the stables).
her private research is conducted, in area and she cannot be affected by them. If she
33, the stairway to which is within room G. encounters any characters of good nature, 19) “Cellar” — CH, 10’ flat overall; IL,
The secret doors in rooms G and I are she will become very friendly with them, torch on wall near door to B.
detectable by normal means. Inside room G but will not allow any harm to come to The walls of the “cellar” are made from
are a pair of invisible stalkers who guard the inhabitants of the Hut if she can help it. packed earth, but very little can be flaked
entrance to Natasha’s laboratory; they will Elena likes to use polymorph other and off or dug away; like all other walls in the
attack anyone but Natasha and Baba Yaga. polymorph self spells, and will not use any Hut, these are immune to spells like dig or
illusion/phantasm spells. disintegrate.
16) Hades Guestrooms — CH, 10’ flat Elena’s rooms contain mundane (though The musty “cellar” serves as a dumping
overall; IL, see below. highly valuable) articles of furniture, as well ground for items newly brought in from one
These chambers are primarily used by as-trinkets from a dozen universes that she of Baba Yaga’s trips around the land, as
night hags who are visiting Baba Yaga from has collected. A few of these items have well as a sort of trash bin for unwanted
Hades (having gated in through other areas magical powers of an unusual nature (possi- nonmagical refuse. Few things found here
inside the Hut). Rooms C, D, E, and F bly a lamp with the powers of a wand of will have any real worth, though some may
have dim light emitting from their ceilings illumination, or a wastecan that disinte- prove interesting as curios.
(ND); special enchantments will negate any grates all materials dropped into it); the A single torch burns on the wall near the
light or continual light spells cast within DM may use his imagination to the fullest. interior door leading to room B. Room A is
them. Night hags cannot astrally project At most, five such items will be found. filled with skulls and bones of adventurers
themselves from these rooms. Each room C- Elena’s chambers are warded by non-lethal who fell victim to the Hut or its guardians
F has a 20% chance of a night hag occupy- magical traps of various types (symbols of — perhaps seventy creatures of various
ing it; unoccupied rooms have a 20% sleep or stunning, or an activated Bigby’s races are represented. Room B is empty,
chance of containing an annis maid who is grasping hand that holds thieves for 16 but has a large executioner’s hood (6+6 HD,
fixing up the chamber for new guests. minutes). 49 HP) that hides in a niche in the ceiling,
Doorways lead to area 13 and 18, and Room E can be entered only through covered by an illusion to further conceal it.
stairs lead down to area 44 and up to 38. secret doors, all normally detectable (though It will attack anyone who enters room B
Though completely dark, entry rooms A protected as noted above). Inside Room E other than Baba Yaga or other full-time
and B are kept free of obstructions and are Elena’s bedchambers, which are dark. inhabitants of the Hut, going for the in-
furniture. The walls there are decorated truder’s head.
with paintings showing various grotesque 18) Bath — CH, rooms A-D have 10’
scenes from the local landscapes in Hades. flat ceilings, central pool room has 25’ 20) Wine Cellars — CH, 10’ flat in rooms
ceiling; IL, rooms A-C have dim red light A-D; IL, none..
17) Elena’s Chambers — CH, 8’ flat coming from whole ceiling, D has bright Rooms A, B, C, and D each hold numer-
overall; IL, all rooms have 1 CL in ceiling white light from ceiling, pool room has ous kegs, barrels, and bottle-filled shelves
each, except room E (no light). variable light (see below; ND). containing the finest alcoholic beverages
Another foster “daughter” of Baba Yaga The four small chambers surrounding the that twelve universes have to offer. Room A
is Elena the Fair, who, unlike her “sister,” large central pool each contain dressing
turned out to be lawful good in nature. She facilities and other odds and ends for bath-
has learned magical arts from her “mother” ing. Because some of the visitors in area 16
but uses her powers for good causes. Baba are night hags, the pool isn’t always filled
Yaga found Elena outside her Hut one day with pure water, and bathing equipment
and, being unwilling and perhaps unable to varies. The pool is only five feet deep
slay her (for reasons given in the witch’s throughout. Illusionary walls screen the
character description), kept her as a house pool from rooms A-D. The pool room, E, is
servant. No one came to claim the girl, and dimly lit, equivalent to late twilight, but the
soon she became a powerful sorceress. brightness can be increased to full daylight
Though she is disliked by all other beings with a command word (“Light!“). Other
who come to the Hut, no one dares harm command words will cause the pool’s waters
her, and all treat her with the greatest re- to become either pure or foul, depending
spect (if somewhat begrudgingly). upon the preference of the bather (only
Elena is a 16th-level magic-user (HP 39, Elena and Natasha have a liking for pure
S:11, I:18, W:17, D:16, C:10, CH:17) who bathing water).

DRAGON 43
contains fine wines, B holds brands of doorway is rolled that the character just does not enter other areas through the open
vodka, C has assorted beers, meads, and entered, then the result is re-rolled. This circular stairs.
ales, and room D is filled with exotic fruit process is repeated each time a character
drinks. Some of the drinks (20%) will infect enters a doorway. 23) Armor Museum — CH, 15’ flat over-
the imbiber with dipsomania, as per the Four normal inter-area doorways connect all; IL, rooms A-D have 1 CL each, and
DMG, due to their quality and certain to areas 19, 20, 22, and 23. Circular stair- room E has 4 CL’s on ceiling.
special enchantments. ways join with areas 30 (above) and 31 The armor, shields, and helmets of great
Characters will soon discover that one (below). champions who once served Baba Yaga, or
can go continuously downstairs from room who opposed her, are kept in these cham-
to room in this area, thanks to a peculiar 22) Smithy and Toolworks — CH, 30’ flat bers as mementos. The central chamber, E,
warping of space that cannot be negated by (20’ over D, 10’ over E); IL, only from contains equipment from dozens of alter-
magical or physical means. Hiding behind fires and furnaces, as noted below. nate universes, of many makes and compo-
one of the wine barrels is Ivan, a giant The walls, ceiling, and floor of this room sitions. Some of the suits are magical, and a
mouse who can communicate telepathically are constructed of a special metal that does few are legendary in nature (once having
with beings up to 10’ away from him (like not conduct heat; no heat radiates away been worn by famed warriors). Details of
the ability of Vladimir the giant cat, from from the smithy, and it can become ex- these exhibits are left to the individual
area 1). Ivan is one foot long (AC 6, MV tremely hot when heavy work is going on. referee to develop.
12”, HD 1+1, HP 9, bites for 1-4 HP) and Baba Yaga has enslaved some beings from Rooms A, B, C, and D contain equip-
is very intelligent; he can learn and cast the Elemental Plane of Fire, and here forces ment from four universes of particular
spells like a 4th-level magic-user. Ivan has them to forge magical weapons and devices interest to Baba Yaga, since she has relatives
chaotic good alignment, and a bad case of for her. Three azer, a salamander, and a who live in them. One room is devoted to
dipsomania; he will befriend anyone who harginn grue labor for hours on end at the armor worn by men destroyed by three of
offers him alcoholic drink, and (like Vlad- furnaces. Currently they are forging a two- Baba Yaga’s sons, who are aquatic hydras.
imir) he may be willing to offer limited handed sword that Baba Yaga hopes to turn No further information on them can be
information about the Hut. into a cursed berserking sword, which she found here.
will then give to some enemy of hers. The staircases lead up to area 36 and
21) The Warded Caverns — CH, 10’ Two furnaces provide dull red light in this down to 25; four doorways connect to areas
overall; IL, none. area, from the places marked A on the map. 19, 20, 22, and 24. There are four telepor-
The Warded Caverns have numerous A toolroom is present at B. The main floor tation doors in the side chambers that oper-
magical spells cast within, to confuse all of this area is C, though there are two ele- ate like the ones in area 21, except that each
who pass through, except for Baba Yaga vated places; D is 10’ above the main floor, doorway sends a character to another spe-
and her “daughters” and servants. If one of and E is 20’ above the level of C. Both of cific doorway: A leads to B, B to C, C to D,
them enters this area, all magical effects in the elevated sections are set off by railings. and D to A. Only one character can enter
the caverns will cease for the time the in- The heat in this entire area is so intense that any doorway at one time.
habitant is in the corridors, and will reacti- unless someone has some form of protection
vate as soon as the inhabitant leaves. from heat and fire, he will take 1 HP dam- 24) Stables — CH, 10’ flat, with 15’
To begin with, a guards and wards spell age per round that he is in the area. The square-domed ceiling over section I; IL, 1
of permanent duration (except as noted inhabitants of the room will ignore anyone CL over section I.
above) fills the entire cavern area. Visibility who enters here, unless he crosses the main This is one of the few areas in the Hut
is reduced to 10’ at best, all interior doors floor (C) and is seen to be an “outsider” with connections to the Astral and Ethereal
are wizard locked (25th level) and covered i.e., not Baba Yaga, her “daughters,” or Planes. Also, the Prime Material Plane,
with illusions to appear like wall sections. servants). The workers will then attempt to Negative Material and Elemental Planes,
Webs fill the stairways, but not the spiral capture or slay the intruder(s), preferring to and one Outer Plane (Hades) may be
staircases. Stinking clouds fill areas G and hold them for Baba Yaga (if possible) in an reached from here by spells. Because it has
H. attempt to win her favor. these special properties, this area is kept
In addition, six teleportation doorways Inter-area doorways lead to areas 19, 21, heavily guarded. All spells and powers
have been added that exactly resemble the 23, and 24; circular stairwells rise to area 37 which have a spell effect listed above of(P)
inter-area doorways. These doors, labelled and drop to 48. Note that the heat from this will function here normally.
A-F, will randomly teleport anyone who room, like magical or magic-like effects, Stabled here are three nightmares at A,
passes through one of them to a different C, and F (39, 43, and 46 HP respectively),
teleporting doorway. (The character will watched over by four diakka, two tall ones
reappear inside area 21, facing the doorway (41 and 49 HP) and two broad ones (55 and
to which he has been teleported.) The door- 61 HP). The diakka are overseen by a
way teleported to is determined by rolling a barbed devil (63 HP). The devil and the
6-sided die (1=A, 2=B, etc.); if the same

44 MARCH 1984
chemical components for his spells or al-
chemical preparations that he desires. How-
ever, as noted above, there is a chance
(15%) that whatever materials are found
will be useless or will produce unexpected
effects if used.
summoning room for conjuring creatures Only two guardians patrol this area.
from the Outer Planes for advice. This Baba Yaga has rendered two grells invisible
chamber is open to the Astral, Ethereal, using a permanent form of improved invisi-
Prime Material, and other planes, and all bility so they may attack without being
spells listed above with the note “(P)” will seen. Normally the grells (33 and 41 HP)
perform normally here. hover near the ceiling over room E, and will
Room E is the actual summoning and silently descend upon anyone who isn’t a
divination room; rooms A-D are prepara- permanent resident of the Hut. The grells
tion and entry rooms. Because this whole will pursue prey anywhere they can, even
area is open to transplanar powers, two through other areas.
diakka dislike each other, but will cooperate mezzodaemons (103 and 115 HP) patrol The doors in this area lead to areas 25,
to remove intruders from this area. these rooms to protect them from invaders 27, 29, and 30.
The nightmares will attack any humans or spies. Anyone entering here who is not
and demihumans who enter the stables recognized as an inhabitant of the Hut will 27) Magic Item Storage — CH, 10’ flat
(they are not restrained). The devil and be attacked at once, though the daemons overall; IL, en tire ceiling radiates light as a
diakka will stay out of the way until after will not leave this area to pursue invaders. CL spell (ND).
the tight, unless they feel they can join in The stronger of the two mezzodaemons Material components not of a chemical
without serious risk to themselves. keeps a vigil in room E, while the other nature (metallic items, miniature figures,
In stall G is a large iron mortar and guard roams between rooms A-D, visiting and so forth) may be found on the marble
pestle, 4’ tall, with a broom inside the each small area once every four turns. shelves lining the walls of this large room.
container as well. The mortar may be sum- Areas 26, 27, 28, and 29 connect to this Materials to be used in manufacturing
moned by Baba Yaga when she is outside area by doorways, and areas 23 and 9 con- magical items, such as staves, wand sticks,
her Hut, by simply whistling for it to ap- nect to this area by staircases going up and platinum rings, and scroll papers, may also
pear; the mortar, pestle, and broom are down, respectively. The giant double doors be found here. However, few completed
enchanted to serve as an overland vehicle leading into rooms A-D are so massive that items are in this area; they are either in use
for her. The mortar levitates one inch above a bend bars/lift gates roll is required to open by the Hut’s inhabitants or stored else-
the ground upon utterance of a command them. A character who knocks on one of where.
word, and can carry up to 500 lbs. inside it. these doors from within the small room will Anyone who looks over this area’s con-
Baba Yaga sits inside the mortar and poles it quickly attract the attention of at least one tents will notice that the metallic items have
along the ground using the iron pestle. The of the guards. been placed in sealed stony crates or glass
maximum speed one can attain using this jars, or have been set high on the shelves;
device equals twice the “driver’s” strength 26) Alchemical Storage — CH, 10’ flat wooden items are also protected or hidden.
score in tens of yards per minute; thus, overall; IL, rooms A-D each have 2 CL’s, The reason for this is that the room’s guard-
Baba Yaga can move at 40” per round, or one in each corner, and room E has 4 CL’s, ians are three rust monsters (29, 34, and 39
about 13.6 mph. Percentile scores for one at the top or foot of each stairway. HP). They feed freely on iron items that
strengths higher than 18 are ignored for The walls in this area are lined with Baba Yaga and the others toss to them, and
purposes of this calculation. It takes one shelves and boxes full of alchemical materi- have been trained not to approach Baba
round for the mortar to reach full speed. als used in the preparation of magical po- Yaga or her “daughters.” They will happily
The broom is enchanted to cover all tions, poisons, inks, medicines, and go after anyone else they can, however. To
traces of the mortar’s passing over the chemical substances. Many of the materials make them more difficult to slay, each rust
ground, as per the druid spell pass without have deteriorated from age and disuse, and monster has been outfitted with a collar
trace with a permanent duration. Baba some will now produce altered effects if enchanted to cause any wooden item touch-
Yaga can manipulate both the mortar and used in magical rituals or experiments. The ing the monster to warp, as per the spell
the broom simultaneously. contents of these rooms came from numer- warp wood. Magic wooden items get no
ous worlds, and most of them are labelled as saving throw vs. this effect.
25) Divination Chamber — CH, 10’ flat to their origin. Room A contains various A secret door is set in the room’s central
in chambers A-D, and 40’ hemispherical acids and caustic liquids; B has an assort- 10’ x 10’ pillar, leading to a spiral stair that
dome over E; IL, 1 CL over room E, all ment of solid components; C has biological descends to area 15. Doors lead off to areas
else dark. supplies; and room D contains gems and 25, 26, 28, and 30. Anyone who attempts to
The Divination Chamber is used by the unusual materials (demon ichors, devil open the secret door besides Baba Yaga or
Hut’s inhabitants to cast divination-type scales, and so forth). her “daughters” must save vs. spells at -4
spells such as contact other plane and leg- If a magic-user or illusionist looks long or be permanently feebleminded. This trap
end lore, as well as serving as an alternate enough here, he will probably find any will only function once.

DRAGON 45
28) Room of Conjuring — CH, 10’ flat in however, has caused three rakshasas to Baba Yaga and her “daughters” may use
rooms A and C, 15’ flat in room B; IL, 1 serve as guards here. The rakshasas (39, 42, this area, though other inhabitants of the
CL on ceiling of room A, dark elsewhere. and 50 HP) use their illusionary powers to Hut may pass through it to get elsewhere.
This area is open to other planes, and appear to be studious mages, of a tempera- Doorways here connect to areas 26, 27,
spells that normally won’t function because ment friendly to whoever else is using the 28, and 29, and stairways climb to area 11
of the Hut’s extra-planar construction library. If they catch anyone stealing or and drop to area 21.
(those marked (P) in the lists) will all work damaging books (using their ESP powers to
here. Room A contains a few tables and help in this detection), then they will attack 31) Prison — CH, 10’ flat, except in cells
chairs, with exits to areas 25, 27, 29, and at once to capture or slay the offender. (6’ flat); IL, none in room A, 1 CL in
30, as well as stairs down to area 45. Cur- Note that though rooms C and E seem to rooms B and D each.
tains separate this room from B, the actual be on a different level from B and D, any- This area is reserved for those captured
conjuring room. one walking in a circle through these rooms trying to steal from or invade the Hut, as
One-way illusionary walls allow viewers using the outer corridors will believe he is well as for regular enemies of Baba Yaga.
in rooms A and C to look into B without on the same level all the time. This area, Room A includes 12 prison cells, each shut
being seen; from B, these illusions appear to like area 20, was built around a section of with a wall of force. The walls may only be
be normal walls. A protective diagram is warped space. dispelled using disintegrate, or by command
drawn in B, beside a special trap door 10’ of Baba Yaga herself; each cell must be
across upon which a conjuring pentagram is 30) Alchemical Laboratory — CH, 10’ opened or closed separately from all others.
inscribed (as per the spell cacodemon). flat overall; IL, 1 CL centered on ceiling. To guard the prisoners, a Type V demon
Anyone who conjures a being into this room The alchemical laboratory is outfitted (55 HP) has been forced to serve in this
will have it appear within the pentagram, with most of the standard equipment that room. The demon hates its servitude, and
and may then use spells similar to one would expect to find here (lab tables, this has given it an especially foul disposi-
spiritwrack or cacodemon to get concessions shelves full of glassware, retorts, etc.). tion (+1 “to hit” and damage on all attacks).
or quests from it. It is possible to cause the Explorers will find 3-12 potions here; some Anyone entering this area except for Baba
trap door to lower into area 45 at a word of of them poisonous or cursed, but all com- Yaga and her daughters will be attacked at
command, and cause the summoned being pletely indistinguishable from one another. once; the demon carries six broadswords.
to be trapped within the “prison” there. Rare powders, liquids, and devices may Rooms B and D are generally empty
The trap door will teleport back to its also be found here, though unless one except for pedestrian traffic. If anyone
former position as soon as it touches the knows what to look for, most of this material crosses the open doorways from B or D into
floor, leaving the unbound being in the wall will be ignored. room A, without first casting a dispel magic
of force cage in area 45. Only one creature normally inhabits this at the doorways, a special teleporter goes
Room A is a sort of guard room; an old room, a kobold (4 HP) that Baba Yaga has into effect and casts the person into one of
shator demodand spends his time here as a permanently charmed and made her ser- the unoccupied cells in the prison. All non-
guardian of this area, preventing intruders vant. The kobold has only one type of offen- living equipment the person is wearing or
from getting any further into the complex. sive weapon: three small tubes full of carrying is teleported at the same time into
The shator has 104 HP, and obeys no one magical dusts. One contains dust of stun- room C. If all the cells in room A are full,
but Baba Yaga herself. ning, which has the same effect as a symbol then prisoners will be dropped into occupied
of stunning upon those affected; dust-of cells, doubling up until they have to be
29) Grand Library — CH, 15‘ flat in each sneezing and choking; and dust of hopeless- tripled up, and so forth. There is no saving
room; IL, each room has 5 CL’s, one in ness (as per the symbol). throw against this teleport effect. Only 1-2
center and one in each corner. The kobold wears a ring of invisibility, prisoners will be present in the cells to begin
The library is divided into five chambers and has been given the power to detect with, their characteristics, levels, and rea-
(A-E), each having numerous volumes and invisibility naturally, by Baba Yaga’s magic. sons for imprisonment being left to the
tomes filling the shelves that run along their He will use the dusts on anyone who enters DM’s imagination.
walls. The spell books of ancient mages lie the lab invisibly. When it blows through a Room C has no guards inside, but the
here beside texts discussing the nature of tube, the kobold causes the dust in that tube door to it is detectable only by using a gem
magic and the universe, and volumes cover- to scatter through the room, affecting every- of seeing or a true sight or true seeing spell.
ing hundreds of other topics. Exits to areas one inside except himself (Baba Yaga’s A passwall or phase door spell will open it.
25, 26, 28, and 30 are here, and a staircase magics having rendered him immune to Room B contains exits to areas 33, 34, and
in room A rises to area 17. DMs may deter- their effects). The kobold will then summon 35; D has an exit to 32 and stairs up to 21.
mine the contents of rooms A-E as desired. help from one of the rakshasas in area 29 to
Numerous creatures and beings use these capture or dispatch the intruders. Only 32) Food Storage Lockers — CH, 10’
chambers to further their own knowledge of overall; IL, rooms A-D dark, 1 CL centered
the sorcerous arts, and the temptation to in corridor on ceiling.
steal a book or two is strong. Baba Yaga, The food lockers are unguarded, and a
number of residents of the Hut (as well as
some visitors) will come here to snack.
Rooms A-D are kept at low temperatures by

46 MARCH 1984
magical effects, and different sorts
of meats are hung out in them. Rooms
A and B contain meat from normal
animals, C contains meat from monsters,
and D has meat taken from other sentient
beings (elves, gnomes, dwarves, etc.).
Areas 31, 33, 35, and 36 may be reached not leave this area and enter any other area. keep, though no treasures are of extraordi-
by inter-area doorways. Spiral stairs reach These piscodaemons are permitted to have nary power.
up into area 45 and down into area 41. some treasures (DM’s choice), which they Exits lead off to areas 32, 33, 34, and 35
guard cautiously. from the hallways. Two staircases rise to
33) Natasha’s Laboratory — CH, 10’ flat area 9, and one descends to area 23.
in room A, 15’ flat in room B; IL, 1 CL in 35) Fountain of Life — CH, 10’ over the
rooms A and B each. small exit rooms and stairwell down, with a 37) Food Storage — CH, domed ceiling,
Anyone entering here from area 31, 32, 35’ hemispherical domed ceiling over foun- 25’ at center; IL, four torches, one on the
34, or 36 will at first see only a 30’ square tain chamber; IL, see below. wall between each pair of food bins.
room with a circular well 10’ in diameter No illumination is needed in this cham- All foods besides meats and beverages are
set in the center of the room. The well is ber, since the waters themselves give off stored here in eight special containers set
filled with green watery fluid to the brim, light. A huge cross-shaped fountain is cen- against the walls. The food bins will cause
and seems to have no bottom. If someone tered in this area, with doorways leading off perishable foodstuffs placed inside them to
casts a lower water spell upon the water, it to areas 31, 32, 34, and 36 around it. A be preserved and replenished indefinitely, so
will not be affected; however, a secret door spiral staircase drops to area 17. that vegetables, grains, breads, pies, eggs,
will open in the room, leading to the labora- If anyone drinks from the fountain, a fruits, and vegetable oils may be taken from
tory of Natasha the Dark. The secet door number of beneficial effects may be gained. the bins without needing to refill them.
cannot be opened by any other means, One drink will have the same effects as one There are no guards here, but there is a
though it may be detected normally. application of Keoghtom’s ointment (curing 30% chance of an encounter here, since
Natasha’s laboratory (room B) is fairly 9-12 HP of damage and either curing a snacking is a common pastime among the
standard, and contains much the same disease or removing poison from the Hut’s inhabitants.
equipment and treasures (2-8 potions, some drinker). The magical effects of the water, Exits lead out from this area to areas 38,
cursed) as the alchemical laboratory in area however, will not last more than one round 39, 40, and 41; a stairway takes characters
30. Two manes (8 HP each) and two le- if it is taken out of the pool. No magical down to area 22. In the center of the ceiling
mures (18 HP each) serve as assistants here, power can cause the water to keep its effects is a clearly marked square — the platform
moving into one of the side chambers when if it is stored in any container. No magical from area 8 lowers down into this area. A
not needed. If anyone but Natasha or Baba spell will destroy the fountain or the powers word of command (“Down!“) will cause the
Yaga enters this area, the manes and le- of the water within it. platform to descend into the chamber.
mures will attack at once. This area is not guarded. Anyone, even
An illusionary wall on one side of the Baba Yaga herself, may drink from the 38) Meeting Hall — CH, 15’ flat overall;
room covers a prismatic wall that has been waters and be healed. IL, 1 CL over central stairwell.
made permanent by various spells. Only This huge auditorium is used only rarely,
Baba Yaga and Natasha are able to pass 36) Servants’ Chambers — CH, 10’ flat when Baba Yaga desires to call together a
through the wall without ill effects. The wall overall; IL, 4 CL’s, one over each exit.
cannot be detected from inside the small This area is the servants’ quarters for
chamber, either, since an illusionary wall Baba Yaga’s annis maidservants. Rooms A-
covers it from that side as well. The wall D each have beds and furniture to indicate
hides a stairwell going up to area 15, and a that two annis live there; there is a 20%
trap door leading down to area 5. chance that one annis (of random HP) will
be encountered in each room, resting from
34) Guardians and Servants — CH, 10’ her chores. All annis will fight any intruders
flat overall; IL, see below (ND). in their area to the death. Each room has
This area is filled with a luminous, humid some treasures that the maids are allowed to
fog kept at a warm temperature; the visibil-
ity is only 10’. Living within this area are
nine piscodaemons who serve Baba Yaga,
though unwillingly, when she requires mi-
nor errands or tasks to be performed. The
piscodaemons (29, 31, 34, 34, 37, 38, 39,
43, and 46 HP) will not leave this area
unless commanded to do so by Baba Yaga
or her “daughters,” and will fight anyone
else who tries to enter (even the other ser-
vants). Inter-area doorways lead from these
rooms to areas 31, 33, 35, and 36; stairwells
drop to area 47 and rise to 39. The fog will

DRAGON 47
large group of night hags for special meet- movement rate per round, so a character and then report back before falling apart.
ings. Usually it is kept empty (the chairs moving at 6” should go 60’ per minute. Duplicates of Baba Yaga are completely
and tables needed are created on the spot Slowed characters move at half the normal under her control, though there is no other
using various magical spells). The walls are rate (and have half the normal chance to way to tell a duplicate from the real being.
engraved with detailed pictures showing the find berries).
history of Baba Yaga and her Hut, the The plants in this room are not affected 41) Kitchens — CH, 15’ flat overall; IL,
many battles they’ve fought (and won), and by fire, cold, lightning, or poison gas. En- see below.
the champions they’ve fought against. tangle, locate plants, warp wood, and turn The fiery kitchens of Baba Yaga’s Hut are
There is a 10% chance of encountering a wood spells have no effect on the vegeta- manned by 3 annis servants (42, 44, and 47
lone diakka (45 HP) sweeping the floor or tion. If someone changes into a plant, using HP) who labor constantly to produce
polishing the walls here. polymorph self polymorph other, tree, or enough food to feed the Hut’s inhabitants.
the like, the plants will cease to attack. Other annis servants stream in and out of
39) “Outdoor” Garden Maze — 10’ flat Plant growth and wall of thorns will cause the kitchens, bringing foods to be cooked
overall; IL, ceiling illuminates room (see the hedges to do double damage to victims, and dinnerware to be washed. Careless
below; ND). and will slow movement to one-quarter intruders in this area may wind up as a
This unusual area appears to be an out- normal through the pathways. Charm dinner special; however, the cooks will
door hedge maze; a false “sun” appears to plants, hold plant, speak with plants, and rarely bother anyone who simply passes by,
shine overhead, though it is only an illusion anti-plant shell will all cause the hedges to even if the visitor is obviously not a regular
and the ceiling is as high as the hedge-tops. cease bothering beings within the area of inhabitant of the Hut.
This maze connects with rooms 37, 38, 40, effect. Plant door, pass plant, and transport Room A is kept reasonably clear of furni-
and 42. In the center of the maze is a stair- via plants all function normally. ture and loose items, so the annis won’t trip
way leading down to area 34. One foot of Any attempt to chop at the plants will be on things when moving around. Doorways
earth covers the floor, but it cannot be frustrated, since they repair damage to here join with areas 37, 38, 40, and 42. A
affected by spells or dug completely away. themselves within seconds. Attempting to thick aroma of cooking meat may be de-
The hedges appear to be a strange combi- push through a hedge wall, even with giant tected here at any time.
nation of thornbushes and fruit-bearing strength, will cause the character to suffer The kitchen itself is room B; the dim light
plants; large red berries the size of apples damage as if trying to push through a wall here comes from the wood-burning stoves
grow upon it in a few places. Each character of thorns, and the attempt will not succeed. and a few candles on the shelves. A stairway
has a 10% chance per one round’s worth of rises to area 32 from this room. Little trea-
normal movement (see below) through the 40) Crystal Grotto — CH, variable, up to sure may be found here, except what is
maze to see 1-2 of the berries. The berries 15’ in chambers A and B, and up to 36’ in carried by the cooks themselves as protec-
can be taken from their branches, but will chamber C; IL, 1 CL in chambers A and B tion from flame (e.g., rings of fire resistance
lose their special properties within one day apiece, see below for chamber C. or similar devices). A deadly array of cut-
after they are removed from the area of the This area is divided into two cavern-like lery, ranging from knives to sword-sized
maze. If a berry is eaten, there is a 90% chambers. Doors in sections A and B con- cleavers, lies around this area, and an angry
chance that it will act to dispel exhaustion nect to rooms 37, 39, 41, and 42, while annis may be moved to hurl a pot full of
(at the 6th level of power) on the consumer; secret doors join with areas 14 (above) and boiling water (can be thrown 30’, doing 3-
the other 10% of the time, the eater will be 4 (below). 12 HP damage to all targets along a 10’
deluded (as per a potion of delusion) into One spot on the wall between A and C wide path).
thinking that his wounds are cured when has runes written in the stone; anyone who
they haven’t been. attempts to read them will activate the 42) Formal Dining Hall — CH, 10’ flat in
If anyone moves through the maze who is symbol of insanity placed there. The symbol room A, 20’ in room B; IL, 1 CL in room
not a regular inhabitant of the Hut, the may be dispelled normally. If a phase door A, see below for room B.
maze will come to life and attempt to slow or passwall spell is cast upon this part of the This area is divided into two rooms, a
the intruders by entangling them. The wall, a secret door will open into room C, a small entry chamber that connects to areas
thorns on the bushes will do damage equal large enclosed area containing a shallow 40 and 41, with stairs to 20 above and 10
to a character’s armor class in each round pool of water. below, and a large, formal dining hall that
the character is held or slowed (characters The pool functions in all ways as a mirror connects to areas 38 and 39.
with AC 0 or better take no damage). Nor- of opposition if anyone glances into it. Room B is lined with bookcases, contain-
mal movement through this area is at un- However, Baba Yaga is able to look into the ing volumes on mundane topics like poli-
derground scale; that is, 10’ per 1” pool and call up a single duplicate of her- tics, geography of mythical worlds, etc. It is
self, equally powerful in all respects, that lit by an enormous chandelier made from
will function for one day before disintegrat- yellow glassteeled glass, worth 10,000 gp,
ing. Baba Yaga often uses these duplicates but weighing seven hundred pounds. The
to further her ends in other universes, chandelier may be taken apart and reassem-
where they can accomplish a short mission bled, but each process takes 7-12 hours.

48 MARCH 1984
Four false windows in the room have illu-
sions cast on them to make it appear that
the viewer is looking out over a pastoral
countryside from the dining hall, with all one has to do is speak the name of the
bright sunlight shining down and a gentle plane to be traveled to while standing on Usually no guardians patrol this area,
breeze blowing through windows that are the gate point (indicated by the asterisk unless someone is studying something kept
half open. mark on the map). Up to four people at a down here. Often captured specimens are
One of the doors (C) in room B is a trap. time may be transported to another plane. left here by themselves; few have ever been
If opened, it appears to lead out into the Note that any Prime Material Plane may be able to escape, however.
countryside, thanks to a permanent illusion traveled to, as well as the Elemental Planes,
cast within it. However, anyone who steps Ethereal Plane, Astral Plane, and Positive 46) Control Room — CH, 10’ overall; IL,
through the doorway will be destroyed or Negative Material Plane. see below.
instantly as if he had walked into a sphere of Because of the open gateways, this area is This tiny room is the control center for
annihilation; no saving throw is allowed. one in which all spells or powers labelled as the Hut. It looks rather unremarkable,
Only one chair sits at the huge dining (P) above will function normally. The having a wooden ceiling and walls, and a
table here, obviously meant for Baba Yaga guards kept here are among the most pow- stony paved floor. In the middle of the room
herself. Anyone else who sits in this richly erful to be found in the Hut, and they will is a 5’ square rug, with no magical powers,
furnished chair will be cursed (saving throw attack anyone entering this area other than upon which Baba Yaga sits. Against one of
vs. spells applicable) to want to go out a regular inhabitant of the Hut (unless the the six walls of this room is a large mirror
through door C to see the countryside. visitor is escorted by Baba Yaga herself). that completely covers the wall. Secret doors
Two nycadaemons (111 and 129 HP) stay in in the ceiling and floor lead to areas 4 and
43) Curio Rooms — CH, 15’ flat overall; rooms E and F, each of which has a secret 14, respectively.
IL, 1 CL in each room A-D, none in E. door not detectable without magical means. When Baba Yaga is seated here, she can
The Curio Rooms are four chambers (A- The walls between rooms D and E, and command the mirror to look into any other
D) containing various animal and monster between D and F, are constructed so that room in the Hut as if looking directly
skeletons that Baba Yaga has slain or gath- anyone in E or F may see out into room D through its walls. She can also command
ered from different planes and worlds. The but cannot be seen in turn. From within E the mirror to show her what the environ-
DM may decide which beasts are repre- and F, the nycadaemons monitor those who ment outside the Hut looks like, and can
sented here, and whether or not any of come and go. The daemons may enter or cause the mirror to transmit normal sounds
them have magical powers from being leave their rooms at will, and will take such as conversation along with the picture
animated or being set up to serve as guard- orders only from Baba Yaga. it shows.
ians. Each chamber will contain 1-2 huge The Hut has several additional powers to
skeletons and 3-6 smaller ones. 45) Holding Room — CH, 10’ flat in A those mentioned earlier. It can be com-
Doorways lead off to areas 44, 45, and 47 and C, 20’ in B; IL, 1 CL in A, 4 CL’s (one manded to plane shift once per day from
from here, with stairways dropping to area in each corner) in B. this room, by Baba Yaga alone, and can
20 and rising to area 10. A secret door, Room A appears to be nothing other than teleport itself three times per day at her
normally detectable, is in room D; behind it a nexus point, with doorways going off to command. Baba Yaga can make the Hut
is a room in which assorted skeletons lie in areas 43, 44, and 48, and stairways up to attack or move as she wills it when concen-
pieces or are boxed in crates. A door is set area 28 and down to 32. A secret door, trating on the mirror. The Hut itself is not
in one wall of this room, but it leads no- detectable by normal means, lies against sentient; it has a few “programmed re-
where. Anyone who opens it will be struck one wall of the room. The door has a magi- flexes” (such as against spheres of annihila-
by a prismatic spray launched from the cal trap upon it that causes anyone attempt- tion), but cannot think for itself.
blank wall behind it. ing to open it (other than Baba Yaga or her If anyone but Baba Yaga sits in this room
“daughters”) to be struck deaf and blind and attempts to control the Hut, he will be
44) Hall of Gateways — CH, 20’ flat (save vs. spells at -4) permanently. stricken with a permanent feeblemind spell
overall; IL, see below. Room B is a holding area for summoned that can only be removed by a wish.
The doorways in this area connect di- beings that Baba Yaga or her associates wish
rectly to areas 43, 45, 47, and 48; a stair- to study. A trap door in the ceiling (leading 47) Guest Rooms — CH, 15’ flat overall;
well climbs to area 16 from room A. All of to area 28, the Room of Conjuring) will IL, 1 CL (violet) centered in A, rooms B
the walls, ceilings, and floors in this area deposit the summoned being into a cage and C are dark.
shine with a dull blue light, distorting nor- made from walls of force in the shape of an These two large rooms house daemons
mal color vision considerably. octagon. Vocal communication is possible and other monstrosities who are stopping
This area holds two magical gateways with trapped beings, though they cannot over in the Hut from the Lower Planes.
that lead directly to the Outer Planes. The escape unless a disintegrate spell is used There is a 10% chance that one of the
gateway closest to rooms C and F will send upon the walls. Once the study of a particu- rooms will be occupied; the DM may use
anyone walking upon it to Hades, at a place lar creature is completed, a ritual summon- his discretion to determine what is present.
where a night hag colony resides. The other ing is performed in area 28, causing the Doorways in the entry hall lead to areas
gateway (near rooms B and E) may be creature to appear there once more, to be 43, 44, and 48, and a spiral stair rises to
adjusted to connect with any plane desired; sent back to the being’s home plane. area 34.

DRAGON 49
48) Servants’ Quarters — CH, 15’ flat
overall; IL, dim light radiates from ceiling
(equivalent to a very cloudy day).
This area is the lair of five dergho-
daemons (70, 76, 79, 85, and 91 HP) who
act as heavy guards and workers for Baba
Yaga; they obey her and no one else (though
they will not harm anyone else who is a
permanent resident of the Hut). These
daemons have littered the floor of their
room with trash, bones, and other debris;
anyone who moves about in here must roll
his dexterity or less on d20 in each round he
moves faster than 6”, or else fall down and
be unable to attack or defend himself for 1
round afterward.
The daemons have some treasure hidden
under the debris in several of the rooms,
which may be determined by the DM. Exits
lead off to areas 44, 45, and 47; stairs rise to
area 22 and drop to area 8.

BABA YAGA
FREQUENCY: Unique
ARMOR CLASS: -4 Baba Yaga is perhaps the most famous of DEMIGODS™ Cyclopedia, but can cause
MOVE: 6 ” all legendary witches, and her powers are those so affected to be able to act if she so
HIT POINTS: 135 described well in Russian folklore and liter- commands it. Any creature or character of
NO. OF ATTACKS: 3 ature. Said to be related to the various races 1 HD (or level) or less will never attack her,
DAMAGE/ATTACK: 3-8/3-8/5-20 of night hags, annis, and greenhags, with and will obey her every command out of
SPECIAL ATTACKS: Assassination; extraordinary powers in addition, she is a fear for her power.
crushing; horror; magic spells supernatural being on the level of the quasi- Baba Yaga is immune or resistant to
SPECIAL DEFENSES: Fire, magic, and deities of Greyhawk (see DRAGON® Mag- many natural, magical, and psionic forces.
poison resistance; illusion, psionic, and azine #71) and saints (as described in Her godlike intelligence renders her im-
limited spell immunity; special detection DRAGON issue #79). Her wanderings mune to all illusion/phantasm spells, and
powers; regeneration; magic item and have carried her far from her old home, and her high wisdom grants her additional
spell-produced defenses; acute senses and she wanders still on visits to monstrous immunity to many will-force spells (as per
godlike intelligence and wisdom relatives or on quests for rare treasures or the DDG Cyclopedia, p. 7). Though not
MAGIC RESISTANCE: 75% living victims for her dinner. Since she eats psionic, she possesses the equivalent of a
SIZE: M (5’ tall) as much per day as ten men, she searches permanent mind bar science, operating at
ALIGNMENT: Neutral evil for prey quite often. the 20th level of mastery, and cannot be
CLERIC/DRUID: 14th level druid In appearance, Baba Yaga is a man-sized, affected by psionic attacks. Aging — natu-
(see below) horrifyingly ugly old woman who walks ral or magical — has no effect on her.
FIGHTER: 16+ HD monster crouched over. Her limbs are almost skeletal The incredible constitution and the non-
MAGIC-USER/ILLUSIONIST: 25th level and are covered with hard gray-brown skin, human makeup of this ancient witch gift her
magic-user / 15th level illusionist upon which magical runes have been tat- with additional immunities. She resists heat
THIEF/ASSASSIN: See below tooed. She has a long, warty nose and a and flame as if wearing a ring of fire resist-
MONK/BARD: Nil protruding chin, with ice-cold black eyes ance, and poisons that would kill others do
SAVING THROWS: 3 in all categories framed by her thin white hair. Stony teeth only 3-12 HP of damage if she fails to save
(cannot be reduced further) filed to points and iron claws on her fingers against them. She regenerates lost hit points
PSIONIC ABILITY: VI (see below) further emphasize her non-humanity. at the rate of 3 per round, whether the loss
S: 20 (+3/+8) I: 25 W: 23 She possesses the horror power from her was caused by regular damage (wounds),
D: 18 C: 21 CH: -1 negative charisma as per the DEITIES & fire, or acid. If one of her limbs or her head

50 MARCH 1984
is severed, she is not slain; she can fight on from that place). Baba Yaga cannot be sian folktales about her will give a better
and reattach the severed parts during or surprised at any time, and will know just by impression of her personality.
after the battle. looking at a character what class, race, and For some reason, though they are the
Baba Yaga can only be struck by magical approximate level the character is. most vulnerable to her, good-aligned beings
weapons (+1 or better). She is immune to Despite her alignment and actions, Baba that have 1 HD (or level) or less will not be
cause wounds, harm, destruction, slay Yaga is more than just an “evil monster.” harmed by Baba Yaga. She believes this
living, and similar or related spells. As a Magic-users, sages, and heroes appeal to would bring a great curse upon her from all
non-human, she is also immune to spells her for guidance and knowledge, and quasi- good-aligned deities who protect the weak
like charm person, hold person, animate deities and great heroes of all sorts have and good, and she instead sends such beings
dead, and so forth. Because she cannot be come to her to ask for her aid in solving away. Many tales are told of good children
summoned, dispel evil won’t affect her, and problems. who were abandoned on the doorstep of the
protection from evil won’t prevent her from So long as characters are polite, they may Hut, to be taken in as servants for a short
clawing at victims (though it may reduce receive help (she prefers to be called “Little time before being sent away. Oddly, the
her attack effectiveness). Grandmother”). She will ask characters children (nearly always young girls) bene-
The following spell-like powers may be their names and their reasons for coming to fited from the experience in various ways;
used by Baba Yaga at the rate of one power her, automatically detecting all lies or dis- Baba Yaga often rewarded good perform-
per round, at will: comprehend languages, tortions of the truth. If the characers are ance from such children with great gifts,
detect magic, fear (as the wand), read honest with her (unless they confess they possibly to appease the deities that were
magic, and tongues. Note that she easily came to kill her), she will be relatively looking out for the youngsters.
sees all invisible beings because of her high pleasant and helpful, though abrupt in her Referees should determine what spells she
intelligence (since the spell is an illusion/ actions and somewhat cruel in her choice of will possess at any given time, keeping these
phantasm). She automatically sees any words. She often acts in a bizarre manner, guidelines in mind: Baba Yaga trusts no
“chicken track” stigma that a character or and has been known to lie on the floor and one, and particularly not other evil charac-
creature may have (see the section on spell meditate on problems for days. ters; she relies heavily on defensive spells;
alterations). She has normal infravision, If she decides to help, she will geas the and she prefers to summon demons, devils,
plus ultravision to a range of 120’. characters in payment for her assistance. daemons, demodands, etc., for assistance
Baba Yaga’s druid abilities, in every way Usually she will ask for some unusual magi- and to do her fighting for her. She does not
like those of a 14th-level druid, are not cal item to be recovered for her, or for an draw protective circles or pentagrams when
gained through divine intervention. She has enemy of hers to be slain or driven away. conjuring aid, since no creature from the
learned the spell powers as a magic-user, She always sets tasks that are nearly impos- Outer Planes or Elemental Planes would
and recovers her druid spells by studying sible to accomplish, and offers as a reward dare try to challenge her, out of fear of her
her spell books and tomes. the characters’ lives (which become forfeit if and what she can do. The conjured being
She has an 80% chance of knowing an the task isn’t finished to her satisfaction). will fulfill her commands for the duration of
adventurer’s nationality from his smell (it Sometimes she will offer a rich reward, but the summoning spell or until Baba Yaga
may remind her of someone she once ate not very often. Careful reading of the Rus- dismisses the servant, whichever comes
first. Take note of the spell alterations
within the Hut when assigning spells to her.
Though Baba Yaga can use most weap-
ons, she prefers to attack weaker beings
with her claws and teeth. If she catches
someone with both of her claws, she has a
chance of killing the victim instantly, as a
9th-level assassin (using the assassin’s tables
in the DMG). Inanimate objects must save
vs. crushing blow if she bites them or grasps
them roughly, and her claws and teeth can
destroy wooden materials up to 1‘ thick.
Interestingly, Baba Yaga is completely
familiar with gunpowder technology (hav-
ing seen it used on her home world), but
scorns it and all “higher” technologies
completely. She believes in the powers of
magic, and will never use weapons other
than swords, scimitars, and the like.

Acknowledgements
Special thanks to John Helle (“Put a
boalisk in there, those things are neat!“),
Jim Ward (How about a casino room run
by a night hag, where she’s got this magic
roulette wheel . . .”), Penny Petticord (“I
always thought Baba Yaga had a nice per-
sonality”), Chuck Ramsay (“Those Josef
Stalin tanks were pretty common back in
‘43”, Roger Raupp (“I just don’t know
about the Russian tank; why not put an
aircraft carrier in the big lake, or a MiG-25
with big nukes all over it . . .“), Andria
Hayday (“It’s . . . interesting”), and Will
Lonergan (“It’s deviant”), whose help and
commentary made this module horrifying.

52 MARCH 1984

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