Baba Yagas Hut

Download as pdf or txt
Download as pdf or txt
You are on page 1of 56

Baba

Yagas
Dancing
Hut
A D&D adventure for characters
of levels 1315
By Craig Campbell
Illustrations by Noah Bradley
and Bernadette Carstensen
Cartography by Mike Schley

I ntroduction
Baba Yagas Dancing Hut is more than an
adventureits a special location within which one
or more adventures can take place. Several scenarios
that Dungeon Masters might use to bring the hut into
their campaigns are provided below. However, as the
DM, you can create your own adventures that take
place wholly or partially within the hut. This article
provides information on the huts characteristics,
capabilities, defenses, and layout, as well as its
inhabitants and visitors.

TM & 2011 Wizards of the Coast LLC. All rights reserved.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut


Baba Yaga and her dancing hut have been a part of
the Dungeons & Dragons game since the early
days. They are referenced in the 1979 Dungeon Masters Guide and appeared together in The Dancing
Hut, an adventure written by Roger E. Moore for
Dragon magazine in 1984. Since then, the pair has
popped up a number of times, including Nightmare
Realm of Baba Yaga in 1986, Castle Greyhawk in 1988,
and Book of Artifacts in 1993. The hut and the hag
were reimagined in 1995s The Dancing Hut of Baba
Yaga, a full-length adventure, and they appeared
in several other products and Dungeon magazine
adventures.
For 4th Edition, Baba Yaga has been (slightly)
reinvented as an archfey in Manual of the Planes.
Additionally, she is described in detail in the article
Court of Stars: Baba Yaga, Mother of All Witches
(see this Dungeon issue), the companion piece to this
adventure.
Baba Yagas Dancing Hut is a reimagining of the
1984 Dragon magazine adventure, updating it for 4th
Edition and incorporating changes that have taken
place with the hut and its inhabitants, primarily Baba
Yaga, Natasha the Dark, and Elena the Fair.
As has always been the case, due to the huts
strange construction, it is larger on the inside than its
exterior would lead one to believe. You should read
the entire adventure and familiarize yourself with the
huts layout and characteristics, as well as its inhabitants and their tactics and agendas.
This adventure provides just over 150,000 experience points for all of the combat encounters and
skill challenges. This amount does not include
quest rewards, random encounters, and roleplaying
rewards that you might want to add. The characters
can earn the full XP reward only by clearing out the
hut and taking control of it. If five 13th-level adventurers take on everything in the hut, they likely earn
over 30,000 XP each and advance to 16th level by
the time they finish. Characters who start at 14th or

15th level might get to 17th or 18th level by the time


they clear out the hut.
As the characters rise in level, some of the encounters as written will pose less of a challenge, because
they were designed for the levels at the lower end of
these ranges. You are encouraged to add a monster or
two to some of the later encounters to provide opposition that scales commensurately with the abilities of
the heroes.

A dventure Hooks
Below are four adventure hooks you can use to bring
the characters into the story. You can craft these
hooks into quests appropriate for your campaign.

1. Hostage Rescue
Although Baba Yaga is an archfey and has strong
ties to the Feywild, she travels the multiverse in her
dancing hut, collecting items of power and abducting
others for her own purposes. These victims end up as
slaves (the hag calls them servants) forced to perform
backbreaking, mind-bending labor until they die. A
lucky few manage to escape, but most can only hope
to be rescued. If you use this hook, use people important to the characters as the abductees. Place such
NPCs within the hut where you see fit.

2. Treasure Hunt
In her travels, Baba Yaga has collected countless powerful items and stored them in various rooms within
her hut. Sometimes she takes these items because
she needs them. Other times, she takes them because
they are interesting or unique, and she covets them as
mementos of her travels and accomplishments. In this
case, the hag has an item the characters need or want.
If you use this hook, determine why the hag took the
item in and where in the hut she keeps it.

3. Control the Hut


In this scenario, the adventurers want nothing less
than the hut itself. Baba Yaga has been spending less
time in the hut than she did in ages past. Her quest
to become an archfey and her machinations in the
Feywild (as well as on other planes) have forced her
to leave the hut in the hands of her servants and put
a special guardian in charge during her frequent
absences. (For details on this guardian, see Baba
Yagas Simulacrum, page 24.)
The hut is a construct creature, a vehicle, and a
demiplane all at once. Think carefully about the ramifications of letting the characters have regular access
to and command over the hut in the long term. It
should be an arduous task to steal the hut from Baba
Yaga and an even more difficult one to keep it. If the
characters manage to acquire the hut, the ancient hag
does everything she can to take it back, opening the
door to future adventures.

4. Approach the Archfey


Baba Yaga is more than a monster to be defeated. She
is a long-lived and wise collector of lore and knowledge. The characters might wish to consult her on an
important matter. They could find her outside the
dancing hut, but its a better adventure if the party
must enter the hut to gain an audience with her. The
characters are unlikely to receive a direct invitation
from Baba Yaga, so for this hook, they must find the
hut, gain entrance, and seek her out. Doing so might
require them to defeat or kill some of her servants.
The crone does not take issue with such behavior,
since she considers most of her slaves to be replaceable. In fact, she might treat the characters more
favorably if they show themselves to be formidable.
See the companion article Court of Stars: Baba
Yaga, The Mother of All Witches for more information on the hag, what help or guidance she might
provide, and what payment she might require.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut

T he Hut s L ocation
Baba Yagas dancing hut can be found anywhere on
any plane or world. That said, it is usually found in a
remote or hazardous location, often near or within a
large forest.
Natural wildlife, sensing danger, flees the area
around the hut. Magical beasts are instinctively
drawn to the region instead. Baba Yaga is known to
keep some natural beasts within the huts fence.
Intelligent humanoids residing or traveling in the
area might notice the absence of natural animals and
the increased presence of magical beasts. Sensitive
humanoids might also sense the proximity of something vile and awesome.
If the characters do not have the ability to travel to
the hut magically, they might spend a game session
journeying to its location and dealing with the multitude of monsters that have gathered in the area.

E ncounters
The adventures three opening encounters (E1, E2,
and E3) are described below. When the characters
enter the huts interior, they have the encounter in
room 1 (page 10). After that episode, the order of the
encounters in your playing of the adventure depends
on which rooms the characters visit, and in what
order, while wandering the huts vast interior. The
encounters are numbered 1 through 48. Full-page
maps distributed through the adventure display the
encounter areas in consecutively numbered groups.

E1: The Bone Gate


Roleplaying Encounter

The characters have entered the immediate area


surrounding the hut and must determine how to
approach it.
Perception DC 20: The character notices that in
each skull, one eye socket glows with a red glimmer
and the other with a blue spark.
Light: Based on the time of day.
When the characters approach, read:
Before you stands the fabled dancing hut. The structure
is a small log cabin, roughly fifteen feet across and fifteen
feet tall. It is hexagonal in shape, with no windows and one
door, and it sports a peaked roof made of wooden shakes. A
small stone chimney juts from one edge of the roof. The hut
is perched on two giant chicken legs, each fifteen feet tall
and two feet thick at their slimmest. The legs are constantly
in motion, causing the hut to spin rapidly.
The hut is in the center of a hundred-foot-diameter
circle formed by a fence. The fence is four feet tall and constructed from intertwining wooden posts that seem to have
grown out of the ground. Spaced evenly along the tops of
the posts are twelve skulls of various humanoid races. A
five-foot-wide gate made of bleached bones stands between
two of the posts. Bones in the gate are oriented vertically,
but a few of them form a toothy mouth.
A few trees are interspersed around and within the
fences circle.

The Gate
If the adventurers approach the bone gate, its mouth
begins to twitch. When one of the characters moves
within 2 squares of the gate, the mouth speaks.

The bone gate is a magic construct that acts as the


keeper of Baba Yagas domain. It is polite but blunt.
The gate admits the characters if they convince it
that they have reason to enter the hut. If the characters admit they have come to steal something, rescue
someone, or harm to Baba Yaga, then the gate refuses
to open.
If the adventurers convince the gate that they
should be allowed entrance, or if they have an invitation from Baba Yaga or Elena, the gate opens and lets
them pass. If the characters mention Elena by name,
the gate also says:
Ah, mad Elena. She must have forgotten to alert me to
your pending arrival. Silly girl.
If the gate admits the party, skip Encounter E2 and
proceed to Encounter E3.
Gate Statistics: The gate is immune to all damage
and effects, and it has these skills: Insight +15, Perception +15.

The Fence
If a character climbs the fence, its posts grow and
pickets intertwine up to 15 feet, attempting to prevent
passage (Athletics DC 20 to climb). Using the nearby
trees is easier (Athletics DC 10 to climb), but the
fence still grows to 15 feet to block passage. In either
case, the picket skulls immediately begin attacking
those attempting to bypass the fence.
When an uninvited character first sets foot on the
ground inside the fences perimeter, Encounter E2
begins. The gate also speaks.
Please cease your intrusion. Failure to do so will result in
serious repercussions. This is your only warning.

Welcome to Baba Yagas domain. Kindly state your business or be on your way.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut

E2: Trespassers

Combat Encounter Level 17 (8,400 XP)


This combat occurs if the characters pass over the
fence without permission in Encounter E1 or try to
break into the hut in Encounter E3.
Light: Based on the time of day.
Monsters: Baba Yagas dancing hut.
The hut attacks and the traps activate. Hit points
for the hut indicate how much damage it takes to
force the legs to stop moving and settle the hut to
the ground. When the hut settles, it spins to reveal
its door to the attackers. The legs regenerate to full
strength 24 hours after being forced to settle.
Once the hut settles and the skull traps are no
longer a threat, proceed to Encounter E3.
Tactics: Baba Yagas dancing hut tries to kill or
remove any creature that the bone gate did not allow
inside the fence. If given the opportunity, the hut tries
to kick the characters over the fence (see the sidebar)
or toward active skull traps. The picket skulls attack
the adventurers as often as they can.

the Fence
Baba Yagas dancing hut cannot leave the fences
confines. If a character attempts to teleport the hut
outside the fence, the teleportation effect fails. If the
hut is pushed, pulled, or slid such that any square of
its new space would be outside the fence at the end
of the forced movement, the hut ends the movement adjacent to the fence but with all squares of
the huts space within the fences perimeter.
If the hut uses kick and would be able to push
a character into a square beyond the fence, the
character must attempt a saving throw. If the
saving throw fails, the characters is hurled over
the fence, landing outside its perimeter.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut


Baba Yagas Dancing Hut

Level 15 Solo Brute

12 Picket Skulls

Level 13 Minion Trap

Huge natural animate (blind, construct)


XP 6,000
HP 592; Bloodied 296
Initiative +12
AC 27, Fortitude 29, Reflex 27, Will 26
Perception +11
Speed 7
Blindsight 10
Immune blinded, charm, disease, gaze effects, poison
Saving Throws +5; Action Points 2

Object
XP 200 each
Detect Perception DC 20
Initiative +10
HP 1; a missed attack never damages a minion.
AC 27, Fortitude 25, Reflex 24, Will
Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage

O Flailing Legs F Aura 2


Any enemy that starts its turn in the aura, or makes an
attack during the huts turn while in the aura, takes 10
damage. While the hut is bloodied, this damage increases
to 15.
Long Stride
The hut ignores difficult terrain.
Shake It Off
At the start of the huts turn, it can make a saving throw
against any effect that a save can end. On a save, the effect
immediately ends, preventing it from affecting the hut on
its current turn.

C Burning Gaze (fire, lightning) F At-Will


Attack: Close blast 5 (enemies in the blast); +16 vs. Reflex
Hit: 8 fire and lightning damage, and the skull pulls the
target up to 4 squares.

Traits

Standard Actions
m Kick F At-Will

Attack: Melee 3 (one creature); +20 vs. AC


Hit: 4d10 + 6 damage, the hut pushes the target up to 3
squares, and the target falls prone.
M Trample F At-Will
Effect: The hut moves up to its speed. During this movement, the hut can move through enemies spaces, and
when the hut first enters a creatures space, it uses kick
against that creature.

Minor Actions

C Chimney Gout (fire) F Recharge 5 6


Attack: Close blast 3 (creatures in the blast); +18 vs. Reflex
Hit: 3d6 + 5 fire damage, and ongoing 10 fire damage (save
ends).
Miss: Half damage.

Triggered Actions
M Berserk Hut F At-Will

Trigger: An attack damages the hut while it is bloodied.


Effect (Immediate Reaction): The hut uses kick.
Str 23 (+13)
Dex 20 (+12)
Wis 18 (+11)
Con 20 (+12)
Int 8 (+6)
Cha 3 (+3)
Alignment unaligned Languages

Standard Actions

Countermeasures
FD
 isable: Arcana or Thievery DC 20 (DC 29 as a minor

action). Failure (15 or lower; 24 or lower as a minor action):


The skull uses burning gaze as a free action.

E3: Entering the Hut


Exploration Encounter

Run this encounter if the bone gate allows the characters to enter the circle or if they defeat the hut.
Light: Based on the time of day.
If the gate allows the characters to enter, the hut spins
and dances as they approach. Speaking the command
phrase (see below) or defeating the hut (Encounter
E2) forces it to settle.
The cabin portion of the hut is immune to all
damage and cannot be affected by rituals. For example, Passwall fails to create an opening in the hut.

Command Phrase
If the adventurers say, Little hut, little hut, show me
your door, the hut turns its door toward the speaker,
settles, and opens the door.

Arcane Lock
If defeated in combat, the hut sits on the ground, its
door closed. No handle or hinges are apparent, and
the door is warded (Arcana DC 14 to detect). The

characters can attempt DC 29 Arcana checks or


Thievery checks to bypass the ward. (The door cannot
be broken open.) Doing so requires three successes.
Each time an attempt fails, the door blasts the area
with a burning gaze like that of the picket skull traps
in Encounter E2. This effect cannot be disabled.

The Chimney
If the hut is settled, Small or smaller creatures can
climb down the chimney (Athletics DC 14 to climb
the hut and the chimney). At the bottom of the inner
chimney, a stovepipe that connects to the stove in
room 1 blocks progress. If the pipe is dislodged (Athletics or Thievery DC 29), the chimney allows access
to room 1.

T he Hut s I nterior
Baba Yaga designed the interior of the hut to confound intruders. It is built around a tesseract, a
theoretical four-dimensional construct that is a projection of a three-dimensional cube into the fourth
dimension. Rooms in the hut lie along different sides
of the tesseract and are joined to other rooms with
passageways that break the rules of three-dimensional space.
Each map indicates the number of each other
room the mapped room connects to. A room can
connect to up to six others, with (at most) one passageway on each of four sides, one in the floor, and
one in the ceiling. Some rooms contain fewer than six
connections.

Room and Chamber


For all encounters that take place within the hut, the
term room is used to refer to a specific encounter
area. Each room can connect to various other rooms,
as described in the encounters and shown on the
maps. Rooms are designated by numbers.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut

Monsters And Treasure


Many rooms in the hut include monsters. However, the
room maps do not have tags showing exact monster
placement. Often, the way the characters encounter a
monster depends on how they entered the room, the
function of the room, or the type or role of monster.
The lack of placement tags gives you leeway in how
you introduce the monsters.
A great deal of treasure is strewn about the hut,
much of it guarded. It includes magic items and wealth
that Baba Yaga has accumulated over the ages. The
encounters describe the monetary rewards and the
magic items in each room. Treasures described in the
adventure do not represent everything the party might
find in the hut. You should change or augment the treasures to suit your campaign.
Special Creatures: Some creatures in Baba Yagas
hut are servants and others are guests. A few deserve
special note. Piscodemons that Baba Yaga has enlisted
into her service worship her and expect to be rewarded

The term chamber is used to refer to a part of a


room. Most rooms are composed of multiple chambers. Chambers are designated by letters.

Doorways
The doorways between rooms in the hut might
be locked, trapped, hidden, or cursed; or passing
through them might require ingenuity. If a room has
such doorways, they are described in a section called
Special Doorways. Ordinary doorways with no special properties are described only if important. On
the room maps, each doorway is numbered the same
as the room to which it leads.

when their service ends. Derghodemons here are


bound to Baba Yaga and completely loyal. Most of the
hags in the hut see Baba Yaga as an ideal to be emulated and revered.
Diakkas: Ages ago, when Baba Yaga lived on a farm,
she imbued some of her chickens with a tiny bit of her
essence. Over time, these chickens grew and mutated
into diakkas. They bred to create more of their kind.
Diakkas are small, flightless bird-people with sharp
claws, strong legs, and harsh, squawking voices. They
consider Baba Yaga to be their mother.
Baba Yagas Simulacrum: Baba Yaga created a construct
to watch over her prized home in her absence. Over the
course of thirteen weeks, she toiled away, creating an
unnatural version of herself and imbuing it with a bit of
her essence. Although the simulacrum is a construct, it
considers itself to be Baba Yaga. It cannot be persuaded
otherwise. It has all of Baba Yagas memories because the
crone regularly invests it with her recent experiences.

Special Properties
When constructing her hut, Baba Yaga called upon
ancient magical lore to imbue it with many special
properties. These properties hinder how certain kinds
of rituals function within the hut. Unless otherwise
noted in specific encounters, the special properties
described below are in effect throughout the hut.
Divination: Rituals of this sort can be used within
rooms in the hut, but each one can reveal only facts
associated with the room in which it is performed.
Divination effects cannot pass from one room to
another. For example, Magic Map can be used to
locate a creature within a room but cannot be used
to locate a creature that is in another room or outside

the hut. Divinations that call upon entities that exist


outside the hut, such as Ancestral Whispers, cannot
be used in most rooms. When attempted, such rituals
fail before components are expended. Further, every
time a character attempts a divination ritual while
within the hut, one of Baba Yagas curses (determined
randomly, described below) attacks the character.
Travel: While in the hut, the characters cannot
access any area outside the hut unless an encounter
specifically states otherwise. Travel rituals used in an
attempt to reach any area outside the characters current room fail before components are expended. This
limitation also means that the souls of creatures that
die in the hut can find their way out only through the
few rooms that can access the planes.

Baba Yagas Curses


Baba Yaga has placed curses on various items and
areas within her hut. These curses trigger much like
traps. A character can detect the presence of such a
curse with a successful DC 31 Arcana check made
to detect magic. A successful check of this sort suppresses the curse so that it cannot trigger for 1 minute.
Specific encounters describe the trigger for an
associated curse. When triggered, a curse activates
and attacks the triggering character. Refer to the
curse statistics blocks below for specific information.

Removing a Curse
The Remove Affliction ritual can be used to remove
a curse from a character at any time before he or she
succumbs to stage 4 of the curse. Because Baba Yagas
curses are virulent, they impose a 10 penalty on the
Heal check associated with the Remove Affliction
ritual.
A character who succumbs to stage 4 of a curse
is permanently disabled or transformed. Beyond the
reach of mortal rituals, such an unfortunate can be
rescued only by specific means you devise. A difficult

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut


quest should be required. For example, a character
whom the curse of fused bones has transformed into
a petrified skeleton could recover if bathed in the
waters of a specific pool deep in the Shadowfell. The
rest of the adventurers must transport the petrified
body of their compatriot to the pool for the cure.
If Baba Yaga dies, all her active curses end.
Curse of the Chicken Foot
Level 17 Curse
A glowing chicken track appears on your forehead, and you
cant keep from making intermittent clucks.
Triggered Actions
C Curse of the Chicken Foot (psychic) F At-Will
Trigger: A creature triggers the curse according to conditions specified in an encounter.
Attack (Immediate Reaction): Close burst 5 (triggering creature in the burst); +20 vs. Will
Hit: 3d8 + 12 psychic damage, and the target is subjected
to stage 1 of the curse. If the target is already at another
stage of any curse, the target instead remains at that
stage of that curse.
Effect: The target grants combat advantage (save ends).
Curse Progression
Stage 0: The curse is dormant.
Stage 1: Baba Yaga and her simulacrum can discern the
targets location as a free action. In addition, the target
gains no benefit from partial concealment.
Stage 2: As stage 1, and the target grows chicken feathers
on one-third of its body. The target takes a 2 penalty to
Charisma ability checks and Charisma-based skill checks,
as well as to Stealth checks.
Stage 3: As stage 1, and the target grows chicken feathers
on two-thirds of its body and a chicken beak in place of
its mouth. The target takes a 5 penalty to Charisma ability checks and Charisma-based skill checks, as well as to
Stealth checks.
Stage 4: The target transforms into a diakka (page 39), and
the curse ends.
Check: At the end of each extended rest, the target makes
an Arcana check or an Endurance check.
15 or Lower: The stage of the curse increases by 1.
1622: No change.
23 or Higher: The stage of the curse decreases by 1 (if at
stage 0, no change occurs).

Curse of Morphing Flesh


Level 17 Curse
Your begin changing into a fiendish, amorphous form.
Triggered Actions
C Curse of Morphing Flesh (acid) F At-Will

Curse of Fused Bones


Level 17 Curse
Your limbs begin creaking and stiffening.
Triggered Actions
C Curse of Fused Bones (necrotic) F At-Will

Trigger: A creature triggers the curse according to conditions specified in an encounter.


Attack (Immediate Reaction): Close burst 5 (triggering creature in the burst); +20 vs. Fortitude
Hit: 2d8 + 9 acid damage, and the target is subjected to
stage 1 of the curse. If the target is already at another
stage of any curse, the target instead remains at that
stage of that curse.
Effect: The target is weakened (save ends).
Curse Progression
Stage 0: The curse is dormant.
Stage 1: The target gains vulnerable 5 all.
Stage 2: As stage 1, and the targets body becomes softer
and weaker, imposing a 2 penalty to Strength ability
checks and Athletics checks.
Stage 3: As stage 1, and the targets flesh becomes dark
and oily, imposing a 5 penalty to Strength ability checks
and Athletics checks, as well as a 2 penalty to Charisma
ability checks and Charisma-based skill checks
Stage 4: The target transforms into a slime devil (page 24),
and the curse ends.
Check: At the end of each extended rest, the target makes
an Athletics check or a Religion check.
15 or Lower: The stage of the curse increases by 1.
1622: No change.
23 or Higher: The stage of the curse decreases by 1 (if at
stage 0, no change occurs).

Trigger: A creature triggers the curse according to conditions specified in an encounter.


Attack (Immediate Reaction): Close burst 5 (triggering creature in the burst); +20 vs. Reflex
Hit: 3d8 + 12 necrotic damage, and the target is subjected
to stage 1 of the curse. If the target is already at another
stage of any curse, the target instead remains at that
stage of that curse.
Effect: The target is immobilized (save ends).
Curse Progression
Stage 0: The curse is dormant.
Stage 1: The targets speed is reduced by 2 (minimum 1).
Stage 2: As stage 1, and the targets joints become stiff,
imposing a 2 penalty to Dexterity ability checks and
Dexterity-based skill checks.
Stage 3: As stage 1, and the targets flesh and bones
stiffen, imposing a 2 penalty to Strength ability checks
and Athletics checks, as well as a 5 penalty to Dexterity
ability checks and Dexterity-based skill checks.
Stage 4: The target is permanently petrified, and the curse
ends.
Check: At the end of each extended rest, the target makes
an Acrobatics check or a Religion check.
15 or Lower: The stage of the curse increases by 1.
1622: No change.
23 or Higher: The stage of the curse decreases by 1 (if at
stage 0, no change occurs).

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut


Curse of the Mad Mind
Level 17 Curse
Your mind is flooded with myriad strange thoughts that
confound and disturb you.
Triggered Actions
C Curse of the Mad Mind (psychic) F At-Will
Trigger: A creature triggers the curse according to conditions specified in an encounter.
Attack (Immediate Reaction): Close burst 5 (triggering creature in the burst); +20 vs. Will
Hit: 2d8 + 9 psychic damage, and the target is subjected
to stage 1 of the curse. If the target is already at another
stage of any curse, the target instead remains at that
stage of that curse.
Effect: The target is dazed (save ends).
Curse Progression
Stage 0: The curse is dormant.
Stage 1: The target takes a 2 penalty to Initiative checks.
Stage 2: As stage 1, and the targets perceptions become
hazy, imposing a 2 penalty to Wisdom ability checks and
Wisdom-based skill checks.
Stage 3: As stage 1, and the targets mind is clouded,
imposing a 5 penalty to Wisdom ability checks and
Wisdom-based skill checks, as well as a 2 penalty to
Intelligence ability checks and Intelligence-based skill
checks.
Stage 4: The target is so insane that it is permanently helpless, and the curse ends.
Check: At the end of each extended rest, the target makes
an Insight check or History check.
15 or Lower: The stage of the curse increases by 1.
1622: No change.
23 or Higher: The stage of the curse decreases by 1 (if at
stage 0, no change occurs).

R andom
E ncounters

ENCOUNTER DETAILS

The dancing hut is home to many creatures. They


can be encountered in specific rooms as written, or
you can place them in different locations as desired.
For example, you might want the characters to come
upon a guard patrol or a particular inhabitant earlier
than the encounters specify. The guidelines below
describe a method for including random encounters
in the adventure.
When the party enters a room that is normally
uninhabited, look up the room number on the
Encounter Chance table, and roll the die indicated in
the Chance of Encounter column. A result of 1 means
that the characters have a random encounter.
If a random encounter occurs, make the roll indicated in the Encounter Details column and look up
the result on the Encounter Details table to see what
creatures are in the room. The Room column shows
where the creatures statistics or other information (if
any) appear in this adventure.

ENCOUNTER CHANCE
Uninhabited
Room
5
9
10
18
20
32
33
35
36
37
38
42
43

Chance of
Encounter
1 on d10
1 on d10
1 on d12
1 on d12
1 on d10
1 on d8
1 on d12
1 on d12
1 on d8
1 on d8
1 on d10
1 on d12
1 on d10

Encounter
Details
1d4 + 1
1d4 + 2
1d6 + 4
1d4 + 1
1d6 + 4
2d6
1d4 + 8
1d6 + 3
1d4 + 5
2d6
1d8 + 1
1d8 + 1
1d6 + 6

Roll
2


3
4
5
6
7
8
9

10

11
12

Encounter
Room
Two adventurers seeking a way out; they

barter for directions and might provide


useful information
An escaped prisoner in need of help

Ivan, taking a walk


20
Grik, exploring the hut
30
Two night hags disguised as bickering sisters 8
A diakka taking a break
34
A derghodemon on patrol
34
1 piscodemon and 3 diakkas on the way
34
to their next task
Elena and her entourage, strolling through 17
the hut
Jayden Thull, on an errand for Elena
17
Natasha, seeking aid in killing Elena
15

T he Grand E xpanse
of the Dancing Hut
The rest of this adventure describes 48 room encounters in the hut. A large number of them are combat
encounters. Others are simple exploration or roleplaying scenarios that allow the characters to make
interesting discoveries.
You can change or develop the encounter details
into whatever you need for your campaign. A room
designed for exploration might be developed to
include a skill challenge that provides the characters with useful information. A combat encounter
with Baba Yagas slaves might become a roleplaying
encounter in which the adventurers promise to free
the slaves in exchange for their help.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut

N o v e m b e r 2 011 | D U N G E O N 1 9 6

Baba Yagas Dancing Hut

1. Hut Entrance
Exploration Encounter

When the characters enter the hut, they arrive in this


room, which is guarded by Vladimir, Baba Yagas
cat familiar.
Perception DC 20: The character hears the faint
rustling of something moving in the shadows.
Light: Candles cast dim light.
Read:
The interior of the hut looks like the hovel of an old peasant.
It contains a small wooden table with a wash basin on it
and a single chair next to it. The f loor is packed earth, and
the walls and ceiling are of simple wooden construction.
A stove stands along one wall, its pipe leading to the chimney above. A straw-filled mattress and a tattered quilt lie
against one wall. The f loor and the shelves on the walls are
littered with tattered clothing, utensils, and sewing supplies.
Several candles glow in various places.
The room has nothing of particular interest aside
from Vladimir. The creature is a bit skittish and stays
in the shadows until discovered by the characters.
Vladimir is a simulacrum. Baba Yagas real cat
died decades ago. Missing her pet greatly, Baba Yaga
created a simulacrum of the dead cat and left it to
guard this room as a tribute to her companion.
Vladimir does not have a statistics block. Any
attack made against the false cat automatically hits
and kills it. If killed, Vladimir comes back to life one
day later.
Vladimir speaks Common and Elven and is wary
of the characters at first. If engaged in conversation,
it is pleasant, but its voice has a sad tone. Vladimir
knows nothing about the rest of the hut but can
tell the characters whether it believes Baba Yaga
is present in the dwelling. However, the false cat
cannot distinguish between the real crone and her
simulacrum.

Entry Door: Characters within the hut can open


the entry for those outside the hut.
Special Doorways: A trapdoor underneath the
table leads to room 19. A ladder along one wall leads
up to a ceiling trapdoor that accesses room 7.

2. Entry Hall

Combat Encounter Level 13 (4,000 XP)


The characters enter a grand hall adorned with statues and tapestries. The lights in the room cast the
statues shadows onto the floor. These shadows are
the rooms guardians.
Perception DC 29: The character notices that the
shadow of one of the statues moves and shimmers in
an unnatural way.
Light: Magic torches give off dim light.
Monsters: 4 shadow puppeteers.
Read:
This room is of fine oak construction, with a wooden
rafter-and-slat ceiling 20 feet above the f loor. The walls
are adorned with several old tapestries. Six statues made
of tarnished silver stand against the walls, two on each
short wall and one on each long wall. Behind each statues
head, a magic torch glows, casting the statues shadow into
the hall.
Baba Yaga bound the shadow puppeteers to this room
to serve as its protectors. They stay on the floor when
the characters enter. If a character moves adjacent
to any of the statues marked A, B, C, or D, the puppeteers attack. Two shadows rise up at first, and two
others join in on the second round.
Attempts to remove the tapestries from the walls
cause them to fall to pieces.
Tactics: The shadow puppeteers avoid bright light
and create shadows using shadow touch to make best
use of their abilities.

4 Shadow Puppeteers

Level 14 Lurker

Medium shadow humanoid


HP 74; Bloodied 37
AC 24, Fortitude 25, Reflex 26, Will 26
Speed 8
Resist insubstantial; Vulnerable 5 radiant

XP 1,000 each
Initiative +17
Perception +9
Darkvision

Traits

Born of Shadows
The puppeteer can make a Stealth check to become
hidden when it has concealment instead of needing total
concealment.

Standard Actions

m Shadow Touch (necrotic, zone) F At-Will


Attack: Melee 1 (one creature); +17 vs. Reflex
Hit: 3d6 + 12 necrotic damage, or 3d6 + 17 necrotic
damage against a target that cannot see the puppeteer.
Effect: The puppeteer creates a zone in the targets space
and each square adjacent to it. The zone is lightly
obscured, and it lasts until the end of the puppeteers
next turn.
M Shadow Puppet (charm, necrotic) F Recharge when the
shadow hits a creature that cannot see it
Attack: Melee 1 (one creature); +17 vs. Will
Hit: 2d6 + 5 necrotic damage, or 2d6 + 10 necrotic
damage against a target that cannot see the puppeteer.
The target is dominated until it starts its turn not adjacent to the shadow.
Skills Stealth +18
Str 12 (+8)
Dex 22 (+13)
Wis 14 (+9)
Con 17 (+10)
Int 12 (+8)
Cha 19 (+11)
Alignment evil
Languages Common

3. Audience Hall

Combat Encounter Level 13 (4,000 XP)


In the past, Baba Yaga met with visitors in this room,
but she rarely uses it these days. Regardless, a trapper
lies on the floor near the steps to the archfeys throne.
A pair of nagpa servants tidy up the room.
Light: Bright red light throughout.
Monsters: 1 trapper, 2 nagpa carrion lords.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

10

Baba Yagas Dancing Hut


Trapper

Level 14 Elite Soldier

Huge natural animate (construct, shapechanger) XP 2,000


HP 280; Bloodied 140
Initiative +12
AC 30, Fortitude 27, Reflex 24, Will 25
Perception +11
Speed 6
Darkvision
Saving Throws +2; Action Points 1

Traits

Threatening Reach
The trapper can make opportunity attacks against enemies
within 3 squares of it.

Standard Actions
m Slam F At-Will

Attack: Melee 3 (one creature); +19 vs. AC


Hit: 2d8 + 13 damage, and the trapper grabs the target
(escape DC 21).
m Envelop F At-Will
Attack: Melee 3 (one creature grabbed by the trapper); +17
vs. Fortitude
Hit: The target is enveloped and is no longer grabbed. While
enveloped, the target is restrained and takes 10 damage
at the start of the trappers turn. The enveloped creature
is in the trappers space and has line of sight and line of
effect only to the trapper. No creature has line of sight or
line of effect to the target.
The enveloped creature can make only melee or close
attacks. If the enveloped creature deals 20 damage to the
trapper with an attack, the trapper releases the creature
into an unoccupied square adjacent to the trapper, and
the creature is no longer enveloped. When the trapper
dies, the target is no longer enveloped, and is instead
prone in the trappers former space.

Read:
This is a grand chamber constructed of fine masonry with
a vaulted ceiling rising 30 feet above the marble-tiled
floor. A set of tiled stairs leads from the main f loor to an
elevated area that features a throne made of red quartz and
engraved with runes. The wall behind the throne glows red,
illuminating the chamber in an otherworldly light.
Two bird-men sweep the f loor with wooden brooms. As
you enter, they begin to retreat.

Double Attack F At-Will


Effect: The trapper makes two basic attacks.
Floor Ambush F Encounter
Requirement: The trapper must be in floor form, and it
must have done nothing but delay or ready during the
encounter.
Effect: The trapper assumes ooze form and can make a basic
attack against each enemy within its reach. Enemies that
occupy the trappers space are considered to be grabbed
by the trapper for the purpose of envelop. Creatures still
in the trappers space and not enveloped after the trapper
resolves this power slide up to 3 squares to an unoccupied
square within 2 squares of the trapper.

Minor Actions

Shapeshift (polymorph) F At-Will (1/round)


Effect: The trapper assumes one of the following forms. It
remains in the chosen form until it uses this power again.
Floor Form: The trapper takes the form of a floor surface,
mimicking its shape, coloration, and texture. A creature
must succeed on a DC 34 Perception check to notice that
the trapper is a creature. While the trapper is in this form,
other creatures can enter its space.
Ooze Form: While squeezing, the trapper moves at full speed
rather than half speed, it doesnt take the 5 penalty to
attack rolls, and it doesnt grant combat advantage for
squeezing.
Str 23 (+13)
Dex 16 (+10)
Wis 18 (+11)
Con 20 (+12)
Int 2 (+3)
Cha 4 (+4)
Alignment unaligned Languages

Tactics: The carrion lords lure enemies toward


the trapper. Then they pepper their enemies with
ranged attacks, retreating from melee with ghostly
escape. The trapper delays until it can use f loor ambush
or it is attacked, after which it joins the fight fully and
attacks all characters.

2 Nagpa Carrion Lords

Level 14 Artillery

Medium elemental humanoid


HP 111; Bloodied 55
AC 28, Fortitude 23, Reflex 25, Will 26
Speed 6

Standard Actions

XP 1,000 each
Initiative +9
Perception +11
Low-light vision

m Rotting Staff (necrotic, weapon) F At-Will


Attack: Melee 1 (one creature); +17 vs. Fortitude
Hit: 2d6 + 8 necrotic damage.
r Bolt of Putrescence (implement, necrotic) F At-Will
Attack: Ranged 20 (one creature); +19 vs. Reflex
Hit: 2d10 + 10 necrotic damage.
R Rain of Ruin (acid, implement) F Recharge 5 6
Attack: Ranged 10 (two or three creatures); +19 vs. Reflex
Hit: 2d10 + 5 acid damage.
A Consuming Shadows (implement, necrotic, zone) F
Encounter
Attack: Area burst 1 within 10 (enemies in burst); +19 vs.
Fortitude
Hit: 4d6 + 5 necrotic damage, and ongoing 5 necrotic
damage (save ends).
Effect: The burst creates a zone that lasts until the end of
the carrion lords next turn. The zone blocks line of sight
for the carrion lords enemies.
Sustain Minor: The zone persists.

Minor Actions
Ghostly Escape F Encounter

Effect: The carrion lord is insubstantial and phasing until


the end of its next turn.
Skills Arcana +17, Bluff +17, Diplomacy +17, History +17
Str 12 (+8)
Dex 14 (+9)
Wis 19 (+11)
Con 21 (+12)
Int 21 (+12)
Cha 20 (+12)
Alignment evil
Languages Common, Primordial
Equipment staff

4. Art Gallery

Combat Encounter Level 13 (4,400 XP)


The characters come upon Baba Yagas art repository,
which contains sundry pieces of statuary, paintings,
and craftworks that the hag has acquired over the
ages. Several creatures guard her prized collection.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

11

Baba Yagas Dancing Hut


Perception DC 29: The character hears the soft
footsteps of at least one creature somewhere beyond
his or her immediate field of sight.
Light: Bright magical light.
Monsters: 1 medusa venom arrow, 1 medusa
bodyguard, 3 oblivion wraiths.
Read:
You enter a multichambered room containing dozens of
works of art. Exquisite paintings and tapestries adorn every
wall, and several statues stand about the chambers. The
room is bathed in magical light that illuminates each work
of art with perfect clarity. Throughout the room, light fog
lines the floor to a depth of one foot.
This room is brimming with a great variety of fine
works of art from dozens of worlds and planes.
Although none of them is magical, the characters
might try to claim pieces of art as spoils of their
endeavors. You can use the general treasure below or
determine the number and value of the works.
Various statues, some of metal and others of stone,
stand throughout the room. A few of them are more
detailed than the rest and depict adventurers striding
into battle or cowering in panic and pain. These statues are the trophies of the medusa venom arrow that
guards the room.
After the characters have explored one or two
chambers of the art gallery, the medusas attack. After
one round of combat, the wraiths join the battle.
Special Doorways: In the ceiling of chamber B, a
secret door (Perception DC 29 to find) leads to room
40. In chamber I, a trapdoor in the floor, leading to
room 46, is covered by an enormous iron statue of
Baba Yagas hut. Scratch marks in the floor near the
statue are clues that it has been moved in the past
(Perception DC 21 to find the door; Athletics DC 29
to move the statue). The trapdoor is cursed. Any character who touches the door is attacked by the curse of
morphing flesh.

Treasure: Various easily transportable paintings,


etchings, and tapestries worth a total of 10,000 gp.
Tactics: This combat can easily range across the
room as the monsters dart in and out of the smaller
chambers. The medusa venom arrow moves to avoid
melee, preferring ranged attacks. The medusa bodyguard uses longbow and mind-venom gaze but rushes to
the venom arrows side when she comes under assault.
The oblivion wraiths phase through the interior walls
between chambers to avoid being overwhelmed.
Medusa Bodyguard
Medium natural humanoid
HP 123; Bloodied 61
AC 28, Fortitude 25, Reflex 23, Will 24
Speed 6
Resist 10 poison

Level 12 Soldier
XP 700
Initiative +11
Perception +15

Standard Actions

m Bastard Sword (poison, weapon) F At-Will


Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d10 + 4 damage, and ongoing 5 poison damage (save
ends).
Effect: The bodyguard marks the target until the end of the
bodyguards next turn.
R Longbow (poison, weapon) F At-Will
Attack: Ranged 30 (one creature); +17 vs. AC
Hit: 1d10 + 9 damage, and ongoing 5 poison damage (save
ends).

Triggered Actions

C Mind-Venom Gaze (charm, poison, psychic) F Recharge


when the bodyguard hits with bastard sword
Trigger: An enemy marked by the bodyguard makes an
attack that does not include it as a target.
Attack (Immediate Interrupt): Close blast 5 (enemies in the
blast); +15 vs. Will. The attack must include the triggering enemy as a target.
Hit: 2d6 + 3 poison and psychic damage, and if the target is
the triggering enemy, the target is stunned until the end
of its turn.
Skills Bluff +14, Stealth +14
Str 22 (+12)
Dex 17 (+9)
Wis 19 (+10)
Con 19 (+10)
Int 12 (+7)
Cha 17 (+9)
Alignment evil
Languages Common
Equipment bastard sword, longbow

Medusa Venom Arrow

Level 12 Artillery

Medium natural humanoid, female


HP 96; Bloodied 48
AC 26, Fortitude 23, Reflex 25, Will 23
Speed 6
Immune petrification; Resist 10 poison

XP 700
Initiative +12
Perception +14

Standard Actions

m Serpent Hair (poison) F At-Will


Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d6 + 6 poison damage, and the target takes a 2 penalty to saving throws until the end of the medusas next
turn.
r Shortbow (poison, weapon) F At-Will
Attack: Ranged 30 (one creature); +19 vs. AC
Hit: 1d10 + 7 damage, and the target takes ongoing 5
poison damage and is slowed (save ends both).

Triggered Actions
Petrifying Stare F At-Will

Trigger: An enemy starts its turn within 2 squares of the


medusa.
Effect (Opportunity Action): Close blast 2 (the triggering
enemy in the blast). The target is slowed (save ends).
First Failed Saving Throw: The target is immobilized
instead of slowed (save ends).
Second Failed Saving Throw: The target is petrified until
one of the following conditions is satisfied.
F T he use of an appropriate power, such as divine
cleansing.
F T he willing kiss of the medusa that petrified the creature (a medusa might do this to gain information or
to luxuriate in the victims fear before returning it to
stone).
F T he medusa responsible for the petrification is killed
and its blood is applied to the stony lips of the victim
before a full day passes.
Skills Bluff +15, Stealth +17
Str 14 (+8)
Dex 22 (+12)
Wis 17 (+9)
Con 18 (+10)
Int 12 (+7)
Cha 19 (+10)
Alignment evil
Languages Common
Equipment shortbow

N o v e m b e r 2 011 | D U N G E O N 1 9 6

12

Baba Yagas Dancing Hut


3 Oblivion Wraiths

Level 14 Brute

Large shadow humanoid (undead)


XP 1,000 each
HP 116; Bloodied 58
Initiative +13
AC 26, Fortitude 25, Reflex 27, Will 24
Perception +7
Speed 0, fly 6 (hover); phasing
Darkvision
Immune disease, poison; Resist 15 necrotic

Traits

O Nihil (necrotic) F Aura 2


Any enemy that starts its turn in the aura takes 10 necrotic
damage and cannot spend a healing surge until the start of
its next turn.
Insubstantial
The wraith takes half damage from any damage source.
Regeneration
The wraith regains 10 hit points whenever it starts its turn
and has at least 1 hit point. Whenever the wraith takes radiant damage, its regeneration doesnt function until the end
of its next turn.
Spawn Wraith
When the wraith kills a humanoid, that humanoid becomes
a wraith at the start of this wraiths next turn. The new
wraith appears in the space where the humanoid died or in
the nearest unoccupied square, and it rolls a new initiative
check. The new wraith acts under the Dungeon Masters
control.

5. Recreation and Dance


Exploration Encounter

This room was built for recreation, dance, games, and


hobbies. It allows the characters to explore diversions
from their normal expeditions.
Light: Candles and braziers provide bright light.
Read:
You enter a well-lit room that is outfitted with the accoutrements of various hobbies.
Chamber A has sewing materials and a small loom.
Chamber B contains several chairs around a table
that holds dice and card games.
Chamber C is a dressing room with costumes and
a standing mirror.

Standard Actions

m Nihil Strike (necrotic) F At-Will


Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: 3d12 + 8 necrotic damage, and the wraith is invisible to
the target until the end of the wraiths next turn.
M Obliviate (necrotic) F Recharge 5 6
Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: 3d12 + 4 necrotic damage, and the target takes ongoing 15 necrotic damage and a 2 penalty to saving throws
(save ends both).

Move Actions
Shadow Glide F Encounter

Effect: The wraith shifts up to 6 squares.

Triggered Actions

C Death Blast (necrotic) F Encounter


Trigger: The wraith drops to 0 hit points.
Attack (Immediate Reaction): Close blast 3 (enemies in the
blast); +15 vs. Fortitude
Hit: The target loses two healing surges.
Miss: The target loses one healing surge.
Skills Stealth +18
Str 20 (+12)
Dex 23 (+13)
Wis 10 (+7)
Con 16 (+10)
Int 10 (+7)
Cha 18 (+11)
Alignment chaotic evil Languages Common

Chamber D contains numerous musical instruments. A funeral dirge plays in here, but the music
has no identifiable source.
Chamber E has a sunken performance area. In the
center of the area is a raised stage.
Each chamber is divided from the others by magic
curtains that deaden all sound passing from one
chamber to the next.
You can develop the chambers in this room
further to provide the characters with interesting
activities. For example, chamber B might be inhabited by a creature that invites the characters to engage
in games of chance, allowing them to place wagers
and perhaps garner information about the hut and its
residents.

Special Doorways: In the ceiling of chamber


C, a secret door (Perception DC 21 to find) leads to
room 33.

6. Grand Throne Room


Exploration Encounter

Baba Yagas throne room has fallen into disuse in


recent years due to the hag being away from the hut
for extended periods.
Light: Dim light provided by the glowing ceiling.
Read:
The floor and walls of this room are crafted of black marble
streaked with gold veins. Glassy purple columns, some
starting to crumble, parade through much of its expanse.
The vaulted ceiling 60 feet above the floor glows eerily, filling the room with purple light. A raised dais sits at one end
of the room, with four giant skulls adorning its surface. In
the center of the dais is a grand throne made from a single
block of black stone. A stairway leads up to the throne.
If a character speaks Baba Yagas name while in this
room, a ghostly version of the ancient hag appears,
seated on the throne. The apparition beckons the
adventurer forward, hoping that he or she touches the
throne. Any character who does so is attacked by the
curse of the mad mind.
Special Doorways: Under one of the giant skulls
is a secret trapdoor (Perception DC 29 to find), leading down to room 12.

7. Attic
Roleplaying Encounter
The huts attic is mostly what one would expect from
the attic of a wooden cabin, but it also holds a strange
creature that the characters might befriend and take
with them.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

13

Baba Yagas Dancing Hut


Perception DC 20: The character notices a Small
black cat peeking from behind a chest.
Light: Darkness.
If the characters light the room, read:
This small, hexagonal room is built of rotting wood. The
floor creaks, and the walls and ceiling show signs of age.
The area is strewn with boxes, chests, and sundry articles of
clothing and other paraphernalia. In addition to two doors,
spiral stairs lead up.
This room contains an assortment of useless gear.
Shelsa, a guardian familiar, keeps watch over a specific trunk. At first, she hides from the characters,
but if they coax her out, they might entice her to join
them in their endeavors.
Special Doorways: Under some tattered clothing
is a trapdoor (Perception DC 21 to find). It leads to
room 1.
Treasure: A ring of invisibility lies in the bottom of
the chest guarded by Shelsa.

Shelsa, Guardian Familiar


Shelsa is a guardian familiar that has been in the attic
for many years. If the characters coax her out, she is
willing to talk and comes across as bored.
If pressed for information about herself, Shelsa
laments her years spent in the attic and yearns to see
more of the world outside. If the characters invite her
to accompany them, she does so gladly, latching onto
the one who has the highest Charisma score.
If questioned about the chest she is guarding,
Shelsa states only that it contains power. Tired of
her role as guardian, she allows the characters to
take the ring of invisibility from the chest if they let her
accompany them.
If the adventurers take the ring but do not let
Shelsa join them, she becomes angry and secretly
follows them around the hut, staying in the shadows
as much as possible. She calls on the other denizens

of the hut to wreak vengeance upon the party and


return the ring to her.
Shelsa, Cat Familiar Level 12 Minion Skirmisher
Small fey magical beast
XP 175
HP 1; a missed attack never damages a minion. Initiative +14
AC 26, Fortitude 23, Reflex 26, Will 24
Perception +12
Speed 8, climb 6
Low-light vision
Immune disease, fear, necrotic, poison

8. Bestiary

Combat Encounter (Varies)


Baba Yaga has imprisoned several strange creatures
in this bestiary.
Light: Bright light from the glowing ceiling.
Monsters: 2 su alphas, 1 night hag, 1 vampiric
mist corruptor, 1 flamekiss hydra, 1 beholder.

Traits

Nine Lives
Shelsa initially has eight extra lives. While Shelsa has five
extra lives remaining, she gains a +2 bonus to defenses,
attack rolls, and damage. While she has two extra lives
remaining, this bonus increases to +4.

Standard Actions
m Bite F At-Will

Attack: Melee 1 (one creature); +17 vs. AC


Hit: 10 damage.
Mobile Attack F At-Will
Effect: Shelsa shifts up to her speed and uses bite once
during the movement.

Move Actions

Guardian Jump (teleportation) F Encounter


Effect: Shelsa teleports up to 10 squares.

Triggered Actions

Limited Rebirth (healing, teleportation) F Recharge when


Shelsa spends one of her extra lives
Trigger: Shelsa drops to 0 hit points while she has an extra
life remaining.
Effect (No Action): Shelsa spends one of her extra lives
and regains 1 hit point. She can then teleport up to 10
squares, and she becomes invisible until the end of her
next turn or until she attacks.
Skills Athletics +8, Nature +12, Stealth +17
Str 5 (+3)
Dex 22 (+12)
Wis 12 (+7)
Con 17 (+9)
Int 10 (+6)
Cha 19 (+10)
Alignment unaligned Languages Common, Elven

Read:
This large stone room contains numerous smaller chambers, each with a doorway of shimmering yellow light. A
glowing ceiling 30 feet above the floor illuminates the
whole room with bright light. The grunts and growls of
various creatures issue from the chambers.
Each chamber magically provides food and water for
its captive and magically removes waste. The shimmering doorways are transparent, so the characters
can see inside each chamber.
The chamber doorways are made of magical
force that is impervious to damage and blocks line
of effect. Characters can open a door by making a
DC 21 Arcana check to dissipate the magic or a DC
29 Thievery check to mar the runes containing the
magic. If a door is opened, the creature in the chamber reacts as described below.
If the characters release one or more monsters, different combat encounters might occur. Any creatures
left behind are fair game for random encounters later.
Chamber A: This chamber imprisons a vampiric mist corrupter. The chamber door is faulty. If
it is opened, two other chamber doors (determined
randomly) also open. If released, the vampiric mist
corruptor attacks the adventurers.
Chamber B: The beholder here has studied the
doors for a long time and has discovered their weakness. It tries to convince the characters to release it.
If released, it attacks. Each time it uses eye ray or eye
ray frenzy, instead of making one of the allowed eye

N o v e m b e r 2 011 | D U N G E O N 1 9 6

14

Baba Yagas Dancing Hut

Beholder

Level 9 Solo Artillery

Large aberrant magical beast


XP 2,000
HP 392; Bloodied 196
Initiative +9
AC 23, Fortitude 21, Reflex 22, Will 22
Perception +11
Speed 0, fly 4 (hover)
All-around vision, darkvision
Saving Throws +5; Action Points 2

Traits

All-Around Vision
Enemies cant gain combat advantage by flanking the
beholder.

Standard Actions
m Bite F At-Will

Attack: Melee 1 (one creature); 14 vs. AC


Hit: 2d8 + 8 damage.
R Eye Rays F At-Will
Effect: The beholder uses two of the following eye rays,
using each against a different target. This attack does not
provoke opportunity attacks.
1. Charm Ray (charm): Ranged 10; +14 vs. Will; the target
is dominated until the end of its next turn.
2. Wounding Ray (necrotic): Ranged 10; +14 vs. Fortitude;
2d10 + 6 necrotic damage.
3. Sleep Ray (charm): Ranged 10; +14 vs. Will; the target
is immobilized (save ends).
First Failed Saving Throw: The target is knocked unconscious instead of immobilized (save ends).
4. Telekinesis Ray: Ranged 10; +14 vs. Fortitude; the
beholder slides the target up to 4 squares.
5. Slowing Ray (necrotic): Ranged 10; +14 vs. Reflex; 3d6
+ 5 necrotic damage, and the target is slowed (save
ends).
6. Brilliant Ray (radiant): Ranged 10; +14 vs. Will; 1d6 + 5
radiant damage, and the target is blinded (save ends).

7. Terror Ray (fear, psychic): Ranged 10; +14 vs. Will; 2d8
+ 5 psychic damage, and the beholder pushes the
target its speed.
8. Petrifying Ray: Ranged 10; +14 vs. Fortitude; the target
is petrified (save ends).
Aftereffect: The target is immobilized (save ends).
9. Death Ray (necrotic): Ranged 10; +14 vs. Fortitude;
2d8 + 10 necrotic damage. If the target is bloodied
before or after the attack, it is also dazed (save ends).
First Failed Saving Throw: The target is dazed and
weakened (save ends both).
Second Failed Saving Throw: The target dies.
10. Disintegrate Ray: Ranged 10; +14 vs. Fortitude; 1d8 +
5 damage, and ongoing 10 damage (save ends).
R Eye Ray Frenzy F Recharge 6
Requirement: The beholder must be bloodied.
Effect: As eye rays above, except the beholder makes three
eye ray attacks.

Minor Actions
C Central Eye F At-Will (1/round)

Attack: Close blast 5 (enemies in the blast); +12 vs. Will


Hit: The target cannot use encounter or daily attack powers
until the end of its next turn.

Triggered Actions
R Random Eye Ray F At-Will

Trigger: The beholder is conscious and an enemy starts its


turn within 5 squares of it.
Effect (No Action): The beholder uses one random eye ray
against the triggering enemy.
Str 18 (+8)
Dex 20 (+9)
Wis 15 (+6)
Con 18 (+8)
Int 19 (+8)
Cha 20 (+9)
Alignment evil
Languages Deep Speech

ray attacks, it can use its disintegrate ray on the runes


on other chamber doors. Each use of disintegrate ray
allows the beholder to make a Charisma check (DC
21) against the door. If the beholder succeeds, the
door in question opens. The beholder also wants
to attack the characters, so it uses disintegrate ray to
attack a door only once per round.
Chamber C: If released, the su alpha here immediately attacks the other su alpha. If it cannot reach
the other su alpha, it attacks the characters instead.
Chamber D: Empty.
Chamber E: The night hag here betrayed Baba
Yaga long ago and was confined as punishment. She
hates the ancient crone with a passion and attempts
to coerce the characters into releasing her, promising to give them information about Baba Yaga, the
hut, and its denizens. If the characters release the
night hag without making a pact with her, she attacks,
fighting only long enough to escape.
Chamber F: Empty.
Chamber G: If released, the su alpha here immediately attacks the other su alpha. If it cannot reach
the other su alpha, it attacks the characters instead.
Chamber H: 1 flamekiss hydra. If released, it
attacks the characters.
Special Doorways: A noticeable platform sits on
the floor near the doorway to room 7. If a creature
stands on the platform, it descends to room 37. When
the platform is empty, it returns to the bestiary.
Treasure: A mask of tears lies in the chamber of
the flamekiss hydra. Years ago, the creature ate an
adventurer who was wearing the mask.
Tactics: See the chamber descriptions.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

15

Baba Yagas Dancing Hut


2 Su Alphas
Medium fey beast
HP 149; Bloodied 74
AC 24, Fortitude 25, Reflex 24, Will 23
Speed 7 (forest walk), climb 7

Standard Actions
m Claw F At-Will

Level 12 Brute
XP 700 each
Initiative +11
Perception +10
Darkvision

Attack: Melee 1 (one creature); +17 vs. AC


Hit: 3d10 + 7 damage.
M Backhand Slam F At-Will
Attack: Melee 1 (one creature); +15 vs. Fortitude
Hit: 3d8 + 7 damage, and the alpha pushes the target 1
square.
C Su Howl (psychic) F Recharge when the alpha takes psychic damage
Attack: Close burst 3 (enemies in burst); +15 vs. Will
Hit: 2d10 + 3 psychic damage, and the target gains vulnerable 5 to all damage (save ends).
Miss: Half damage, and the target gains vulnerable 5 to all
damage until the end of the alphas next turn.

Triggered Actions
M Flesh-Ripper F At-Will

Trigger: An enemy is pulled, pushed, or slid to a square


adjacent to the alpha.
Attack (Immediate Reaction): Melee 1 (one creature); +17
vs. AC
Hit: 1d12 + 6 damage.
M Tribal Fury F At-Will
Trigger: An ally within 3 squares is first bloodied.
Effect (Free Action): The alpha uses claw.
Psionic Boost (psychic) F Recharge when the alpha takes
psychic damage
Trigger: The alpha hits with claw, flesh-ripper, or backhand
slam.
Effect (Free Action): The attack deals 2d8 extra psychic
damage.
Skills Acrobatics +16, Athletics +17, Stealth +16
Str 22 (+12)
Dex 20 (+11)
Wis 18 (+10)
Con 19 (+10)
Int 2 (+2)
Cha 15 (+8)
Alignment unaligned Languages

Night Hag
Medium fey humanoid (shapechanger)
HP 109; Bloodied 54
AC 27, Fortitude 28, Reflex 26, Will 26
Speed 8

Traits

Level 14 Lurker
XP 1,000
Initiative +15
Perception +10
Darkvision

O Shroud of Night F Aura 10


Within the aura, bright light is dim light, and dim light is
darkness.

Standard Actions
m Claw F At-Will

Attack: Melee 1 (one creature); +19 vs. AC


Hit: 1d6 + 6 damage. If the hag has combat advantage
against the target, the target is also stunned (save ends).
M Dream Haunting (psychic) F At-Will
Attack: Melee 1 (one stunned or unconscious creature); +18
vs. Will
Hit: 3d6 + 4 psychic damage, and the hag disappears into
the targets mind. While in this state, the hag is removed
from play and does nothing on subsequent turns but
deal 3d6 + 4 psychic damage to the target (no attack
roll required). When the target is no longer stunned or
unconscious, or when the target dies, the hag reappears
adjacent to the target and is insubstantial until the start
of its next turn.
C Wave of Sleep (charm, psychic) F Recharge 5 6
Attack: Close blast 5 (creatures in the blast); +17 vs. Will
Hit: 1d8 + 3 psychic damage, and the target is dazed (save
ends).
First Failed Saving Throw: The target is unconscious
instead of dazed (save ends).

Minor Actions

Change Shape (polymorph) F At-Will


Effect: The hag alters its physical form to appear as a crone
of any Medium humanoid race until it uses change shape
again or until it drops to 0 hit points. To assume a specific
individuals form, the hag must have seen that individual.
Other creatures can make a DC 33 Insight check to discern that the form is a disguise.
Skills Arcana +14, Bluff +16, Intimidate +16, Stealth +16
Str 22 (+13)
Dex 18 (+11)
Wis 17 (+10)
Con 19 (+11)
Int 14 (+9)
Cha 18 (+11)
Alignment evil
Languages Common, Elven

Vampiric Mist Corruptor

Level 11 Controller

Medium shadow animate (undead)


XP 600
HP 100; Bloodied 50
Initiative +9
AC 25, Fortitude 24, Reflex 23, Will 23
Perception +9
Speed 0, fly 5 (altitude limit 2)
Darkvision
Immune disease; Resist 10 necrotic, 10 poison;
Vulnerable 5 radiant

Traits

O Siphoning Presence (necrotic, psychic) F Aura 1


Enemies cant spend healing surges in the aura. When an
enemy ends its turn in the aura, it takes 10 necrotic and
psychic damage, and the mist gains 5 temporary hit points.
Insubstantial
The mist takes half damage from any damage source,
except those that deal fire, force, or radiant damage. When
it takes fire or radiant damage, it loses this trait until the
start of its next turn.
Mist Form
The mist can move through openings of any size. It can also
enter other creatures spaces and end its turn there.

Standard Actions
m Bite (necrotic) F At-Will

Attack: Melee 1 (one creature); +14 vs. Fortitude


Hit: 3d6 + 9 necrotic damage, and the mist slides the
target up to 2 squares.
R Corrupting Gaze (charm, gaze, psychic, necrotic) F
Recharge when no creature is dominated by this power
Attack: Ranged 10 (one creature); +14 vs. Will
Hit: The target is dominated (save ends).
Aftereffect: The target takes 2d8 + 10 necrotic and psychic
damage.

Triggered Actions
C Deathly Howl F Encounter

Trigger: The mist is first bloodied.


Attack (Free Action): Close burst 5 (enemies in the burst);
+14 vs. Fortitude
Hit: The mist pushes the target up to 3 squares, and the
target cant spend healing surges (save ends).
Str 7 (+3)
Dex 18 (+9)
Wis 19 (+9)
Con 20 (+10)
Int 7 (+3)
Cha 11 (+5)
Alignment evil
Languages

N o v e m b e r 2 011 | D U N G E O N 1 9 6

16

Baba Yagas Dancing Hut


Flamekiss Hydra

Level 12 Solo Brute

Large natural beast (reptile)


XP 3,500
HP 496; Bloodied 248
Initiative +9
AC 25, Fortitude 26, Reflex 23, Will 22
Perception +15
Speed 5
All-around vision, darkvision
Resist 10 fire
Saving Throws +5; Action Points 2

Traits

All-Around Vision
Enemies cant gain combat advantage by flanking the hydra.
Many Headed
While stunned or dominated, the hydra can take free
actions.
Regenerating Heads
The hydra starts an encounter with four heads. When the
hydras hit points first go below 372, 248, and 124, one of
its heads is destroyed. Whenever a head is destroyed, the
hydra grows two heads at the start of its next turn unless it
takes cold or acid damage before then.
Threatening Reach
The hydra can make opportunity attacks against enemies
within 2 squares of it.

Standard Actions
m Bite F At-Will

Attack: Melee 2 (one creature); +17 vs. AC


Hit: 3d12 damage.
C Flame Kiss (fire) F Recharge when the hydra loses a head
Attack: Close blast 3 (creatures in the blast); +13 vs. Reflex
Hit: 2d8 + 5 fire damage, and ongoing 10 fire damage (save
ends). The hydra pushes the target up to 3 squares.
Hydra Fury F At-Will
Effect: The hydra attacks a number of times equal to the
number of heads it currently has, using either bite or flame
kiss for each attack. If it has only two heads, it gains a +5
bonus to damage rolls with the attacks. If it has only one
head, it gains a +15 bonus to damage rolls with the attack.

Triggered Actions
M Snapping Jaws F At-Will

Trigger: An enemy ends its turn within 2 squares of the


hydra.
Attack (Free Action): The hydra uses bite twice against the
triggering enemy.
Str 22 (+12)
Dex 17 (+9)
Wis 18 (+10)
Con 20 (+11)
Int 2 (+2)
Cha 8 (+5)
Alignment unaligned Languages

9. Fungus Gardens
Exploration Encounter

This room contains a plethora of strange plants and


fungi. A magic pool sits in the center of the room.
Light: Dim violet light throughout.
Read:
This small room is filled with a strange, violet glow that
causes you to squint a bit before your eyes adjust. The walls
are covered in moss and fungi. A thick, earthy odor permeates the area. The sound of bubbling water comes from up
ahead.
The characters enter this room from one of two side
chambers. Passage to the central circular area is
obscured by thick, hanging vines. If the characters
push through the vines, they can reach the center of
the room, revealing the central garden and pool.
The garden contains many strange types of fungi,
mosses, molds, and plants that Baba Yaga has collected from all over the multiverse. The chambers
violet light allows them to thrive despite the absence
of direct sunlight.
Some of the plant life here is edible, but some is
poisonous (a DC 20 Arcana, Nature, or Dungeoneering check is enough to tell). If a character eats part
of a poisonous plant, the character loses one healing
surge. You can add effects if you wish.
Chambers A and B contain gardening equipment.

The Pool
The pool in the center of the room is full of bubbling
cold water that smells of ripe fruit. The pools border
is a short earthen wall.
If a character drinks from the pool, roll a d12 and
find the results on the table below. A creature can
gain an effect only once per day.

d12 Pool Effect


1 The character takes an amount of damage
equal to his or her level. This damage cannot be
lessened in any way.
2 The character gains a number of temporary hit
points equal to his or her level. These temporary
hit points last until the end of the next combat
encounter.
3 The characters skin turns yellow or green (your
choice) until he or she takes an extended rest.
4 The characters eyes gloss over with a murky film,
reducing his or her vision to 5 squares. This effect
lasts until the character is the target of a Remove
Affliction ritual or until the end of the characters
next extended rest.
5 The character takes a 4 penalty to his or her
next check or d20 roll.
6 The character gains a +4 bonus to his or her next
check or d20 roll.
7 2d6 squawking chickens appear next to the
character and follow him or her through the hut.
As long as the chickens accompany the party, the
characters cannot gain the benefit of a surprise
round. An attack against a chicken automatically
hits and kills it.
8
All of the characters hair falls out.
9
The character loses one healing surge.
10 The character gains one healing surge.
11 The character takes a 5 penalty to Bluff checks
until the end of his or her next extended rest.
12 A weapon or implement the character
possesses gains a semblance of intelligence and
a whispering voice. It constantly praises the
character, which grants him or her a +1 item
bonus to attack rolls, ability checks, and skill
checks. This effect lasts until the end of the
characters next extended rest.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

17

Baba Yagas Dancing Hut

N o v e m b e r 2 011 | D U N G E O N 1 9 6

18

Baba Yagas Dancing Hut

10. Grand Museum


Exploration Encounter

This room is a museum of strange items that Baba


Yaga has collected over the ages.
Light: Bright light.
Read:
This grand room is lit by magical points of light dotted
about the ceiling and walls. It is filled with strange items,
most of which you do not immediately recognize.
The characters might find useful items here. Fill this
room with anything that strikes your fancy. Anything
they find can be odd or unusual in terms of the typical medieval fantasy setting.
Beyond whatever you choose to add, the museum
contains two items of note. A rusted Soviet JS-1 tank
picked up from Earth during World War II sits in
the central chamber. Also in this room is a steampowered war cannon dwarves of another world
constructed. Neither device is in operable condition.

11. The Lakeland

Combat Encounter Level 13 (4,800 XP)


The adventurers come upon a vast forest with a small
lake in its center. This area is home to a pair of green
hags that are among Baba Yagas trusted friends.
Light: Dim light.
Monsters: 2 green hags, 1 wood woad druid, 2
wood woad juggernauts.
Read:
Here is a dense forest full of trees, bushes, and brambles. A
red moon hangs in the night sky, bathing everything in an
eerie glow. You hear a few creatures skittering in the near
darkness. A narrow, well-worn path beckons you forward.

This room is larger than most of the others in the hut


and has been magically imbued with all the resources
necessary to support forest life.
If the characters reach the rooms center, read:
You come upon a small lake in the forest. Its water glows
red from the moon above. Two humanoids that have slight
builds and long hair bathe in the water.
The humanoids are green hags that have used change
shape to appear as twin female elves. Their disguise
is a ruse intended to lure the adventurers closer.
If engaged in conversation, they are friendly and
attempt to coerce the characters to approach. When
the characters reach the lake edge, the hags call forth
their wood woad servants and attack. If the characters circumvent the lake and continue on, the hags
follow and attack from the trees.
The hags are close friends of Baba Yaga and
attempt to take the characters alive, if possible, to
garner continued favor with the archfey.
Treasure: 8,000 gp in assorted coinage at the
bottom of the lake.
Tactics: The hags first use grasping roots, following
up with rampant growth to make it harder for the characters to move around. The wood woad juggernauts
fight from the edges of the rampant growth zone. The
wood woad druid goes after the first adventurer to
leave the zone.

2 Green Hags

Level 12 Controller

Medium fey humanoid (shapechanger)


XP 700 each
HP 124; Bloodied 62
Initiative +10
AC 26, Fortitude 25, Reflex 24, Will 23
Perception +14
Speed 8 (forest walk, swamp walk), swim 8 Low-light vision
Resist 10 poison

Standard Actions

m Hurl through the Earth (teleportation) F At-Will


Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d6 + 9 damage.
Effect: The hag teleports the target up to 3 squares.
A Grasping Roots F At-Will
Attack: Area burst 2 within 5 (creatures in the burst); +15
vs. Reflex
Hit: The target is restrained (save ends).
Miss: The target is slowed until the end of the hags next
turn.
A Rampant Growth (zone) F Encounter
Attack: Area burst 2 within 5 centered on a creature
restrained by grasping roots (creatures in the burst); +15
vs. Reflex
Hit: 2d8 + 8 damage.
Effect: The burst creates a zone that lasts until the end of
the encounter. Squares in the zone are difficult terrain
for any creature that doesnt have forest walk, and such
a creature takes 5 damage for each square of movement
in the zone.
A Stagnant Miasma (poison, zone) F Recharge 5 6
Attack: Area burst 2 within 5 (creatures in the burst); +15
vs. Fortitude
Hit: 2d10 + 11 poison damage.
Effect: The burst creates a zone of lightly obscured squares
that lasts until the end of the hags next turn. Any creature
that ends its turn in the zone takes 10 poison damage.

Minor Actions

Change Shape (polymorph) F At-Will


Effect: The hag alters its physical form to appear as a crone
or a young woman of any Medium humanoid race until it
uses change shape again or until it drops to 0 hit points.
To assume a specific individuals form, the hag must have
seen that individual. Other creatures can make a DC 33
Insight check to discern that the form is a disguise.
Skills Bluff +14, Stealth + 15
Str 21 (+11)
Dex 19 (+10)
Wis 16 (+9)
Con 20 (+11)
Int 15 (+8)
Cha 16 (+9)
Alignment evil
Languages Common, Elven

N o v e m b e r 2 011 | D U N G E O N 1 9 6

19

Baba Yagas Dancing Hut


Wood Woad Druid Level 14 Skirmisher (Leader)

2 Wood Woad Juggernauts

Medium fey humanoid (plant)


HP 145; Bloodied 72
AC 28, Fortitude 27, Reflex 25, Will 25
Speed 5
Immune immobilized, restrained, slowed

Large fey humanoid (plant)


HP 160; Bloodied 80
AC 27, Fortitude 28, Reflex 25, Will 27
Speed 5

XP 1,000
Initiative +14
Perception +17

Standard Actions

m Cudgel (weapon) F At-Will


Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d6 + 11 damage.
M Darting Strike (weapon) F At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d6 + 11 damage.
Effect: Before or after the attack, the druid can shift up to
2 squares.
M Polymorph into Plant (polymorph) F Recharge if the
power misses
Attack: Melee 1 (one creature); +17 vs. Fortitude
Hit: The druid alters the targets physical form to appear as
a plant until the end of the druids next turn, or until the
druid drops to 0 hit points. While in this form, the target
is stunned and has vulnerable 15 fire.

Move Actions

Earthen Stride F At-Will


Effect: The druid and one ally adjacent to it can each shift
up to 2 squares.

Minor Actions
Natures Boon F Encounter

Effect: Close burst 5 (one plant ally in the burst). The target
gains 25 temporary hit points.
Skills Endurance +19, Heal +17, Nature +17
Str 17 (+10)
Dex 20 (+12)
Wis 21 (+12)
Con 25 (+14)
Int 15 (+9)
Cha 15 (+9)
Alignment unaligned Languages Common, Elven
Equipment cudgel

Level 15 Brute
XP 1,200 each
Initiative +10
Perception +12

Traits

Juggernaut Charge
The juggernaut has resist 15 to all damage while charging.

Standard Actions
m Slam F At-Will

Attack: Melee 2 (one creature); +20 vs. AC


Hit: 3d8 + 15 damage.
M Natures Reign (healing) F Recharge 5 6
Attack: Melee 2 (one creature); +20 vs. AC
Hit: 3d12 + 14 damage, and ongoing 10 damage (save
ends). Whenever the target takes this ongoing damage,
the juggernaut regains 10 hit points.
Str 20 (+12)
Dex 17 (+10)
Wis 21 (+12)
Con 23 (+13)
Int 15 (+9)
Cha 15 (+9)
Alignment unaligned Languages Common, Elven

12. The Vaults


Skill Challenge Level 15 (3,600 XP) and

Combat Encounter (Varies)

The vaults contain some of Baba Yagas most prized


possessions, guarded by enchanted servitors. Accessing the treasures requires a skill challenge that might
unleash multiple guardians.
Light: Bright magical light.
Monsters: 1 abyssal basilisk, 2 flesh golems, 2
yagnodemons, 1 death knight.
If the characters enter chamber A or B, read:
You enter a small room made of stone, unadorned except
for a heavy wooden door opposite you.
These chambers are anterooms. The wooden doors
are locked (Athletics DC 29 to break; Thievery DC
29 to open). A character who opens one of these doors
is attacked by the curse of fused bones.

When the adventurers enter the center of the


vault, read:
You are in a grand series of chambers made of stone. The
ceiling is 30 feet above the floor. Four shimmering doors
of magical force connect to side chambers, within which
you can see piles of treasure guarded by monsters. Several
multicolored streams of light connect the force doors to the
center of the main chambers ceiling, which is etched with
glowing runes.
Magical force doors protect the treasures held within.
Characters can see the following details.
Chamber C (Unsealed): Broken gear is strewn
about this open chamber. A yagnodemon lurks here.
Chamber D (Unsealed): A flesh golem waits in
this dusty and otherwise empty open chamber.
Chamber E: A yagnodemon guards chests brimming with coins, gems, and interesting baubles.
Treasure: 10,000 gp in assorted coinage, as well as
various gems worth 5,000 gp total.
Chamber F: An abyssal basilisk guards several
wooden crates containing unique trinkets.
Treasure: +4 collar of recovery, belt of the witch king.
Chamber G: A death knight guards weapons,
staffs, wands, orbs, and tomes arranged on shelves.
Treasure: +4 feyslaughter longsword, +4 staff of the magi.
Chamber H: A flesh golem guards several suits of
armor on stands.
Treasure: +4 hide summoned armor, +3 hide armor of
durability.
None of the monsters attack until the characters have
succeeded or failed on an attempt to open a door. If
the characters begin combat by attacking a monster
that has not attacked them, the guardians of two
chambers, including the open one (if any), teleport
into the central area to attack alongside the demon
and golem in the unsealed chambers.
Tactics: The abyssal basilisk moves around the
edges of the battle, avoiding melee. The flesh golems

N o v e m b e r 2 011 | D U N G E O N 1 9 6

20

Baba Yagas Dancing Hut


team up with other creatures to attack the nearest
enemy, flanking if possible. If their quarry gets away,
they move on to the next nearest enemy. The yagno
demons seek to lock down ranged or spellcasting
enemies with abyssal harpoon. They use acid breath as
soon as they can catch two or more enemies in the
blast. The death knight favors heavily armored foes.

Opening the Vault Door


Passing through any of the magic doors is no easy
task. The multicolored streams of light swirling about
the main room must be redirected in specific ways
to open each door. The adventurers can open a single
door by succeeding at this skill challenge. After they
have done so, they gain enough understanding of
the magic to be able to open the other doors without
facing this challenge again.
Level: 15 (3,600 XP)
Complexity: 3 (requires 8 successes before 3
failures).
Time Frame: Each character can make a check
once per round as a standard action.
Primary Skills: Arcana, Athletics, Thievery.
Arcana (DC 30, four successes maximum): The character harnesses and redirects one of the magical streams.
Athletics (DC 30, four successes maximum): The character bashes at the magical force door and adjacent
structure, weakening the door.
Thievery (DC 30, four successes maximum): The
character uses mundane means to redirect one of the
magical streams.
Secondary Skills: Dungeoneering, History,
Insight, Perception.
Note: Using any of these skills grants no successes
or failures on the skill challenge, but a successful
check grants a +2 bonus to the partys next primary
skill check.
Dungeoneering (DC 22): The character discovers a
weakness in the vault walls.

Abyssal Basilisk

Level 13 Artillery

Large elemental beast (reptile)


HP 106; Bloodied 53
AC 27, Fortitude 26, Reflex 23, Will 23
Speed 4

XP 800
Initiative +7
Perception +13

Standard Actions
m Bite F At-Will

Attack: Melee 1 (one creature); +18 vs. AC


Hit: 2d10 + 5 damage.
A Gaze of Abyssal Horror (charm, psychic) F At-Will
Attack: Area burst 1 within 10 (creatures in the burst); +18
vs. Will
Hit: 2d8 + 2 psychic damage, and ongoing 10 psychic
damage (save ends).
First Failed Saving Throw: The target makes a melee basic
attack or a ranged basic attack against its nearest ally
as a free action.
Second Failed Saving Throw: The target takes ongoing 10
psychic damage and is dominated (save ends both).
Skills Stealth + 12
Str 19 (+10)
Dex 12 (+7)
Wis 14 (+8)
Con 22 (+12)
Int 2 (+2)
Cha 8 (+5)
Alignment chaotic evil Languages

History (DC 22): The character remembers a useful


bit of Baba Yagas history and the lore surrounding
her spellcasting capabilities.
Insight (DC 22): The character studies the reactions
of one of the monster guardians and picks up clues
about the right way to open the door.
Perception (DC 22): The character notices strange
fluctuations in the streams.
Success: How successful the characters are
depends on how many failures they accrue while
succeeding. If the characters succeed with no failed
primary skill checks, the door opens, and the guardians do not attack. If the characters succeed with one
failed primary skill check, the door opens. However,
the guardian in that chamber attacks alongside the
demon and golem in the unsealed chambers. If the
characters succeed with two failed primary checks,
the door opens, but the guardian of that chamber
attacks alongside the demon and the golem. In

2 Flesh Golems

Level 12 Elite Brute

Large natural animate (construct)


HP 304; Bloodied 152
AC 24, Fortitude 26, Reflex 21, Will 21
Speed 6 (cannot shift)
Resist 10 cold
Saving Throws +2; Action Points 1

XP 1,400 each
Initiative +4
Perception +5
Darkvision

Traits

Primal Fear
When the golem takes fire damage from an attack, it takes
a free action to move up to its speed, and each square it
moves must place it farther from the attacker. If it cannot
move at least half its speed, it grants combat advantage
until the end of its next turn.
Life-Giving Jolt
When the golem takes lightning damage, it can make a
basic attack as a free action.

Standard Actions
m Slam F At-Will

Attack: Melee 2 (one creature); +17 vs. AC, or +19 vs. AC


while the golem is bloodied
Hit: 3d10 + 9 damage.
M Double Attack F At-Will
Effect: The golem uses slam twice. Each attack knocks the
target prone if it hits.
M Golem Rampage F Recharge 5 6
Effect: The golem moves up to its speed + 2. During this
movement, the golem can move through enemies
spaces, and when the golem first enters a creatures
space, it uses slam against that creature.

Triggered Actions
M Berserk Attack F At-Will

Trigger: An attack damages the golem while it is bloodied.


Effect (Immediate Reaction): The golem uses slam against a
random target within its reach.
Str 20 (+11)
Dex 7 (+4)
Wis 8 (+5)
Con 22 (+12)
Int 3 (+2)
Cha 3 (+2)
Alignment unaligned Languages

addition, the guardian of a random chamber teleports


into the central area to join the fight.
Failure: The door opens, but guardians in the
opened chamber and those in one other chamber
teleport into the central area to attack the party. The
demon and golem in the unsealed chambers join in.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

21

Baba Yagas Dancing Hut


The additional foe is always the death knight if it was
not in the targeted chamber. Otherwise, determine
the additional foe randomly.
2 Yagnodemons
Large elemental humanoid (demon)
HP 147; Bloodied 73
AC 30, Fortitude 29, Reflex 26, Will 27
Speed 8, teleport 4

Standard Actions

Level 15 Soldier
XP 1,200 each
Initiative +11
Perception +16
Low-light vision

m Abyssal Harpoon (weapon) F At-Will


Attack: Melee 3 (one creature); +20 vs. AC
Hit: 3d10 + 7 damage, and the target is immobilized (save
ends). If the target is already immobilized, this attack
deals 1d10 extra damage.
C Acid Breath (acid) F Encounter
Attack: Close blast 3 (creatures in blast); +18 vs. Fortitude
Hit: 4d6 + 9 acid damage, and the target is blinded (save
ends).

Triggered Actions

Lightning Discharge (lightning) F Recharge 5 6


Trigger: The yagnodemon hits with a melee attack.
Effect (Free Action): The triggering attack deals 1d8 extra
lightning damage, or 2d8 extra lightning damage if the
yagnodemon is bloodied.
Soul Reaper F At-Will
Trigger: The yagnodemon reduces an enemy to 0 hit points
or fewer.
Effect (No Action): The yagnodemon gains 10 temporary hit
points.
Variable Resistance F 2/Encounter
Trigger: The yagnodemon takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The yagnodemon gains resist 15 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
Skills Athletics +19, Insight +16, Intimidate +14
Str 24 (+14)
Dex 15 (+9)
Wis 19 (+11)
Con 19 (+11)
Int 16 (+10)
Cha 14 (+9)
Alignment chaotic evil Languages Abyssal, Common
Equipment abyssal harpoon

Death Knight

Level 17 Elite Soldier

Medium natural humanoid (undead)


XP 3,200
HP 324; Bloodied 162
Initiative +11
AC 33, Fortitude 31, Reflex 27, Will 29
Perception +8
Speed 5
Darkvision
Immune disease, poison; Resist 10 necrotic;
Vulnerable 10 radiant
Saving Throws +2; Action Points 1

Traits

O Marshal Undead F Aura 10


Undead allies of level 17 or lower gain a +2 power bonus to
attack rolls while in the aura.

Standard Actions

m Soulsword (necrotic, weapon) F At-Will


Attack: Melee 1 (one creature); +22 vs. AC
Hit: 3d8 + 12 necrotic damage.
Effect: The death knight marks the target until the end of
the death knights next turn.
M Containing Strike (necrotic, weapon) F At-Will
Requirement: The death knight must be wielding a
soulsword.
Attack: Melee 1 (one or two creatures); +22 vs. AC
Hit: 3d8 + 12 necrotic damage, and the target is slowed
until the end of the death knights next turn.
Effect: The death knight marks the target until the end of
the death knights next turn.
C Unholy Flames (fire, necrotic) F Recharge 5 6
Attack: Close burst 2 (living creatures in the burst); +20 vs.
Reflex
Hit: 6d8 + 12 fire and necrotic damage.
Effect: Each undead ally in the burst deals 2d6 extra fire
damage with melee attacks until the end of the death
knights next turn.

M Warriors Challenge (necrotic, weapon) F Encounter


Requirement: The death knight must be wielding a
soulsword.
Attack: Melee 1 (one or two creatures); +22 vs. AC
Hit: 4d8 + 19 necrotic damage, and the death knight pushes
the target up to 2 squares. The death knight marks each
enemy within 2 squares of the target until the end of the
death knights next turn.

Triggered Actions

M Combat Challenge F At-Will


Trigger: An enemy adjacent to and marked by the death
knight shifts or makes an attack that doesnt include it as
a target.
Effect (Opportunity Action): The death knight uses soulsword
against the triggering enemy.
Implacable F At-Will
Trigger: The death knight becomes marked, slowed, immobilized, dazed, or stunned by an effect.
Effect (Opportunity Action): The death knight makes a saving
throw to end the triggering effect, even if the effect would
not normally end on a save.
Str 20 (+13)
Dex 12 (+9)
Wis 11 (+8)
Con 18 (+12)
Int 13 (+9)
Cha 14 (+10)
Alignment evil
Languages Common
Equipment plate armor, heavy shield

N o v e m b e r 2 011 | D U N G E O N 1 9 6

22

Baba Yagas Dancing Hut

13. Astral Hall


Exploration Encounter

This room contains a strange magic pit that leads to


the Astral Sea.
Light: Darkness. Even if the adventurers light the
room, the pit remains dark.
Read:
This room is completely dark, but the pit in the f loor seems
to be full of stars.
Any creature or item that falls into the pit is transported to a random point in the Astral Sea (Arcana or
Religion DC 22 to discern this information).
Characters can attempt a DC 30 Arcana check
to manipulate the magical energy of the pit. Success
means that the pit connects to a specific point in the
Astral Sea for one minute. Thus, if all members of the
party go through during that minute, they end up in
the same place.

14. Baba Yagas Chambers


Combat Encounter Level 17 (8,000 XP)

This room contains Baba Yagas personal chambers.


Light: Bright magical light.
Monsters: 1 Baba Yaga simulacrum, 1 clay golem,
1 slime devil, 1 night hag.
If the party enters from room 13, read:
This is a small, octagonal stone chamber illuminated with
magical light.
Leading to chamber B is a secret door (Perception
DC 22 to find). It is locked (Athletics DC 30 to break;
Thievery DC 22 to open).

If the characters enter chamber B from any location other than chamber E, read:
You enter a large, octagonal stone chamber that is filled
with magical light. The chamber is dotted with a few
articles of furniture, and the walls are adorned with
magnificent tapestries that depict Baba Yaga engaged
in battle. Four silk curtains separate this chamber from
others beyond. A large, roughly finished statue stands in
the middle of the chamber, an enormous metal cauldron at
its feet.
Next to the cauldron are two identical crones dressed in
matching peasant clothes. They speak in one voice. Who
dares interrupt Baba Yaga?
Insight DC 33: One of the crones is trying very hard
to mimic the other. She also appears less imperious and selfsatisfied. Her appearance is likely to be a disguise.
The two crones are the Baba Yaga simulacrum and a
night hag that has used change shape to take the archfeys form. The statue is a clay golem. A slime devil
hides in the cauldron, out of sight at first.
If the party enters from room 46, read:
You drop down into a square stone chamber illuminated
with magical light. It is filled with the arcane accoutrements required for crafting magic items. A silk curtain
hangs on one wall.
Chamber C: This chamber is where Baba Yaga
sleeps on a straw-filled mattress on the floor.
Chambers D and E: In each chamber, tables and
shelves lining the perimeter hold equipment for crafting magic items.
Chamber F: This chamber contains a large loom
and several crates filled with bolts of heavy thread of
various colors.
Special Doorways: Chamber E contains a trapdoor in the ceiling that leads to room 46. This door
is cursed. Any character who touches the door is
attacked by the curse of the mad mind.

Tactics: Baba Yagas simulacrum uses subjugation


curse and curse the hut to begin combat, and then stays
on the move with sweep the battlefield. The night hag
uses dream haunting as often as possible, focusing on
the strongest enemy. The slime devil starts hidden in
the cauldron, emerging to use diabolical engulfment.
The clay golem protects the simulacrum.

Baba Yagas Cauldron


The large metal cauldron in chamber B is a magic
item that Baba Yaga uses to temporarily bolster
items and heal creatures placed within it. A character trained in Arcana discerns that the cauldron
is a magic item. A successful DC 22 Arcana check
reveals one of the special properties of the cauldron
described below.
F A magic weapon, implement, armor, or neck-slot
item placed in the cauldron for 1 minute has its
enhancement bonus increased by 1 for 24 hours.
Placing an item in the cauldron while it has this
benefit removes the benefit. Once six items have
gained this benefit, this effect ceases to function
for 24 hours.
F A creature that stands in the cauldron for 1
minute regains hit points as if it had spent a healing surge. Any single creature can benefit from
this effect only once in 24 hours.

The cauldron cannot be removed from this chamber.

Baba Yagas Bed


A character who has training in Arcana discerns that
this straw mattress is a magic item. Unless a creature
is afflicted by one of Baba Yagas curses, touching
the mattress for one minute grants the creature the
benefit of an extended rest. Additionally, the creature
gains an extra action point that must be used during
the creatures next combat encounter or it is lost.
(The creature can use up to two action points during
that encounter.) Once a creature has gained these

N o v e m b e r 2 011 | D U N G E O N 1 9 6

23

Baba Yagas Dancing Hut


benefits, it cannot gain them again until after it has
taken three extended rests.
The bed cannot be removed from this chamber.
Clay Golem

Level 15 Elite Brute

Large natural animate (construct)


XP 2,400
HP 368; Bloodied 184 Initiative +9; see also hasty reaction
AC 27, Fortitude 28, Reflex 24, Will 26
Perception +11
Speed 6 (cannot shift)
Darkvision
Immune disease, poison, sleep
Saving Throws +2; Action Points 1

Traits

O Aura of Misjudgment F Aura 3


Enemies in the aura cannot shift.
Hasty Reaction
A clay golem rolls initiative twice, taking the higher of the
two results.

Standard Actions
m Slam F At-Will

Attack: Melee 2 (one creature); +20 vs. AC


Hit: 3d10 + 13 damage, and the target cannot regain hit
points (save ends).
M Clay Smash F At-Will
Effect: The clay golem uses slam twice.

Move Actions
Unstoppable F Encounter

Effect: The golem can move up to 8 squares. It can move


through enemy spaces and has resist 10 all during this
movement.

Triggered Actions
M Berserk Attack F At-Will

Trigger: An attack damages the golem while it is bloodied.


Effect (Immediate Reaction): The golem uses slam against a
random target within its reach.
Str 26 (+15)
Dex 14 (+9)
Wis 18 (+11)
Con 24 (+14)
Int 3 (+3)
Cha 3 (+3)
Alignment unaligned Languages

Baba Yagas Simulacrum Level 17 Elite Controller

Slime Devil

Medium natural animate (construct)


HP 324; Bloodied 162
AC 31, Fortitude 29, Reflex 31, Will 27
Speed 6
Saving Throws +2; Action Points 1

Medium immortal humanoid (devil, ooze)


HP 123; Bloodied 61
AC 30, Fortitude 28, Reflex 29, Will 28
Speed 6, swim 6
Resist 20 acid

XP 3,200
Initiative +9
Perception +16
Blindsight 3

Traits

Level 16 Lurker
XP 1,400
Initiative +18
Perception +13
Darkvision

Traits

Slippery Mind
Any dazing, dominating, or stunning effect on the simulacrum ends at the start of its turn.

Mercurial Body
The slime devil ignores difficult terrain and does not provoke opportunity attacks by moving.

m Broomstick (weapon) F At-Will


Attack: Melee 1 (one creature); +22 vs. AC
Hit: 3d8 + 12 damage, and the simulacrum can slide the
target up to 3 squares.
r Throw Broomstick (weapon) F At-Will
Attack: Ranged 10 (one creature); +22 vs. AC
Hit: 3d8 + 12 damage, and the simulacrum knocks the
target prone.
Effect: The broomstick instantly returns to the simulacrums
hand, ready for use.
R Subjugation Curse (charm, psychic) F Recharge 5 6
Attack: Ranged 5 (one creature); +20 vs. Will
Hit: 2d8 + 10 psychic damage, and the target is dazed (save
ends).
First Failed Saving Throw: The target is dominated (save
ends).

m Caustic Slam (acid) F At-Will


Attack: Melee 1 (one creature); +19 vs. Fortitude
Hit: 3d8 + 11 acid damage.
M Diabolical Engulfment (acid) F At-Will
Attack: Melee 1 (one Medium or smaller enemy); +19 vs.
Reflex
Hit: The devil grabs the target and shifts 1 square into the
targets square. Until the grab ends, the target is dazed
and takes ongoing 10 acid damage. While the devil has
the target grabbed, attacks against the devil deal half
damage to it and half damage to the grabbed creature.
When the devil moves, it pulls the target with it. In addition, the target remains grabbed, and the devil does not
provoke an opportunity attack from the target.
M Acidic Tendrils (acid) F Recharge 5 6
Attack: Melee 3 (one, two, or three creatures); +19 vs.
Reflex
Hit: 1d8 + 7 acid damage, and ongoing 10 acid damage
(save ends). In addition, the devil pulls the target 2
squares.

Standard Actions

Move Actions

Sweep the Battlefield (teleportation) F At-Will (1/round)


Effect: The simulacrum teleports up to 5 squares and
makes a basic attack.

Minor Actions

C Curse the Hut F Recharge when the simulacrum spends


an action point
Effect: Close burst 10 (one enemy in the burst); one of Baba
Yagas curses (pages 78) attacks the target. Until the end
of the encounter, the curse remains in the space from
which it first attacked. While it remains, the curse triggers and attacks any enemy that enters the space.
Skills Arcana +20
Str 21 (+13)
Dex 12 (+9)
Wis 16 (+11)
Con 18 (+12)
Int 24 (+15)
Cha 12 (+9)
Alignment evil
Languages Common, Elven
Equipment robes, broomstick

Standard Actions

Minor Actions

M Scour the Mind (psychic) F At-Will (1/round)


Attack: Melee 1 (one creature grabbed by the devil); +19
vs. Will
Hit: The devil telepathically asks the target a question, and
the target must answer the question truthfully or else
take 3d8 + 11 psychic damage.
Skills Bluff +12, Acrobatics +19, Stealth +19
Str 18 (+12)
Dex 22 (+14)
Wis 20 (+13)
Con 21 (+13)
Int 17 (+11)
Cha 8 (+7)
Alignment evil
Languages Supernal, telepathy 5

N o v e m b e r 2 011 | D U N G E O N 1 9 6

24

Baba Yagas Dancing Hut


Night Hag
Medium fey humanoid (shapechanger)
HP 109; Bloodied 54
AC 27, Fortitude 28, Reflex 26, Will 26
Speed 8

Traits

Level 14 Lurker
XP 1,000
Initiative +15
Perception +10
Darkvision

O Shroud of Night F Aura 10


Within the aura, bright light is dim light, and dim light is
darkness.

Standard Actions
m Claw F At-Will

Attack: Melee 1 (one creature); +19 vs. AC


Hit: 1d6 + 6 damage. If the hag has combat advantage
against the target, the target is also stunned (save ends).
M Dream Haunting (psychic) F At-Will
Attack: Melee 1 (one stunned or unconscious creature); +18
vs. Will
Hit: 3d6 + 4 psychic damage, and the hag disappears into
the targets mind. While in this state, the hag is removed
from play and does nothing on subsequent turns but
deal 3d6 + 4 psychic damage to the target (no attack
roll required). When the target is no longer stunned or
unconscious, or when the target dies, the hag reappears
adjacent to the target and is insubstantial until the start
of its next turn.
C Wave of Sleep (charm, psychic) F Recharge 5 6
Attack: Close blast 5 (creatures in the blast); +17 vs. Will
Hit: 1d8 + 3 psychic damage, and the target is dazed (save
ends).
First Failed Saving Throw: The target is unconscious
instead of dazed (save ends).

Minor Actions

Change Shape (polymorph) F At-Will


Effect: The hag alters its physical form to appear as a crone
of any Medium humanoid race until it uses change shape
again or until it drops to 0 hit points. To assume a specific
individuals form, the hag must have seen that individual.
Other creatures can make a DC 33 Insight check to discern that the form is a disguise.
Skills Arcana +14, Bluff +16, Intimidate +16, Stealth +16
Str 22 (+13)
Dex 18 (+11)
Wis 17 (+10)
Con 19 (+11)
Int 14 (+9)
Cha 18 (+11)
Alignment evil
Languages Common, Elven

15. Natashas Chambers

Combat Encounter Level 15 (6,800 XP)


The adventurers come upon the former chambers of
Natasha the Dark, one of Baba Yagas adopted daughters, who left the hut ages ago and is now known as
Iggwilv. Recently, Elena brought forth a dream version of Natasha that has come to call this room home.
Light: Bright magical light.
Monsters: Natasha, dream witch; 2 ruin demons;
1 mirror mimic.
If the adventurers enter chambers A, C, G, or I
from other rooms, read:
You find yourself in a small, square stone chamber illuminated with magical light.
These four antechambers are empty except for the
spiral staircases in chambers G and I. Each chamber also contains a secret door (Perception DC 23 to
find), as shown on the map.
When the characters enter the large area (chambers B, D, F and H), read:
The four alcoves making up this area are crafted from fine
stonework and filled with magical light.
When the party enters, Natasha approaches them.
When she first meets the characters, she is friendly,
even gracious. However, her kindly demeanor is a
ruse to size up the intruders.
Chambers B and D: Each of these parlors contains several expensive pieces of furniture.
Chamber F: This area is empty.
Chamber H: A large, ornate rug fills the floor in
this area.
Chamber E: On the wall adjacent to chamber
H is a secret door (Perception DC 30) that leads to
this chamber. In the 2-by-2-square area in the center
of the chamber is a swirling miasma of energy. Any

creature that touches this energy is wracked with its


worst nightmares, becoming dazed (save ends).
Treasure: One set of cat paws and one large gemstone worth 5,000 gp.

Natasha
Natasha is a nearly perfect replica of Natasha the
Dark as she was when she inhabited the hut. Several
years ago, as Elena spiraled into madness, she unwittingly brought forth a dream version of her sister
while in the conjuring hall (room 28).
Natasha is much like her inspiration: a striking
human woman, tall and slim, with long, black hair
and alabaster skin. Because she is really from Elenas
subconscious, she is unable to harm Elena physically. Her nightmare servitors are also unable to
harmElena.
Natasha is vain to the extreme, exuding an air of
confidence that few can resist. At her core, though,
she is vile and corrupt. She wants to unbind herself
from the hut and believes, rightly so, that Elenas
death will set her free. To this end, she seeks out
anyone she might manipulate into killing Elena.
Most of the huts inhabitants wont help her
because they dont want to incur the wrath of Baba
Yaga, who still cares for Elena. Thus, Natasha uses
every ruse she can devise to convince the adventurers to do the deed. If they resist several manipulation
attempts, she tries to lure them into a trap elsewhere
in the hut or simply attacks them.

Nightmare Servitors
Natasha is accompanied by three nightmare creatures that she brought with her from the Plane of
Dream. Each monster appears as an item that she has
with her at all times. As a free action, Natasha can
call upon the monsters to appear in their true forms
adjacent to her.
Chitin Pauldrons: These items sit on her shoulders. Each is a ruin demon in disguise.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

25

Baba Yagas Dancing Hut


Natasha, Dream Witch Level 16 Elite Controller
Medium aberrant humanoid
HP 310; Bloodied 155
AC 30, Fortitude 27, Reflex 29, Will 28
Speed 6
Immune charm, fear
Saving Throws +2; Action Points 1

XP 2,800
Initiative +10
Perception +16
Blindsight 5

Traits

Regeneration
Natasha regains 10 hit points whenever she starts her turn
and has at least 1 hit point. When Natasha takes radiant
damage, her regeneration does not function on her next
turn.
Action Recovery
When Natasha ends her turn, any dazing, dominating, or
stunning effect on her ends.

Standard Actions

m Dagger (teleportation, weapon) F At-Will


Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d8 + 10 damage, and Natasha teleports the target up
to 2 squares.
r Entrancing Flames (charm, fire) F At-Will
Attack: Ranged 10 (one creature); +19 vs. Reflex
Hit: 2d8 + 5 fire damage, ongoing 10 fire damage, and the
target is slowed (save ends both).
First Failed Saving Throw: The target is also dazed (save
ends all).

Hand Mirror: This item, which she carries in one


hand, is a mirror mimic in disguise.
Tactics: If Natasha is provoked into combat or if
she learns that the adventurers are allied with Elena,
she attacks. She uses double attack most of the time,
focusing on spellcasters and healers as she discovers
the adventurers capabilities. She uses nightmare wave
whenever it is available and she can catch three enemies in the area.

Double Attack F At-Will


Effect: Natasha makes two basic attacks.
C Nightmare Wave (illusion, psychic) F Recharge 5 6
Attack: Close blast 5 (enemies in the blast); +19 vs. Will
Hit: 2d8 + 5 psychic damage, ongoing 10 psychic damage,
and the target is slowed (save ends both).
Miss: Half damage, and the target is slowed (save ends).
Effect: Natasha teleports up to 6 squares to a square within
or adjacent to the blast area.

Triggered Actions

C Nightmare Jaunt (psychic) F Recharge if the power misses


Trigger: An enemy hits Natasha with an attack.
Attack (Immediate Reaction): Close burst 10 (triggering
enemy in the burst); +19 vs. Will
Hit: 2d12 + 5 psychic damage, and the target is removed
from play until the start of Natashas next turn. The target
then reappears in an unoccupied space of Natashas
choice within 5 squares of Natasha. When it reappears,
the target is dazed (save ends).
Skills Arcana +20, Bluff +18, Insight +16, Thievery +15
Str 8 (+7)
Dex 14 (+10)
Wis 16 (+11)
Con 19 (+12)
Int 24 (+15)
Cha 21 (+13)
Alignment chaotic evil Languages Abyssal, Common, Deep
Speech
Equipment robes, dagger

The ruin demons stays in the midst of enemies as


much as possible to take advantage of their swarm
attack aura. They use vile infestation on enemies in
melee combat with Natasha.
The mirror mimic uses body duplication to copy the
first enemy that approaches it. It uses body transfer to
stay out of harms way.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

26

Baba Yagas Dancing Hut


2 Ruin Demons

Level 16 Skirmisher

Medium elemental humanoid (demon, swarm) X P 1,400 each


HP 153; Bloodied 76
Initiative +17
AC 30, Fortitude 26, Reflex 30, Will 28
Perception +13
Speed 4, fly 6 (hover)
Darkvision
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks

Traits

O Swarm Attack F Aura 1


Any enemy that starts its turn within the aura takes 10
damage.
Swarm
The ruin demon swarm can occupy the same space as
another creature, and an enemy can enter its space, which
is difficult terrain. The swarm cannot be pulled, pushed, or
slid by melee or ranged attacks. It can squeeze through any
opening that is large enough for at least one of the creatures that comprise it.

Standard Actions
m Vile Swarm F At-Will

Attack: Melee 1 (one creature); +19 vs. Reflex


Hit: 1d6 + 7 damage, and ongoing 10 damage (save ends).
M Vile Infestation (charm) F Encounter
Attack: Melee 1 (one creature); +19 vs. Fortitude
Hit: The target is dominated and takes ongoing 10 damage
(save ends both). The ruin demon enters the targets
square and is removed from play until the effect ends.
When the effect ends, the ruin demon appears in an
unoccupied square adjacent to the target.
Str 10 (+8)
Dex 25 (+15)
Wis 20 (+13)
Con 17 (+11)
Int 10 (+8)
Cha 16 (+11)
Alignment chaotic evil Languages Abyssal

Mirror Mimic

Level 15 Lurker

Medium aberrant magical beast


XP 1,200
HP 118; Bloodied 59
Initiative +16
AC 29, Fortitude 27, Reflex 27, Will 27
Perception +13
Speed 6, phasing
Darkvision, tremorsense 5

Standard Actions
m Slam F At-Will

Attack: Melee 1 (one creature); +20 vs. AC


Hit: 3d8 + 10 damage.
M Body Duplication (conjuration, polymorph, psychic, teleportation) F Recharge when the mimic has no duplicates
Attack: Melee 1 (one Medium creature); +18 vs. Will
Hit: The mimic assumes the form of the target and teleports up to 3 squares. The mimic also conjures three
duplicates of the target within 3 squares of it. The duplicates can be attacked and have the same defenses as
the mimic. The mimic can take a minor action to move
each of the duplicates up to its speed. A creature must
succeed on a DC 35 Insight check to tell the difference
between the mimic and the duplicates.
Each duplicate lasts until it takes any damage, which
destroys it. When a duplicate is destroyed, the target
takes 3d8 + 10 psychic damage. When all the duplicates
are destroyed, the mimic reverts to its normal form.

Move Actions

Body Transfer (teleportation) F At-Will


Requirement: The mimic must have at least one duplicate
created by body duplication.
Effect: The mimic teleports, secretly swapping places with
one of its duplicates within 10 squares of it. Its next
attack before the end of the turn deals 8 extra damage.
Skills Bluff +19 (+23 while the mimic is duplicating a creature), Stealth +17
Str 17 (+10)
Dex 21 (+12)
Wis 22 (+13)
Con 22 (+13)
Int 20 (+12)
Cha 25 (+14)
Alignment unaligned Languages Common, Deep Speech

16. Guest Rooms

Combat Encounter Level 14 (5,200 XP)


Baba Yaga has reserved these guest rooms for hag visitors. Several hags are here currently and do not take
kindly to intruders.
Perception DC 20: The character hears voices or,
perhaps, chanting.
Light: Dim light provided by braziers.
Monsters: 3 annis hags, 1 night hag.
Read:
This area is constructed of simple stone masonry combined
with heavy timber pilasters and rafters. Everything is dimly
illuminated by regularly spaced braziers containing burning embers.
Nothing of importance is within chambers A and B.
Chambers C, D, and E each hold one annis hag, and
the night hag occupies chamber F. The hags can be in
other rooms, however, visiting with one another.
As the adventurers progress down the central
hallway, they might come upon the hags venturing
out of their quarters. Each hag has used change shape
to appear as you choose, hoping to fool intruders.
When engaged in conversation, a hag is friendly but
manipulative. Ultimately, the hags want to capture
the adventurers to gain favor with Baba Yaga.
Treasure: The night hag has a gemstone
(7,500gp) she intends to give to Baba Yaga as tribute.
Tactics: The annis hags boldly move to lock down
ranged or area attackers. The night hag focuses dream
haunting on a strong enemy.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

27

Baba Yagas Dancing Hut


3 Annis Hags
Medium fey humanoid
HP 188; Bloodied 94
AC 28, Fortitude 29, Reflex 28, Will 27
Speed 7

Standard Actions
m Claw F At-Will

Level 16 Brute
XP 1,400 each
Initiative +13
Perception +12
Low-light vision

Attack: Melee 1 (one creature); +21 vs. AC


Hit: 3d10 + 14 damage, and the hag grabs the target
(escape DC 22).
M Rend F At-Will
Attack: Melee 1 (one creature grabbed by the hag); +19 vs.
Fortitude
Hit: 3d10 + 21 damage.

Minor Actions

Change Shape (polymorph) F At-Will


Effect: The hag alters its physical form to appear as a female
of any Medium humanoid race until it uses change shape
again or until it drops to 0 hit points. To assume a specific
individuals form, the hag must have seen that individual.
Other creatures can make a DC 36 Insight check to discern that the form is a disguise.

Triggered Actions

C Mind Fog (charm, psychic) F Recharge when first


bloodied
Trigger: An enemy hits the hag with a melee attack.
Attack (Immediate Reaction): Close burst 2 (triggering
enemy in the burst); +19 vs. Will
Hit: 2d10 + 12 psychic damage, and the hag slides the
target up to 2 squares to a square adjacent to the hag.
The target grants combat advantage until the end of the
hags next turn.
Skills Athletics +19, Bluff +14
Str 23 (+14)
Dex 21 (+13)
Wis 18 (+12)
Con 18 (+12)
Int 12 (+9)
Cha 12 (+9)
Alignment evil
Languages Common, Elven

Night Hag
Medium fey humanoid (shapechanger)
HP 109; Bloodied 54
AC 27, Fortitude 28, Reflex 26, Will 26
Speed 8

Traits

Level 14 Lurker
XP 1,000
Initiative +15
Perception +10
Darkvision

O Shroud of Night F Aura 10


Within the aura, bright light is dim light, and dim light is
darkness.

Standard Actions
m Claw F At-Will

Attack: Melee 1 (one creature); +19 vs. AC


Hit: 1d6 + 6 damage. If the hag has combat advantage
against the target, the target is also stunned (save ends).
M Dream Haunting (psychic) F At-Will
Attack: Melee 1 (one stunned or unconscious creature); +18
vs. Will
Hit: 3d6 + 4 psychic damage, and the hag disappears into
the targets mind. While in this state, the hag is removed
from play and does nothing on subsequent turns but
deal 3d6 + 4 psychic damage to the target (no attack
roll required). When the target is no longer stunned or
unconscious, or when the target dies, the hag reappears
adjacent to the target and is insubstantial until the start
of its next turn.
C Wave of Sleep (charm, psychic) F Recharge 5 6
Attack: Close blast 5 (creatures in the blast); +17 vs. Will
Hit: 1d8 + 3 psychic damage, and the target is dazed (save
ends).
First Failed Saving Throw: The target is unconscious
instead of dazed (save ends).

Minor Actions

Change Shape (polymorph) F At-Will


Effect: The hag alters its physical form to appear as a crone
of any Medium humanoid race until it uses change shape
again or until it drops to 0 hit points. To assume a specific
individuals form, the hag must have seen that individual.
Other creatures can make a DC 33 Insight check to discern that the form is a disguise.
Skills Arcana +14, Bluff +16, Intimidate +16, Stealth +16
Str 22 (+13)
Dex 18 (+11)
Wis 17 (+10)
Con 19 (+11)
Int 14 (+9)
Cha 18 (+11)
Alignment evil
Languages Common, Elven

17. Elenas Chambers

Combat Encounter Level 16 (7,000 XP)


The adventurers come upon the home of Elena the
Fair, who has fallen to madness. Her consort, a passion devil posing as a human, manipulates her. Two
ladies in waiting, annis hags disguised as beautiful
elves, work to further corrupt her.
Perception DC 26: The character hears muffled
voices emanating from farther inside the room.
Light: Bright magical light throughout.
Monsters: Elena, mad witch; 1 passion devil; 2
annis hags.
Read:
You stand at the edge of a series of interconnected circular
chambers. Magical light permeates the area.
All chambers except for chamber E contain assorted
furniture, tapestries, paintings, statuary, bookshelves,
and so forth. Fill these chambers with whatever you
want, including treasure.
Chamber E is of special note. It sits at the center
of the room and is Elenas bedchamber. It can be
accessed through secret doors (Perception DC 22
to find) in chambers B, D, F, and H. Each door is
locked (Athletics DC 30 to break; Thievery DC 22
to open).
Elena and her retinue start this encounter in the
chamber farthest from where the adventurers enter
and might hear the party wandering about. When
the characters meet Elena, she is friendly and jovial
at the prospect of having visitors. If the characters
want to visit and converse, she does them no harm.
If any of them appear hostile in any way, Elenas
consort whispers in her ear, and all monsters attack
the party.
Treasure: A pair of winged boots and 5,000 gp in
assorted valuables strewn about the chambers.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

28

Baba Yagas Dancing Hut


Tactics: Elena evades melee combat, using polymorphing escape when her aura fails her. The passion
devil stays near Elena to protect her. If the opportunity arises to duplicate one of the characters, the devil
uses change shape to confuse enemies. The annis hags
attack characters who try to avoid melee.

Elena the Mad


Ages ago, Baba Yaga came upon a young girl named
Elena and took her in. The girl came to be known as
Elena the Fair because of her kind nature and propensity for helping others. She lived in the hut for
years, along with Natasha, her foster sister, whom
the old crone took in around the same time.
Although Elena and Natasha were both the
adopted daughters of Baba Yaga, they couldnt be
more different. Elena was happy, friendly, and kind.
Natasha embraced darkness and enjoyed abusing
Elena emotionally, though she never raised her hand
against her fairer sister.
Eventually, Natasha left the hut and became known
as Iggwilv. Not long afterward, Baba Yaga started
spending more time outside the hut, leaving Elena
alone there. In addition, Elena has recently fallen in
love with a passion devil posing as a human named
Jayden Thull. The loss of her family, the weirdness of
the hut, and the machinations of the devil eventually
drove Elena mad. Her unhinged mind accidentally
brought forth a dream version of Natasha.
Elena is a young human woman with pale skin
and blonde hair. She wears simple white robes that
havent been washed in ages, and she carries a walking staff. She presents herself as good and kind,
though this facade masks her true nature. At her
core, she is completely insane and under the thumb
of Jayden Thull. The characters might find a way
to bring her back from her madness, but such an
endeavor is difficult.
If the adventurers release Elena from the passion
devils influence, she offers winged boots as payment to

Elena, Mad Witch

Level 16 Elite Artillery

Medium natural humanoid, human


HP 242; Bloodied 121
AC 30, Fortitude 27, Reflex 29, Will 28
Speed 6
Immune charm, fear
Saving Throws +2; Action Points 1

XP 2,800
Initiative +11
Perception +11

Traits

O Share Madness (charm, psychic) F Aura 1


Any enemy that ends its turn in the aura takes 5 psychic
damage, and Elena slides the enemy up to 2 squares.
Action Recovery
When Elena ends her turn, any dazing, dominating, or stunning effect on her ends.

Standard Actions
m Staff (weapon) F At-Will

Attack: Melee 1 (one creature); +21 vs. AC


Hit: 3d8 + 8 damage.
r Force Bolt (force, implement) F At-Will
Attack: Ranged 20 (one creature); +21 vs. Fortitude
Hit: 2d8 + 15 force damage.
Double Attack F At-Will
Effect: Elena makes two basic attacks.
A Funnel Madness (implement, psychic) F Recharge 5 6
Attack: Area burst 2 within 10 (enemies in the burst); +21
vs. Will
Hit: 2d8 + 15 psychic damage.

Triggered Actions

C Polymorphing Escape (polymorph, teleportation) F


Recharge when first bloodied
Trigger: An enemy hits Elena with an attack.
Effect (Immediate Reaction): Elena alters her physical form to
appear as one Small or Medium ally within 10 squares of
her, and she and that ally teleport to switch places. This
effect lasts until the start of her next turn or until she
drops to 0 hit points. Other creatures can make a DC 36
Insight check to discern that the form is a disguise.
Skills Arcana +20, History +20, Insight +16
Str 10 (+8)
Dex 16 (+11)
Wis 17 (+11)
Con 19 (+12)
Int 24 (+15)
Cha 21 (+13)
Alignment good
Languages Common, Elven
Equipment robes, staff

the character who played the biggest part in revealing


the consorts true intentions.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

29

Baba Yagas Dancing Hut


Jayden Thull
Fierna, queen of Phlegethos, sent a passion devil
named Karik to infiltrate the hut and learn as much
as possible about its capabilities and inhabitants.
Shortly after the creature came to the hut, it discovered Elena, despondent and lonely. It took on
the persona of Jayden Thull, a young male human
adventurer of surpassing physical beauty and charm.
Jayden introduced himself to Elena and claimed
that he could end her loneliness. Desperate in the
extreme, Elena accepted his words, and the two
began a love affair.
The passion devil is close to learning everything
it needs to wrest from Elena and deliver to Fierna.
It considers the adventurers a serious threat to its
machinations and prompts Elena and her annis
hag servitors into combat with the party at the
slightestprovocation.

Passion Devil

Level 16 Controller

2 Annis Hags

Level 16 Brute

Medium immortal humanoid (devil, shapechanger) XP 1,400


HP 156; Bloodied 78
Initiative +14
AC 30, Fortitude 27, Reflex 28, Will 29
Perception +12
Speed 6, fly 6 (hover)
Darkvision
Resist 20 fire

Medium fey humanoid


HP 188; Bloodied 94
AC 28, Fortitude 29, Reflex 28, Will 27
Speed 7

O Object of Desire (charm) F Aura 1


Enemies within the aura take a 2 penalty to saving throws
against effects that daze.

Attack: Melee 1 (one creature); +21 vs. AC


Hit: 3d10 + 14 damage, and the hag grabs the target
(escape DC 22).
M Rend F At-Will
Attack: Melee 1 (one creature grabbed by the hag); +19 vs.
Fortitude
Hit: 3d10 + 21 damage.

Traits

Standard Actions
m Claws (fire) F At-Will

Attack: Melee 1 (one creature); +19 vs. Reflex


Hit: 3d8 + 11 fire damage.
M Fiery Touch (charm, fire) F At-Will
Attack: Melee 1 (one creature dazed by this devils beckoning whispers); +19 vs. Reflex
Hit: 1d8 + 11 fire damage, and the target is dominated
until the end of the devils next turn.
C Beckoning Whispers (charm) F At-Will
Attack: Close blast 5 (enemies in blast); +19 vs. Will
Hit: The devil pulls the target 5 squares, and the target is
dazed (save ends).
C Passions Flames (fire) F Recharge 5 6
Attack: Close burst 3 (one creature in burst); +19 vs. Reflex
Hit: The target takes ongoing 15 fire damage (save ends).
If the target is dominated by the devil, the target also
makes a melee basic attack as a free action against a
creature of the devils choice.

Minor Actions

Change Shape (polymorph) F At-Will


Effect: The devil alters its physical form to appear as a
Medium humanoid until it attacks, until it uses change
shape again, or until it drops to 0 hit points. The creature
retains its statistics in its new form. Its clothing, armor,
and other possessions do not change. To assume a specific individuals form, the devil must have seen that
individual. Other creatures can make a DC 36 Insight
check to discern that the form is a disguise.
Skills Bluff +20, Diplomacy +20, Insight +17
Str 17 (+11)
Dex 22 (+14)
Wis 18 (+12)
Con 20 (+13)
Int 16 (+11)
Cha 24 (+15)
Alignment evil
Languages Common, Supernal

Standard Actions
m Claw F At-Will

XP 1,400 each
Initiative +13
Perception +12
Low-light vision

Minor Actions

Change Shape (polymorph) F At-Will


Effect: The hag alters its physical form to appear as a female
of any Medium humanoid race until it uses change shape
again or until it drops to 0 hit points. To assume a specific
individuals form, the hag must have seen that individual.
Other creatures can make a DC 36 Insight check to discern that the form is a disguise.

Triggered Actions

C Mind Fog (charm, psychic) F Recharge when first


bloodied
Trigger: An enemy hits the hag with a melee attack.
Attack (Immediate Reaction): Close burst 2 (triggering
enemy in the burst); +19 vs. Will
Hit: 2d10 + 12 psychic damage, and the hag slides the
target up to 2 squares to a square adjacent to the hag.
The target grants combat advantage until the end of the
hags next turn.
Skills Athletics +19, Bluff +14
Str 23 (+14)
Dex 21 (+13)
Wis 18 (+12)
Con 18 (+12)
Int 12 (+9)
Cha 12 (+9)
Alignment evil
Languages Common, Elven

N o v e m b e r 2 011 | D U N G E O N 1 9 6

30

Baba Yagas Dancing Hut

18. Bath

Exploration Encounter
The characters come upon the huts bath. Although
this room is often empty, it might contain a random
encounter, likely with one or more hags.
Light: Dim light.
Read:
This rectangular chamber is outfitted with benches and
clothes hooks. Braziers on the walls fill the area with
f lickering light.

When the characters illuminate the room, describe


what they see, based on the following information.
Chamber A is filled with the skulls and bones of
animals and humanoids. A DC 15 Heal check reveals
that some of the bones have been gnawed on.
Chamber B is empty except for the leathery skin of
a darkmantle that died here long ago.

20. Wine Cellar

Exploration and Roleplaying Encounter

Failing illusory doors separate the side chambers


from the main bath chamber. Discovering the illusion
requires a DC 22 Arcana check or Perception check.

This series of chambers houses shelves filled with


bottles and casks of alcoholic beverages that Baba
Yaga has collected over the ages. Ivan, a telepathic
giant mouse, lives here.
Light: Darkness.

When the party enters the central area, read:


In this large stone chamber, a walkway encircles a pool. The
pool is filled with calm, dirty water. The ceiling glows with
dim white light.

Read:
You enter a dark, quiet space. The air here is musty but has
subtle hints of fruity sweetness and tangy bitternesssomething like almond mixed with cork.

This chamber has changeable aspects. The pool, which


is 5 feet deep, can be magically emptied and filled.
The kind of water and its purity can also be changed,
perhaps becoming dirty seawater or pure spring water.
The light in the room can also be increased to bright
or extinguished. A successful DC 24 Arcana check
reveals the mutability of these aspects.

When the characters light the room, they see that it


has a stone floor, wood-slat-lined walls, and a woodraftered ceiling. From each chamber, two stepped
corridors lead up and down to other chambers. Two
of the chambers contain spiral staircases.
Chamber A contains fine wines. Chamber B
holds brandies and vodkas. Chamber C holds ales
and beers. Chamber D contains fruity cognacs and
meads. If the characters search long enough, they can
find almost any beverage they seek.
Space is warped in the wine cellar. The chambers
connect to one another in an endless spiral, so that
even though the characters feel as if they are changing levels as they climb or descend stairs, they loop
through the same four chambers. For example, if the
characters start in chamber A and climb the stairs to
B, then to C, then to D, the next set of stairs leads up
to A again.

19. Cellar

Exploration Encounter
The huts cellar is filled with foul-smelling debris.
Light: Darkness.
Read:
You enter a completely dark chamber and feel spongy earth
under your feet. A putrid odor hangs in the air.

If the characters spend more than a few minutes


in the wine cellar, Ivan, a giant mouse who considers
the room his personal charge, introduces himself.
Treasure: Several bottles of unique liquors from
faraway planes and worlds, totaling 4,000 gp total.

Ivan the Drunken Mouse


Ivan is a giant white mouse, roughly as big as a cat.
Despite his size, he is much like a normal mouse,
inquisitive and twitchy. His love of strong drink
shows in that he is almost always tipsy.
Over the time that Ivan has roamed the hut, the
magic of the place has transformed him into a fey
magical beast. He can communicate telepathically
with any creature within 10 squares of him that has
a language. He is impervious to damage, disease,
andaging.
In conversation, Ivan is friendly and curious about
the characters intentions in the hut. If the adventurers befriend him, he proves an excellent source of
information on the huts layout and contents, but he
has no specific details on the capabilities of Baba
Yaga, Elena, Natasha, or any of the hags.
If the characters gain Ivans trust and later become
lost in the hut, he can appear to help guide them.

21. Warded Caverns

Skill Challenge Level 14 (5,000 XP)


Baba Yaga built these caverns as a complex trap to
confound and eventually capture intruders.
Light: Darkness.
When the characters illuminate the room, read:
This is an underground corridor of rough rock. You notice a
few stone doors set into the walls. All is silent, and you find
your mind clouded with thoughts of taking a nap.
This room is a series of interconnected corridors
dotted with doors and rough-hewn stairs. Once the

N o v e m b e r 2 011 | D U N G E O N 1 9 6

31

Baba Yagas Dancing Hut

N o v e m b e r 2 011 | D U N G E O N 1 9 6

32

Baba Yagas Dancing Hut


adventurers enter the room, they cannot leave until
they succeed at the skill challenge.
Time is warped here. For every minute the characters spend in the room, ten minutes pass in the rest of
the hut (and the world outside).
Space is also warped here. When characters climb
stairs, they might think they have moved to a new
level, but they remain in the room.
Special Doorways: The room has three kinds of
doors: unmarked, marked with numbers, and marked
with letters.
An unmarked door is an ordinary door that function normally.
Passing through a door marked with a number
brings a traveler back into the warded caverns
through one of the other numbered doors, determined randomly. This effect disappears if the
characters succeed at the skill challenge, after which
a numbered door leads to the correspondingly numbered room, as normal.
Passing through a door marked with a letter brings
a traveler back into the warded caverns through one
of the other lettered doors, determined randomly. If
the characters pass through the door marked A, they
reenter the caverns through door B, C, D, E, or F,
determined randomly. This effect remains even if the
characters succeed at the skill challenge.
Spiral Stairs: The two spiral staircases work similarly to the numbered doors. If the characters climb
or descend either spiral staircase, they reenter the
caverns through the other one. This effect disappears
if the characters succeed at the skill challenge, after
which a staircase leads to the correspondingly numbered room, as normal.

Escape the Warded Caverns


Characters can escape the warded caverns only by
successfully completing this skill challenge. The room
is enchanted to cloud and confound the minds of
those within it.

Level: 14 (5,000 XP).


Complexity: 5 (requires 12 successes before 3
failures).
Time Frame: Each character can make a check in
this challenge once per minute.
Primary Skills: Arcana, Dungeoneering, Insight.
Arcana (DC 22, four successes maximum): The character unravels a bit of the enchantments in the room.
If the character succeeds on a DC 30 Arcana check, it
counts as two successes toward the skill challenge, or
it counts as one success and removes one failure.
Dungeoneering (DC 22, four successes maximum):
The character gleans a bit of information about the
rooms true construction and how it interacts with the
magic present here.
Insight (DC 22, four successes maximum): The character uses his or her sharpness to lessen the effects of
the mind-clouding magic. If the character succeeds
on a DC 30 Insight check, it counts as two successes
toward the skill challenge, or it counts as one success
and removes one failure.
Secondary Skills: Diplomacy, Endurance, Heal,
History, Thievery.
Diplomacy (DC 22): The character helps the party
to focus its efforts. A successful check grants a +2
bonus to the partys next primary skill check.
Endurance (DC 22): The character negates any
effects of failed primary skill checks for his or her
next skill check in the challenge.
Heal (DC 22): The character helps an ally, negating
any effects of failed primary skill checks for the allys
next skill check in the challenge.
History (DC 22): The character recalls information
on documented variants of the enchantments in this
room. A successful check grants a +2 bonus to the
partys next primary skill check.
Thievery (DC 22): The character uses mundane
means to mark doors or pin them closed to help
lessen confusion. These markers fade over time. A

successful check grants a +2 bonus to the partys next


primary skill check.
Complications: If the characters fail primary
skill checks, the mind-clouding magic of the room
imposes difficulties on them.
First Failed Primary Skill Check: The mind-clouding
magic of the room really kicks in. Characters who try
to use the aid another action to help with skill checks
add 10 to the DC of the aid another attempt.
Second Failed Primary Skill Check: The mind-clouding magic of the room escalates. In addition to the
effect of the first failed primary skill check, characters take a 2 penalty to all skill checks.
Success: All staircases and all doors except doors
AF operate normally for the characters for 1 hour. In
addition, any complications dissipate.
Failure: The characters fall unconscious. When
they awaken, they are in one of the cells in room 31,
stripped of all gear except their clothing and armor.
(Their gear has been deposited elsewhere in room
31.) If the adventurers have previously befriended
Elena, Grik, Shelsa, or Ivan, any of these NPCs can
arrive in the prison to help free the characters.

22. Smithy and Toolworks


Combat Encounter Level 15 (6,000 XP)

Here, slaves toil for Baba Yaga, producing all manner


of weapons, armor, and other metalwork.
Light: Bright light.
Monsters: 1 fire giant lavamaster, 1 hell knight, 4
fire archons.
Read:
This multilevel room is constructed entirely from metal
and lit by the flames of two furnaces. In the main area, the
ceiling is 30 feet high. Two elevated areas stand a bit above
the floor. An oppressive heat fills the room. At each furnace,
two fiery beings toil away. A giant with flame-red hair,
garbed in chainmail and bearing an enormous greatsword,

N o v e m b e r 2 011 | D U N G E O N 1 9 6

33

Baba Yagas Dancing Hut


4 Fire Archons

Level 13 Skirmisher

Medium elemental humanoid (fire)


HP 130; Bloodied 65
AC 27, Fortitude 25, Reflex 26, Will 23
Speed 8
Immune disease, poison; Resist 20 fire

XP 800 each
Initiative +14
Perception +9

Traits

Guttering Flames
Whenever the archon takes cold damage, it cannot shift
until the end of its next turn.

Standard Actions

m Fiery Scimitar (fire) F At-Will


Attack: Melee 1 (one creature); +18 vs. AC
Hit: 3d8 + 8 fire damage.

Move Actions

Flickering Step F At-Will


Effect: The archon shifts up to half its speed.
Blaze Step (fire) F Encounter
Effect: The archon shifts up to its speed. Each square it
shifts through fills with elemental flames that last until
the end of the encounter. Each time a nonfire creature
enters or starts its turn in a square filled with these
flames, it takes 10 fire damage.
Str 15 (+8)
Dex 22 (+12)
Wis 17 (+9)
Con 18 (+10)
Int 16 (+9)
Cha 9 (+5)
Alignment chaotic evil Languages Primordial

watches over them. A creature composed of metal and


fire stands in the middle of the room and turns its helmed
visage toward you.
In this combat encounter, the slaves attack the characters immediately, hoping to capture them and offer
them to Baba Yaga. The slaves believe (falsely) that
this tribute will earn them their freedom.
On the map, the two small chambers marked A
are furnaces filled with magic everburning flame.
Chamber B is a tool room. Chamber D is 10 feet
above the main floor. Chamber E is 20 feet above the
main floor.
Dangerous Heat: A bloodied creature that starts
its turn in this room takes 5 fire damage.

Hell Knight
Medium immortal humanoid (devil)
HP 146; Bloodied 73
AC 31, Fortitude 27, Reflex 28, Will 26
Speed 6
Immune fear; Resist 20 fire

Level 15 Soldier
XP 1,200
Initiative +15
Perception +11
Darkvision

Traits

Fire Giant Lavamaster Level 17 Controller (Leader)


Large elemental humanoid (giant)
HP 164; Bloodied 82
AC 31, Fortitude 31, Reflex 27, Will 28
Speed 8
Resist 15 fire

XP 1,600
Initiative +12
Perception +13

Traits

Hells Rider
While the hell knight is mounted, its mount can make Athletics, Acrobatics, or Stealth checks using the hell knights
skill modifiers rather than its own.

O Hearthflames (fire, healing) F Aura 2


Any enemy that enters the aura or ends its turn there takes
10 fire damage. Any bloodied ally of the lavamaster that
starts its turn within the aura regains 10 hit points.

m Mace (fire, weapon) F At-Will


Attack: Melee 1 (one creature); +20 vs. AC
Hit: 2d8 + 9 damage plus 5 fire damage, and the target
falls prone.
m Flame Lance (weapon) F At-Will
Requirement: The hell knight must be wielding a lance.
Attack: Melee 2 (one creature); +20 vs. AC. When the hell
knight charges while mounted, this attack can score a
critical hit on a roll of 1920.
Hit: 2d10 + 12 fire damage.

m Molten Sword (fire, weapon) F At-Will


Attack: Melee 2 (one creature); +22 vs. AC
Hit: 2d10 + 4 fire damage.
R Magma Lash (fire) F Recharge when no creature is
grabbed by the lavamaster
Attack: Ranged 5 (one creature); +20 vs. Reflex
Hit: 2d8 + 10 fire damage, and the lavamaster pulls the
target 4 squares. If the target ends the pull adjacent to
the lavamaster, the lavamaster grabs it.
A Magma Burst (fire, zone) F At-Will
Attack: Area burst 1 within 10 (enemies in burst); +20 vs.
Fortitude
Hit: 2d6 + 10 fire damage.
Effect: The burst creates a zone that lasts until the end of
the lavamasters next turn. The zone is difficult terrain.
Any enemy that enters the zone or ends its turn there
takes 10 fire damage.

Standard Actions

Minor Actions

Eyes of the Narzugon F At-Will


Effect: One creature within 10 squares of the hell knight is
marked and slowed until the end of the hell knights next
turn.
Skills Athletics +17, Intimidate +15, Stealth +18
Str 20 (+12)
Dex 22 (+13)
Wis 18 (+11)
Con 18 (+11)
Int 15 (+9)
Cha 17 (+10)
Alignment evil
Languages Supernal
Equipment plate armor, heavy shield, mace, lance

Furnaces: As a minor action, a creature adjacent


to a furnace door can pull a lever to unleash a gout of
flame that fills a close blast 3 immediately in front of
the door. Creatures in this area take 15 fire damage.
Treasure: Pieces from a set of +4 teleporting plate
armor are strewn about near one of the furnaces.
Tactics: The hell knight starts by attacking the
party member who seems the weakest. If one character heals another, the hell knight immediately moves
to the healer and focuses future attacks on him or her.
The fire giant lavamaster attacks as many characters

Standard Actions

Triggered Actions
M Fiery Vendetta F At-Will

Trigger: An enemy grabbed by the lavamaster attacks it.


Effect (Immediate Reaction): The lavamaster or one of its
allies can make a melee basic attack against the triggering enemy as a free action.
Str 24 (+15)
Dex 19 (+12)
Wis 21 (+13)
Con 20 (+13)
Int 15 (+10)
Cha 16 (+11)
Alignment evil
Languages Giant
Equipment chainmail, greatsword

as it can with magma burst, ignoring its allies. The fire


archons swarm around the adventurers who seem the
strongest, attempting to use blaze step to fill the area
around those characters with flames.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

34

Baba Yagas Dancing Hut

23. Armor Museum

24. Stables

This museum houses the armor, shields, and helms of


combatants that Baba Yaga has defeated in battle.
Light: Bright light.

The adventurers enter Baba Yagas stables, which


house nightmares that the ancient crone occasionally
lends to those she deems worthy. Stable hands watch
over the steeds and guard the archfeys fabled mortar
and pestle.
Perception DC 18: The character hears birds
squawking and many hooves stomping.
Light: Bright light.
Monsters: 3 nightmares, 3 diakkas.

Exploration Encounter

Read:
You enter a large area of interconnected chambers. Dozens
of suits of armor are arrayed about the room, with shields
and helmets decorating the walls. Magical light from the
ceiling fills the area. You can hear the creaking sound of
armor movements from somewhere in these chambers.
Chamber E, the large central chamber, contains suits
of armor that Baba Yaga has collected from various
worlds and planes. Chambers A, B, C, and D contain
more armor, plus shields and helms. Fill in the details
of what the characters find to meet the needs of your
campaign.
The creaking sound comes from several magic
suits of armor that yearn to see battle again. If the
characters investigate, they find a few suits that move
slightly but that do not leave their stands or attack.
The doors in chambers A, B, C, and D lead
nowhere. Baba Yaga created them as enticements.
Any character who touches one of these doors is
attacked by one of Baba Yagas curses (your choice).
Treasure: One set of +3 demonscale armor and one
cold iron shield.

Combat Encounter Level 14 (5,400 XP)

3 Diakkas

Level 14 Skirmisher

Small fey humanoid


HP 140; Bloodied 70
AC 28, Fortitude 26, Reflex 27, Will 25
Speed 6

Traits

XP 1,000 each
Initiative +15
Perception +11
Low-light vision

O Infernal Squawking F Aura 2


Any nondeafened enemy in the aura takes a 4 penalty to
attack rolls the enemy makes during another creatures
turn. While the diakka is dazed, dominated, or stunned,
this aura ceases to function.

Standard Actions
m Claw F At-Will

Attack: Melee 1 (one creature); +19 vs. AC


Hit: 2d8 + 13 damage.
M Scampering Attack F At-Will
Effect: The diakka shifts up to its speed and uses claw once
at any point during the movement.
M Piercing Beak F Recharge 5 6
Effect: The diakka can jump up to its speed before the
attack.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
First Failed Saving Throw: The target is also weakened
(save ends both).
Skills Athletics +13
Str 12 (+8)
Dex 23 (+13)
Wis 18 (+11)
Con 20 (+12)
Int 10 (+7)
Cha 10 (+7)
Alignment evil
Languages Common, Elven

Read:
You enter a long room that has several smaller chambers
along each side. The entire area is illuminated by magic
torches set into the ceiling 40 feet above the floor. The smell
of animal feed mixes with that of brimstone.
Chambers A, C, and F each contain one nightmare,
tended by a diakka.
The monsters are loyal servants of Baba Yaga and
attack intruders without hesitation. After the characters deal with the guardians, they are free to explore
the stables in more depth.
This room connects to other planes, allowing
Baba Yaga and her allies to ride nightmares to other
3 Nightmares

Level 13 Skirmisher

Large shadow magical beast (mount)


HP 138; Bloodied 69
AC 27, Fortitude 26, Reflex 25, Will 24
Speed 10, teleport 10
Resist 20 fire

XP 800 each
Initiative +12
Perception +12
Darkvision

Traits

Alert
The nightmare gains a +2 bonus to AC against opportunity
attacks.
Hells Ride (fire, mount)
The nightmares rider gains resist 20 fire.

Standard Actions
m Hooves (fire) F At-Will

Attack: Melee 1 (one creature); +18 vs. AC


Hit: 2d8 + 2 damage, and ongoing 10 fire damage (save
ends).
Hooves of Hell (fire) F Recharge 5 6
Effect: The nightmare moves up to 10 squares. Each square
the nightmare leaves is filled with fire up to 2 squares
high that lasts until the end of the nightmares next turn.
Any creature that hits the nightmare with a melee attack
power during this movement, or that enters one of the
flaming squares, takes 20 fire damage.
Skills Endurance +19
Str 23 (+12)
Dex 19 (+10)
Wis 12 (+7)
Con 26 (+14)
Int 5 (+3)
Cha 15 (+8)
Alignment evil
Languages

N o v e m b e r 2 011 | D U N G E O N 1 9 6

35

Baba Yagas Dancing Hut


locations around the multiverse. The characters can
do the same if you allow it.
Treasure: Chamber G contains Baba Yagas mortar
and pestlea conveyance that she uses to travel about
and strike fear into the hearts of others. It consists of a
large stone mortar with an oversized pestle to act as a
rudder. A large broom is attached to the side.
The adventurers might steal this vehicle. Baba
Yaga and her simulacrum know if the vehicle has
been stolen. Baba Yaga is so busy that she is unlikely
return to the hut right away. The simulacrum might
hunt the characters if they remain in the hut.
Tactics: The diakkas mount the nightmares and
charge into battle. They attack while mounted unless
it becomes advantageous for them to dismount using
piercing beak. Once a diakka is on the ground, it coordinates with its nightmare to flank the characters.
Baba Yagas Mortar and Pestle
Large vehicle
HP 120 Space 2 squares by 2 squares
AC 5, Fortitude 16, Reflex 8
Speed fly 2 (hover); see also pilot
Pilot
Only a creature trained in Arcana can pilot the vehicle, and
such a creature adds one-third of its Arcana bonus to the
vehicles normal fly speed. The pilot must work the pestle
rudder with both hands.
Load
Five Medium creatures (including the pilot); 500 pounds
of gear.
Out of Control
If out of control, the mortar and pestle comes to a stop at
the start of its turn.
Cover
The mortar provides partial cover to its pilot and
passengers.
Elemental Resistances
The mortar and pestle has resist 25 to all damage.
Teleportation
Once per encounter, as a move action, the pilot can teleport the vehicle and its contents up to a number of squares
equal to one-half the result of an Arcana check the pilot
makes.

25. Divination Hall


Combat Encounter Level 14 (5,200 XP)
Baba Yagas divination hall is the only room in which
divination rituals that contact forces outside the hut
can be performed. Several loyal servants stand guard
here to prevent enemies of Baba Yaga from using the
room. Enemies that manage to use the room are still
subject to the curse triggered by the use of divination
rituals (see Special Properties, page 6).
Light: Dim light.
Monsters: 1 piscodemon, 2 mezzodemons, 3
nagpa carrion lords.
Read:
You enter a small, rectangular chamber. Across from you
stands a pair of large doors covered in strange runes. The
etchings glow, shedding dim light in slow, regular pulses.
When the characters enter the central area, read:
The f loor and walls of this large chamber are made of black
marble streaked with golden veins. A domed ceiling rises
60 feet overhead. The dome is filled with swirls of light of
every color imaginable. Within the chamber stands a trio
of demonic creatures, f lanked by three bird-men.
Combat begins immediately.
Tactics: The piscodemon stays close to the mezzodemons so it can heal them with demonic rally.
It focuses its attacks on the adventurer who seems
to be the leader. When cornered or surrounded by
enemies, the piscodemon uses writhing ground. The
mezzodemons protect the nagpas. They use poison
breath whenever they can catch two or more enemies
in the blast. The nagpas stay out of melee as much
as possible and pepper their enemies with ranged
attacks, retreating with ghostly escape when necessary.
All monsters fight to the death.

2 Mezzodemons

Level 11 Soldier

Medium elemental humanoid (demon)


HP 113; Bloodied 56
AC 27; Fortitude 25, Reflex 22, Will 23
Speed 6
Resist 20 poison

XP 600 each
Initiative +9
Perception +13
Darkvision

Standard Actions

m Trident (weapon) At-Will


Attack: Melee 2 (one creature); +16 vs. AC
Hit: 2d8 + 10 damage.
M Skewering Tines (weapon) At-Will
Requirement: The mezzodemon must be using a trident.
Attack: Melee 2 (one creature); +16 vs. AC
Hit: 2d8 + 10 damage, ongoing 10 damage, and the
target is restrained (save ends both). While the target is
restrained, the mezzodemon cant make trident attacks.
C Poison Breath (poison) Recharge 5 6
Attack: Close blast 3 (enemies in the blast); +14 vs.
Fortitude
Hit: 2d6 + 3 poison damage, and ongoing 10 poison
damage (save ends).

Triggered Actions

Variable Resistance F 2/Encounter


Trigger: The mezzodemon takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The mezzodemon gains resist 10 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
Skills Intimidate +11
Str 20 (+10)
Dex 15 (+7)
Wis 16 (+8)
Con 17 (+8)
Int 10 (+5)
Cha 13 (+6)
Alignment chaotic evil Languages Abyssal
Equipment trident

N o v e m b e r 2 011 | D U N G E O N 1 9 6

36

Baba Yagas Dancing Hut


3 Nagpa Carrion Lords

Level 14 Artillery

Medium elemental humanoid


HP 111; Bloodied 55
AC 28, Fortitude 23, Reflex 25, Will 26
Speed 6

Standard Actions

XP 1,000 each
Initiative +9
Perception +11
Low-light vision

m Rotting Staff (necrotic, weapon) F At-Will


Attack: Melee 1 (one creature); +17 vs. Fortitude
Hit: 2d6 + 8 necrotic damage.
r Bolt of Putrescence (implement, necrotic) F At-Will
Attack: Ranged 20 (one creature); +19 vs. Reflex
Hit: 2d10 + 10 necrotic damage.
R Rain of Ruin (acid, implement) F Recharge 5 6
Attack: Ranged 10 (two or three creatures); +19 vs. Reflex
Hit: 2d10 + 5 acid damage.
A Consuming Shadows (implement, necrotic, zone) F
Encounter
Attack: Area burst 1 within 10 (enemies in burst); +19 vs.
Fortitude
Hit: 4d6 + 5 necrotic damage, and ongoing 5 necrotic
damage (save ends).
Effect: The burst creates a zone that lasts until the end of
the carrion lords next turn. The zone blocks line of sight
for the carrion lords enemies.
Sustain Minor: The zone persists.

Minor Actions
Ghostly Escape F Encounter

Effect: The carrion lord is insubstantial and phasing until


the end of its next turn.
Skills Arcana +17, Bluff +17, Diplomacy +17, History +17
Str 12 (+8)
Dex 14 (+9)
Wis 19 (+11)
Con 21 (+12)
Int 21 (+12)
Cha 20 (+12)
Alignment evil
Languages Common, Primordial
Equipment staff

Piscodemon

Level 14 Controller (Leader)

Medium elemental magical beast (demon)


XP 1,000
HP 138; Bloodied 69
Initiative +12
AC 27, Fortitude 25, Reflex 27, Will 25
Perception +13
Speed 6, swim 6
Darkvision

Traits

O Demonic Rally (healing) F Aura 3


Any bloodied demon that ends its turn within the aura
regains 5 hit points.
All-Around Vision
Enemies cant gain combat advantage by flanking the
piscodemon.

Standard Actions
m Claw F At-Will

Requirement: The piscodemon must not have two creatures


grabbed.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d8 + 6 damage, and the target is grabbed.
M Writhing Tentacles (poison) F At-Will
Attack: Melee 1 (one creature grabbed by the piscodemon);
+19 vs. AC
Hit: 2d8 + 6 poison damage, and the target takes ongoing
10 poison damage and is weakened (save ends both).
R Vision of Madness (psychic) F At-Will
Attack: Ranged 20 (one creature); +17 vs. Will
Hit: 3d6 + 6 psychic damage, and the target is slowed (save
ends). In addition, the target makes a melee basic attack
as a free action against a target of the piscodemons
choice.

26. Alchemical Storage

Combat Encounter Level 14 (5,600 XP)


The characters venture into Baba Yagas alchemical
storage chambers. Here, they come upon several servitors conducting inventory.
Perception DC 20: The character hears the
squawking of birds.
Light: Bright magical light.
Monsters: 1 piscodemon, 2 scarecrow guardians,
3 diakkas.

A Writhing Ground (zone) F Recharge 5 6


Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
Reflex
Hit: 3d10 + 6 damage, and the target is slowed (save ends).
The burst creates a zone that lasts until the end of the
encounter. Any creature that starts its turn within the
zone is slowed (save ends).

Triggered Actions

C Bloodied Wail (fear, thunder)


Trigger: The piscodemon is first bloodied.
Attack (Free Action): Close burst 3 (creatures in burst); +17
vs. Fortitude
Hit: 4d8 + 6 thunder damage, and the piscodemon pushes
the target 5 squares.
Variable Resistance F 2/Encounter
Trigger: The piscodemon takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The piscodemon gains resist 15 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
Skills Arcana +22
Str 25 (+14)
Dex 21 (+12)
Wis 23 (+13)
Con 18 (+11)
Int 30 (+17)
Cha 27 (+15)
Alignment chaotic evil Languages Abyssal, telepathy 20

Read:
You enter a small chamber filled with magical light. The
walls here are lined with wooden shelves containing numerous boxes, jars, and pots. In front of you, a stairway leads
to another chamber. A mixture of earthy and floral smells
fills the room.
This room is filled with alchemical items stored in
various vessels. Given enough time searching the
shelves, alchemists can find nearly any ingredients
they might want.
A piscodemon and three diakkas are spread
throughout the chambers, conducting inventory.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

37

Baba Yagas Dancing Hut

N o v e m b e r 2 011 | D U N G E O N 1 9 6

38

Baba Yagas Dancing Hut


Piscodemon

Level 14 Controller (Leader)

Medium elemental magical beast (demon)


XP 1,000
HP 138; Bloodied 69
Initiative +12
AC 27, Fortitude 25, Reflex 27, Will 25
Perception +13
Speed 6, swim 6
Darkvision

Traits

O Demonic Rally (healing) F Aura 3


Any bloodied demon that ends its turn within the aura
regains 5 hit points.
All-Around Vision
Enemies cant gain combat advantage by flanking the
piscodemon.

Standard Actions
m Claw F At-Will

Requirement: The piscodemon must not have two creatures


grabbed.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d8 + 6 damage, and the target is grabbed.
M Writhing Tentacles (poison) F At-Will
Attack: Melee 1 (one creature grabbed by the piscodemon);
+19 vs. AC
Hit: 2d8 + 6 poison damage, and the target takes ongoing
10 poison damage and is weakened (save ends both).
R Vision of Madness (psychic) F At-Will
Attack: Ranged 20 (one creature); +17 vs. Will
Hit: 3d6 + 6 psychic damage, and the target is slowed (save
ends). In addition, the target makes a melee basic attack
as a free action against a target of the piscodemons
choice.

Unless the characters take care to be quiet, the monsters hear them when they arrive.
Chamber E contains two scarecrow guardians that
have been magically transformed to look like empty,
ramshackle wooden bookshelves. They animate and
take on their true forms only by order of the piscodemon (a minor action).
Baba Yagas servitors do not like being interrupted
and attack as soon as they pinpoint the location of
thecharacters.
Treasure: Extremely rare alchemical components
that have a value totaling 7,000 gp.
Tactics: The piscodemon takes a minor action
to animate the scarecrow guardians as soon as it

A Writhing Ground (zone) F Recharge 5 6


Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
Reflex
Hit: 3d10 + 6 damage, and the target is slowed (save ends).
The burst creates a zone that lasts until the end of the
encounter. Any creature that starts its turn within the
zone is slowed (save ends).

Triggered Actions

C Bloodied Wail (fear, thunder)


Trigger: The piscodemon is first bloodied.
Attack (Free Action): Close burst 3 (creatures in burst); +17
vs. Fortitude
Hit: 4d8 + 6 thunder damage, and the piscodemon pushes
the target 5 squares.
Variable Resistance F 2/Encounter
Trigger: The piscodemon takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The piscodemon gains resist 15 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
Skills Arcana +22
Str 25 (+14)
Dex 21 (+12)
Wis 23 (+13)
Con 18 (+11)
Int 30 (+17)
Cha 27 (+15)
Alignment chaotic evil Languages Abyssal, telepathy 20

3 Diakkas

Level 14 Skirmisher

Small fey humanoid


HP 140; Bloodied 70
AC 28, Fortitude 26, Reflex 27, Will 25
Speed 6

Traits

XP 1,000 each
Initiative +15
Perception +11
Low-light vision

O Infernal Squawking F Aura 2


Any nondeafened enemy in the aura takes a 4 penalty to
attack rolls the enemy makes during another creatures
turn. While the diakka is dazed, dominated, or stunned,
this aura ceases to function.

Standard Actions
m Claw F At-Will

Attack: Melee 1 (one creature); +19 vs. AC


Hit: 2d8 + 13 damage.
M Scampering Attack F At-Will
Effect: The diakka shifts up to its speed and uses claw once
at any point during the movement.
M Piercing Beak F Recharge 5 6
Effect: The diakka can jump up to its speed before the
attack.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
First Failed Saving Throw: The target is also weakened
(save ends both).
Skills Athletics +13
Str 12 (+8)
Dex 23 (+13)
Wis 18 (+11)
Con 20 (+12)
Int 10 (+7)
Cha 10 (+7)
Alignment evil
Languages Common, Elven

can, and then it attacks the adventurer who seems


to be the leader. When cornered or surrounded
by enemies, it uses writhing ground. The scarecrow
guardians try to protect the piscodemon, using
luring gaze to keep enemies away from the demon.
The diakkas move boldly around the combat, taking
advantage of flanking and other opportunities for
combatadvantage.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

39

Baba Yagas Dancing Hut


2 Scarecrow Guardians

Level 13 Soldier

Medium fey animate (construct)


XP 800 each
HP 107; Bloodied 53
Initiative +10
AC 29, Fortitude 25, Reflex 23, Will 24
Perception +14
Speed 6
Low-light vision
Immune disease, poison, sleep; Vulnerable 10 fire

Standard Actions
m Claws F At-Will

Attack: Melee 1 (one creature); +18 vs. AC


Hit: 2d6 + 9 damage, and the target is marked until the
end of the guardians next turn.
R Luring Gaze (charm, psychic) F At-Will
Attack: Ranged 10 (one creature); +16 vs. Will
Hit: 1d6 + 5 psychic damage, and the guardian pulls the
target 5 squares.

Minor Actions

27. Magic Item Storage

Combat Encounter Level 14 (5,000 XP)


This room stores components required to create
magic items. A stone golem watches over the area,
aided by three rust monsters.
Perception DC 25: The character hears the light
skittering of feet.
Perception DC 30: The character notices that all
shelves are made of marble. Additionally, metal items
are relegated to the uppermost shelves.
Light: Bright magical light.
Monsters: 1 stone golem, 3 dweomer eaters.

C Horrid Gaze (fear) F Encounter


Attack: Close blast 3 (enemies in blast); +18 vs. Will
Hit: The target is immobilized until the end of the guardians next turn.

Read:
In front of you lies a maze of shelves. Each shelf is filled with
sundry containers of varying sizes and made of different
materials.

Trigger: An attack damages the guardian.


Effect (Immediate Interrupt): The guardian takes half
damage from the triggering attack.
Skills Acrobatics +13
Str 18 (+10)
Dex 14 (+8)
Wis 17 (+9)
Con 15 (+8)
Int 11 (+6)
Cha 10 (+6)
Alignment unaligned Languages Common

You can provide any details you like about the


components in the room. The shelves might hold
a few minor magic items, but they have nothing of
greaterefficacy.
All shelves are made of marble. The lower shelves
hold vessels made of wood, stone, and clay. Metal containers and objects lie on the upper shelves.
In the center of the room, a stone golem stands
adjacent to a secret door leading to a spiral staircase.
If the characters enter this room by taking the staircase from room 15, the golem appears as a statue
until animated by the dweomer eaters (see below).
The dweomer eaters start the encounter around
corners from wherever the characters enter. They
are resting and stir only when the adventurers
come upon them. When a dweomer eater notices an
intruder, it screeches, alerting the others and animating the stone golem.

Triggered Actions
Malleable Straw F At-Will

Special Doorways: A secret door (Perception


DC30 to find) hides the spiral staircase in the center
of the room. The door is also cursed. Any character
who touches it is attacked by the curse of morphing flesh.
Treasure: One set of heros gauntlets and a +4 paralyzing shortbow, each placed on a high shelf.
Tactics: The stone golem attacks the nearest characters, favoring double attack to confront multiple
enemies whenever possible. The dweomer eaters
are starving and attack the nearest characters wearing magic armor, heedless of provoking opportunity
attacks to do so.
Stone Golem

Level 17 Elite Soldier

Large natural animate (construct)


HP 336; Bloodied 168
AC 33, Fortitude 31, Reflex 26, Will 26
Speed 6 (cannot shift)
Immune disease, poison
Saving Throws +2; Action Points 1

XP 3,200
Initiative +8
Perception +7
Darkvision

Standard Actions
m Slam F At-Will

Attack: Melee 2 (one creature); +22 vs. AC


Hit: 4d6 + 11 damage, and the golem can push the target
1 square.
M Double Attack F At-Will
Effect: The golem uses slam twice. Each attack knocks the
target prone if it hits.
M Golem Rampage F Recharge 5 6
Effect: The golem moves up to its speed + 2. During this
movement, the golem can move through enemies
spaces, and when the golem first enters any creatures
space, it uses slam against that creature.

Triggered Actions

C Death Burst
Trigger: The golem drops to 0 hit points.
Attack (No Action): Close burst 1 (creatures in the burst);
+22 vs. AC
Hit: 2d12 + 10 damage.
Effect: The golem is destroyed. The area of the burst
becomes difficult terrain until cleared.
Str 24 (+15)
Dex 7 (+6)
Wis 8 (+7)
Con 24 (+15)
Int 3 (+4)
Cha 3 (+4)
Alignment unaligned Languages

N o v e m b e r 2 011 | D U N G E O N 1 9 6

40

Baba Yagas Dancing Hut


3 Dweomer Eaters

Level 11 Skirmisher

Large natural beast, rust monster


HP 110; Bloodied 55
AC 25; Fortitude 20, Reflex 25, Will 23
Speed 8

Traits

XP 600 each
Initiative +13
Perception +9
Low-light vision

Residuum Recovery
A dweomer eater consumes any item it destroys. The
residuum from any magic items the dweomer eater has
destroyed can be retrieved from its stomach. The residuum
is worth the full market value of the item.

Standard Actions
m Bite F At-Will

Attack: Melee 1 (one creature); +16 vs. AC


Hit: 2d6 + 11 damage, and any magic armor the target is
wearing is decaying. Each time the dweomer eater renders armor decaying, the armors enhancement bonus
is reduced by 1, to a minimum of 0. The enhancement
bonus returns to normal at the end of the encounter.
M Dissolve Item F Recharge 6
Attack: Melee 1 (one creature wearing or wielding a decaying magic item of 15th level or lower); +14 vs. Reflex
Hit: The decaying magic item is destroyed.
Miss: The power is not expended.

Triggered Actions

Magic Consumption F At-Will


Trigger: The dweomer eater is hit by an attack that uses a
magic implement or magic weapon.
Effect (Free Action): The implement or weapon used in the
triggering attack is decaying. Each time a dweomer eater
renders an item decaying, the items enhancement bonus
is reduced by 1, to a minimum of 0. The enhancement
bonus returns to normal at the end of the encounter.
Str 12 (+6)
Dex 23 (+11)
Wis 18 (+9)
Con 14 (+7)
Int 2 (+1)
Cha 13 (+6)
Alignment unaligned Languages

28. Conjuring Hall

Combat Encounter Level 15 (6,400 XP)


The conjuring hall is where Baba Yaga calls forth
fiendish servants from across the planes. A pair of
stone golems guards the main chamber.
Perception DC 22: The character notices footprints in the dust on the floor, leading to the illusory
wall between chambers A and B.
Light: Bright magical light.
Monsters: 2 stone golems.
Read:
You enter a stone chamber littered with furniture and covered in a thin layer of dust. Magical light fills the area.
Chamber A is loaded with old pieces of furniture that
have been gathering dust after years of disuse. Elena
occasionally comes here, and the characters might
discover her footprints in the dusty floor, leading
them to find the illusory wall that hides chamber B.
The stone golem guardians stand in chamber C,
just on the other side of another illusory wall. They
can see into chamber B from their side.
Illusory Walls: Both illusory walls are well
crafted and have stood intact for a long time. Each
can be discovered by a character who makes a DC 22
Arcana check or a DC 30 Perception check.
A character who discovers an illusory wall can walk
through it easily. However, any character who passes
through the illusory wall between chambers A and B is
slowed until the end of his or her next turn. This effect
gives the stone golems time to advance past the summoning circle in chamber B so they can protect it.
Special Doorways: The summoning circle in
chamber B can be used to teleport creatures to the
prison in room 45 (Arcana DC 30 to discern this
effect). If a character knows how the circle works, he
or she can attempt to force the circle to function with-

out the use of the proper command word (Arcana DC


30 to do so).
Tactics: The stone golems move into chamber B
as soon as one or more characters enter that chamber.
They split their attacks between enemies, favoring
those nearest the summoning circle.
2 Stone Golems

Level 17 Elite Soldier

Large natural animate (construct)


HP 336; Bloodied 168
AC 33, Fortitude 31, Reflex 26, Will 26
Speed 6 (cannot shift)
Immune disease, poison
Saving Throws +2; Action Points 1

XP 3,200 each
Initiative +8
Perception +7
Darkvision

Standard Actions
m Slam F At-Will

Attack: Melee 2 (one creature); +22 vs. AC


Hit: 4d6 + 11 damage, and the golem can push the target
1 square.
M Double Attack F At-Will
Effect: The golem uses slam twice. Each attack knocks the
target prone if it hits.
M Golem Rampage F Recharge 5 6
Effect: The golem moves up to its speed + 2. During this
movement, the golem can move through enemies
spaces, and when the golem first enters any creatures
space, it uses slam against that creature.

Triggered Actions

C Death Burst
Trigger: The golem drops to 0 hit points.
Attack (No Action): Close burst 1 (creatures in the burst);
+22 vs. AC
Hit: 2d12 + 10 damage.
Effect: The golem is destroyed. The area of the burst
becomes difficult terrain until cleared.
Str 24 (+15)
Dex 7 (+6)
Wis 8 (+7)
Con 24 (+15)
Int 3 (+4)
Cha 3 (+4)
Alignment unaligned Languages

N o v e m b e r 2 011 | D U N G E O N 1 9 6

41

Baba Yagas Dancing Hut

29. Grand Library

Combat Encounter Level 14 (5,000 XP)


This large room contains several chambers filled with
works Baba Yaga has gathered over the ages. Four rakshasas serve as librarians and guardians.
Perception DC 30: The character hears whispers
from the chambers beyond.
Light: Bright magical light.
Monsters: 1 rakshasa mage, 3 rakshasa warriors.
Read:
You enter a large square chamber that is obviously a
library. Wooden bookshelves line the walls, containing
hundreds of tomes and scrolls. Multiple passageways, some
with stairs, connect to other areas beyond.
Each chamber in this room holds bookshelves brimming with tomes and scrolls. If the characters search
the shelves, they find histories, spellbooks, ritual
books, maps, and works of fiction gathered from
dozens of worlds and planes.
Space is warped here. The stairs leading from
chamber A to the four side chambers go up or down.
Characters who travel between the chambers might
feel as if they have moved up or down a level, but they
remain in the room.
Four rakshasas are spread throughout the library,
appearing as wizened scholars of various races and
genders. The rakshasas are not immediately hostile and
help the characters find specific books. If an adventurer is offensive or tries to steal or damage a book or
scroll, the guardians take their true forms and attack.
Treasure: Several unique tomes totaling 6,000 gp
in value.
Tactics: When combat begins, the rakshasa mage
uses persistent image to make it appear as if additional
guardians have arrived. It sustains the illusions as
long as possible to confound the adventurers. The
rakshasa warriors protect the mage and use illusory
ambush to keep their targets off balance.

Rakshasa Mage

Level 16 Controller

Medium natural humanoid


HP 153; Bloodied 76
AC 30, Fortitude 26, Reflex 29, Will 28
Speed 6

Standard Actions

XP 1,400
Initiative +10
Perception +11
Low-light vision

m Claw (teleportation) F At-Will


Attack: Melee 1 (one creature); +21 vs. AC
Hit: 3d6 + 10 damage, and the rakshasa teleports the
target up to 3 squares.
Miss: The rakshasa can teleport the target 1 square.
A Misleading Visions (illusion, psychic) F At-Will
Attack: Area burst 1 within 5 (enemies in the burst); +19
vs. Will
Hit: 2d10 + 11 psychic damage, and the rakshasa slides the
target up to 4 squares.
Miss: The rakshasa can slide the target 1 square.
A Visions of Terror (fear, illusion, psychic) F Recharge 5 6
Attack: Area burst 1 within 5 (enemies in the burst); +19
vs. Will
Hit: 3d10 + 13 psychic damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of
the rakshasas next turn.

Minor Actions

Deceptive Veil (illusion) F At-Will


Effect: The rakshasa disguises itself to appear as a Medium
humanoid until it uses deceptive veil again or until it drops
to 0 hit points. Other creatures can make a DC 36 Insight
check to discern that the form is an illusion.
Persistent Image (illusion) F At-Will
Effect: The rakshasa creates an illusion of a Medium or
smaller object or creature in an unoccupied square
within 10 squares of it. The illusion can be animate, but
it does not produce noise. The illusion lasts until the end
of the rakshasas next turn. A creature that succeeds on a
DC 22 Insight check can see through the illusion.
Sustain Minor: The illusion persists until the end of the rakshasas next turn, and the rakshasa can move the illusion
up to 6 squares.
Str 12 (+9)
Dex 14 (+10)
Wis 16 (+11)
Con 17 (+11)
Int 24 (+15)
Cha 21 (+13)
Alignment evil
Languages Common

3 Rakshasa Warriors
Medium natural humanoid
HP 142; Bloodied 71
AC 31, Fortitude 29, Reflex 27, Will 26
Speed 6

Standard Actions

Level 15 Soldier
XP 1,200 each
Initiative +13
Perception +16
Low-light vision

m Longsword (weapon) F At-Will


Attack: Melee 1 (one creature); +20 vs. AC. The rakshasa
makes two attack rolls and uses either result.
Hit: 2d8 + 7 damage, and the rakshasa marks the target
until the end of the rakshasas next turn.
m Claw F At-Will
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 2d6 + 6 damage, and ongoing 10 damage (save ends).

Minor Actions

Deceptive Veil (illusion) F At-Will


Effect: The rakshasa disguises itself to appear as a Medium
humanoid until it uses deceptive veil again or until it drops
to 0 hit points. Other creatures can make a DC 35 Insight
check to discern that the form is an illusion.
Illusory Ambush (illusion) F Encounter
Effect: The rakshasa becomes invisible, and an illusion of
it appears in its square. The transition is indiscernible
to observers, and the illusion lasts until the start of the
rakshasas next turn or until a creature attacks the illusion. After the illusion appears, the rakshasa shifts up to
its speed.

Triggered Actions

M Tiger Pounce (teleportation) F At-Will


Trigger: An enemy marked by and within 5 squares of the
rakshasa shifts or makes an attack that does not include
it as a target.
Effect (Immediate Reaction): The rakshasa teleports up to its
speed and uses claw against the triggering enemy. If claw
hits, the target also falls prone.
Str 20 (+12)
Dex 18 (+11)
Wis 18 (+11)
Con 14 (+9)
Int 12 (+8)
Cha 14 (+9)
Alignment evil
Languages Common
Equipment scale armor, heavy shield, longsword

N o v e m b e r 2 011 | D U N G E O N 1 9 6

42

Baba Yagas Dancing Hut

30. Alchemical Laboratory


Roleplaying Encounter

The adventurers come upon Grik, a kobold ghost that


haunts Baba Yagas alchemical laboratory.
Perception DC 22: The character notices the face
of a kobold peering out from within one of the chambers walls.
Light: Bright magical light.
Read:
You enter a well-lit laboratory filled with tables, upon which
sit flasks, pots, and utensils. The f loor is strewn with debris.
The tables are filled with equipment required for
creating alchemical compounds. If the characters
investigate the items, provide them whatever details
you want. If the adventurers fail to notice Grik hiding
within a wall, the kobold ghost eventually emerges.

Grik, Vengeful Kobold


Long ago, Baba Yaga came upon Grik, a kobold sorcerer. Grik, sensing the old crones evil nature, did the
only thing he could to avoid being killedhe made
her laugh. Griks pratfalls and jokes amused the hag
enough that she took him back to her hut, magically
charming him and placing him in charge of her
alchemical laboratory. Grik has since lived in the hut
for years, magically prevented from aging.
A few months ago, the passion devil Karik (see
room 17) came upon the laboratory. For some reason,
perhaps exposure to alchemical reagents, Grik is able
to see Kariks true form when the passion devil is in
its human guise. The devil slew Grik and went on its
way, leaving the kobold to haunt the laboratory he
had guarded for so long. If the characters have Grik
in tow when they meet Jayden Thull, the kobold ghost
quickly points Jayden out as the devil he is.
When the characters come upon Grik, he is happy
to have visitors. He invites them to examine his home

and gladly answers questions about the alchemical laboratory and the rooms connected to it. If the
adventurers are friendly to him, Grik can accompany
them as they continue exploring the hut.
Grik is immune to all damage, and he is bound to
the hut unless he leaves through a room that allows
access to other planes. Although he appears to be
corporeal, Grik is a ghost and can hide in the walls
of any room he occupies. He cannot pass through the
walls since the huts rooms are not physically adjacent
to one another. Despite his immunities, Grik is too
cowardly to scout for the party. He believes anything
can happen inside the hut, including something that
could harm him.

31. Prison

Combat Encounter Level 16 (8,200 XP)


The huts prison is guarded by a lone jailer watching
over various captives.
Light: Dim light from torches in chamber A;
bright magical light in all other chambers.
Monsters: 1 fire demon, 1 piscodemon, 1 hell
knight, 2 diakkas.
Read:
You enter a stone chamber filled with magical light. A
shimmering doorway stands in one wall. You hear several
voices coming from the other side of the portal.
Chambers B and D are empty. Chamber C contains
empty armor and weapon stands. Chamber A is the
prison, containing a central guard chamber and
twelve small cells. Each cell is separated from the
main hall by a shimmering wall of force. To deactivate one cell door, an adjacent character can attempt
a DC 30 Arcana check or Thievery check as a standard action.

Fire Demon

Level 18 Elite Skirmisher

Large elemental humanoid (demon, fire)


HP 344; Bloodied 172
AC 32, Fortitude 31, Reflex 32, Will 29
Speed 8, fly 10 (hover)
Resist 15 fire; Vulnerable 5 cold
Saving Throws +2; Action Points 1

XP 4,000
Initiative +18
Perception +13

Standard Actions

m Fiery Touch (fire) F At-Will


Attack: Melee 1 (one creature); +21 vs. Reflex
Hit: 2d10 + 8 fire damage.
M Lashing Flame F At-Will
Effect: The fire demon shifts 5 squares. Once during this
shift, the demon can use fiery touch.

Move Actions

Drawn to Fire (teleportation) F At-Will


Effect: The fire demon teleports 10 squares to a square
adjacent to a fire that fills at least 1 square, or adjacent to
an enemy that is taking ongoing fire damage.

Minor Actions

C Inferno Blast (fire, zone) F At-Will (1/round)


Attack: Close blast 3 (creatures in blast); +21 vs. Reflex
Hit: 2d6 + 8 fire damage.
Effect: The blast creates a zone that lasts until the end of
the fire demons next turn. Any creature that enters or
ends its turn within the zone takes 10 fire damage.

Triggered Actions
Vengeful Fire (fire) F At-Will

Trigger: A creature misses the demon with a melee attack.


Effect (Opportunity Action): The triggering creature takes 5
fire damage.
Str 17 (+12)
Dex 25 (+16)
Wis 19 (+13)
Con 20 (+14)
Int 8 (+8)
Cha 14 (+11)
Alignment chaotic evil Languages Abyssal, Common

The fire demon jailer can open a cell door as a


minor action.
When the characters enter chamber A, the fire
demon attacks them. It has grown bored watching
over the prisoners and welcomes a fight. If the adventurers are formidable, the demon starts releasing
captives, promising to put in a good word with Baba
Yaga for any prisoners that help him in the battle.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

43

Baba Yagas Dancing Hut


Hell Knight
Medium immortal humanoid (devil)
HP 146; Bloodied 73
AC 31, Fortitude 27, Reflex 28, Will 26
Speed 6
Immune fear; Resist 20 fire

Level 15 Soldier
XP 1,200
Initiative +15
Perception +11
Darkvision

Traits

Hells Rider
While the hell knight is mounted, its mount can make Athletics, Acrobatics, or Stealth checks using the hell knights
skill modifiers rather than its own.

Standard Actions

m Mace (fire, weapon) F At-Will


Attack: Melee 1 (one creature); +20 vs. AC
Hit: 2d8 + 9 damage plus 5 fire damage, and the target
falls prone.
m Flame Lance (weapon) F At-Will
Requirement: The hell knight must be wielding a lance.
Attack: Melee 2 (one creature); +20 vs. AC. When the hell
knight charges while mounted, this attack can score a
critical hit on a roll of 1920.
Hit: 2d10 + 12 fire damage.

Minor Actions

Eyes of the Narzugon F At-Will


Effect: One creature within 10 squares of the hell knight is
marked and slowed until the end of the hell knights next
turn.
Skills Athletics +17, Intimidate +15, Stealth +18
Str 20 (+12)
Dex 22 (+13)
Wis 18 (+11)
Con 18 (+11)
Int 15 (+9)
Cha 17 (+10)
Alignment evil
Languages Supernal
Equipment plate armor, heavy shield, mace, lance

Cells: In addition to the prisoners described


below, you can include other captives (hostile or
friendly) in the cells. If the adventurers have come to
the hut to rescue someone, that person might be here.
One of the cells holds a piscodemon that is being
punished for past transgressions. Another cell holds a
hell knight whose loyalty is being tested. A third cell
holds a pair of diakkas.
Treasure: A gemstone worth 5,000 gp is stowed
in a small chainmail pouch on the fire demons belt.

Piscodemon

Level 14 Controller (Leader)

Medium elemental magical beast (demon)


XP 1,000
HP 138; Bloodied 69
Initiative +12
AC 27, Fortitude 25, Reflex 27, Will 25
Perception +13
Speed 6, swim 6
Darkvision

Traits

O Demonic Rally (healing) F Aura 3


Any bloodied demon that ends its turn within the aura
regains 5 hit points.
All-Around Vision
Enemies cant gain combat advantage by flanking the
piscodemon.

Standard Actions
m Claw F At-Will

Requirement: The piscodemon must not have two creatures


grabbed.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d8 + 6 damage, and the target is grabbed.
M Writhing Tentacles (poison) F At-Will
Attack: Melee 1 (one creature grabbed by the piscodemon);
+19 vs. AC
Hit: 2d8 + 6 poison damage, and the target takes ongoing
10 poison damage and is weakened (save ends both).
R Vision of Madness (psychic) F At-Will
Attack: Ranged 20 (one creature); +17 vs. Will
Hit: 3d6 + 6 psychic damage, and the target is slowed (save
ends). In addition, the target makes a melee basic attack
as a free action against a target of the piscodemons
choice.

Tactics: The fire demon uses drawn to fire to teleport within or adjacent to the zone created by inferno
blast. As soon as the fight proves difficult, the fire
demon releases the piscodemon and the hell knight.
If they still cannot overcome the characters, the
demon also releases the diakkas.

A Writhing Ground (zone) F Recharge 5 6


Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
Reflex
Hit: 3d10 + 6 damage, and the target is slowed (save ends).
The burst creates a zone that lasts until the end of the
encounter. Any creature that starts its turn within the
zone is slowed (save ends).

Triggered Actions

C Bloodied Wail (fear, thunder)


Trigger: The piscodemon is first bloodied.
Attack (Free Action): Close burst 3 (creatures in burst); +17
vs. Fortitude
Hit: 4d8 + 6 thunder damage, and the piscodemon pushes
the target 5 squares.
Variable Resistance F 2/Encounter
Trigger: The piscodemon takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The piscodemon gains resist 15 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
Skills Arcana +22
Str 25 (+14)
Dex 21 (+12)
Wis 23 (+13)
Con 18 (+11)
Int 30 (+17)
Cha 27 (+15)
Alignment chaotic evil Languages Abyssal, telepathy 20

The piscodemon and the hell knight welcome the


opportunity to prove themselves to Baba Yaga. The
diakkas join the fight at first but hesitate as combat
progresses. A few well-timed words and interaction
skill checks by the characters might sway the diakkas
to switch sides and help against the other monsters. If
this happens, allow the players to control the diakkas
with your oversight.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

44

Baba Yagas Dancing Hut


2 Diakkas

Level 14 Skirmisher

Small fey humanoid


HP 140; Bloodied 70
AC 28, Fortitude 26, Reflex 27, Will 25
Speed 6

Traits

XP 1,000 each
Initiative +15
Perception +11
Low-light vision

O Infernal Squawking F Aura 2


Any nondeafened enemy in the aura takes a 4 penalty to
attack rolls the enemy makes during another creatures
turn. While the diakka is dazed, dominated, or stunned,
this aura ceases to function.

Standard Actions
m Claw F At-Will

Attack: Melee 1 (one creature); +19 vs. AC


Hit: 2d8 + 13 damage.
M Scampering Attack F At-Will
Effect: The diakka shifts up to its speed and uses claw once
at any point during the movement.
M Piercing Beak F Recharge 5 6
Effect: The diakka can jump up to its speed before the
attack.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
First Failed Saving Throw: The target is also weakened
(save ends both).
Skills Athletics +13
Str 12 (+8)
Dex 23 (+13)
Wis 18 (+11)
Con 20 (+12)
Int 10 (+7)
Cha 10 (+7)
Alignment evil
Languages Common, Elven

32. Food Storage Lockers

as cattle, pigs, sheep, and deer. Chamber C contains


meat from unusual or magical creatures, such as griffons. Chamber D contains meat from sentient beings,
including humans, dwarves, and elves.
Stranger foodstuffs and containers might be found
in this room. For example, chamber D might contain
mind flayer tentacles in a bowl shaped like a brain.
The characters might find wandering monsters
seeking a snack in these chambers.

sister is not what I hoped for. Perhaps one day I will find
her again. Iggwilv is an ugly name that bites at my heart.

Elena

33. Natashas Laboratory

Look in the deep, dark well.

Exploration Encounter

Natasha the Darks laboratory has fallen into disuse,


but it contains a hidden item that can flesh out the
huts history.
Light: Dim, flickering magical light.
When the characters enter chamber A, read:
You come upon a square chamber with a large well in the
center. The well is filled to the brim with still, black water.
Magical light f lickers throughout the chamber.
When the characters enter chamber B, read:
You enter a large stone chamber littered with debris. Flickering magical light fills the chamber.

Read:
A stone hallway with several side doors extends before you.
All is quiet.

After Natasha left the hut, Elena removed most of


the furniture and decorations from the room in sadness over the loss of her foster sister. Recently, while
Elena was sleepwalking in the lab, her subconscious
took over, and she left a note regarding her feelings
for her foster sister and her accidental summoning
of the false Natasha. The note is in a watertight scroll
tube weighted with stones at the bottom of the well in
chamber A. The well is 20 feet deep.

Four side chambers each contain various kinds of


meat and are enchanted to keep the food fresh. Chambers A and B contain meat from normal animals, such

The parchment reads:


My sister is gone, and I miss her. My mind brought forth a
new sister, seeming to be my old sister, but not true. My new

Exploration Encounter

The adventurers come upon the huts meat storage.


Light: Bright magical light.

The floor of chamber B is littered with bits of wood,


cloth, glass, clay, and so forth. If the characters sift
through the debris, they discover that the floor has
been etched with Rellanic script. These runes spell
out a single sentence.

34. Guardians and Servants


Combat Encounter Level 15 (6,400 XP)

In this chamber, several monsters await further


instructions and tasks from Baba Yaga. They are restless and spoiling for a fight.
Light: Dim light from torches.
Monsters: 1 derghodemon, 1 piscodemon,
4diakkas.
Read:
You enter a large chamber with sturdy stone walls and a
wood-rafter ceiling. Torches affixed to the walls illuminate
the area with flickering light, revealing several creatures in
the room.
This is a basic combat encounter. As soon as the characters enter the room, the monsters attack.
Tactics: Baba Yagas servants use this room as a
private refuge when they do not want to return to
their quarters (room 48), and they fly into a frenzy
when disturbed. Their attacks are uncoordinated,
and they do not hesitate to use powers that might
endanger their allies. The derghodemon focuses on
the strongest enemy while the piscodemon goes after
the partys apparent leader. The diakkas attack chaotically, taking advantage of flanking.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

45

Baba Yagas Dancing Hut


Derghodemon

Level 12 Elite Soldier

Huge elemental magical beast (demon, earth)


XP 1,400
HP 254; Bloodied 127
Initiative +10
AC 26, Fortitude 26, Reflex 22, Will 24
Perception +11
Speed 6, burrow 6
Darkvision
Saving Throws +2; Action Points 1

Traits

All-Around Vision
Enemies cant gain combat advantage by flanking the
derghodemon.

Standard Actions
m Claw F At-Will

Attack: Melee 3 (one creature); +17 vs. AC


Hit: 1d8 + 5 damage.
M Flailing Assault F At-Will
Effect: The derghodemon uses claw four times, no more
than twice against a single target. If a single target is hit
with claw twice, the derghodemon grabs the target.

Move Actions

M Earth Furrow F At-Will


Effect: The derghodemon moves its burrow speed below
the surface of the ground, avoiding opportunity attacks
as it passes underneath other creatures spaces. As it burrows beneath the space of a Large or smaller creature
on the ground, the derghodemon makes the following
attack against that creature.
Attack: Melee 3; +15 vs. Fortitude
Hit: The target falls prone.

Minor Actions
M Death Hook F At-Will (1/round)

Requirement: The derghodemon must not have a creature


restrained.
Attack: Melee 3 (one creature grabbed by the derghodemon); +15 vs. Fortitude
Hit: 2d8 + 5 damage, and the target enters the derghodemons space, is restrained, and takes ongoing 10 damage
(save ends all). If the derghodemon moves, the restrained
creature moves with it.

Triggered Actions

Variable Resistance F 2/Encounter


Trigger: The derghodemon takes acid, cold, fire, lightning,
or thunder damage.
Effect (Free Action): The derghodemon gains resist 15 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
Str 27 (+14)
Dex 14 (+8)
Wis 20 (+11)
Con 23 (+12)
Int 5 (+3)
Cha 13 (+7)
Alignment chaotic evil Languages Abyssal, Supernal

Piscodemon

Level 14 Controller (Leader)

Medium elemental magical beast (demon)


XP 1,000
HP 138; Bloodied 69
Initiative +12
AC 27, Fortitude 25, Reflex 27, Will 25
Perception +13
Speed 6, swim 6
Darkvision

Traits

O Demonic Rally (healing) F Aura 3


Any bloodied demon that ends its turn within the aura
regains 5 hit points.
All-Around Vision
Enemies cant gain combat advantage by flanking the
piscodemon.

Standard Actions
m Claw F At-Will

Requirement: The piscodemon must not have two creatures


grabbed.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d8 + 6 damage, and the target is grabbed.
M Writhing Tentacles (poison) F At-Will
Attack: Melee 1 (one creature grabbed by the piscodemon);
+19 vs. AC
Hit: 2d8 + 6 poison damage, and the target takes ongoing
10 poison damage and is weakened (save ends both).
R Vision of Madness (psychic) F At-Will
Attack: Ranged 20 (one creature); +17 vs. Will
Hit: 3d6 + 6 psychic damage, and the target is slowed (save
ends). In addition, the target makes a melee basic attack
as a free action against a target of the piscodemons
choice.

4 Diakkas

Level 14 Skirmisher

Small fey humanoid


HP 140; Bloodied 70
AC 28, Fortitude 26, Reflex 27, Will 25
Speed 6

Traits

XP 1,000 each
Initiative +15
Perception +11
Low-light vision

O Infernal Squawking F Aura 2


Any nondeafened enemy in the aura takes a 4 penalty to
attack rolls the enemy makes during another creatures
turn. While the diakka is dazed, dominated, or stunned, this
aura ceases to function.

Standard Actions
m Claw F At-Will

Attack: Melee 1 (one creature); +19 vs. AC


Hit: 2d8 + 13 damage.

A Writhing Ground (zone) F Recharge 5 6


Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
Reflex
Hit: 3d10 + 6 damage, and the target is slowed (save ends).
The burst creates a zone that lasts until the end of the
encounter. Any creature that starts its turn within the
zone is slowed (save ends).

Triggered Actions

C Bloodied Wail (fear, thunder)


Trigger: The piscodemon is first bloodied.
Attack (Free Action): Close burst 3 (creatures in burst); +17
vs. Fortitude
Hit: 4d8 + 6 thunder damage, and the piscodemon pushes
the target 5 squares.
Variable Resistance F 2/Encounter
Trigger: The piscodemon takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The piscodemon gains resist 15 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
Skills Arcana +22
Str 25 (+14)
Dex 21 (+12)
Wis 23 (+13)
Con 18 (+11)
Int 30 (+17)
Cha 27 (+15)
Alignment chaotic evil Languages Abyssal, telepathy 20

M Scampering Attack F At-Will


Effect: The diakka shifts up to its speed and uses claw once
at any point during the movement.
M Piercing Beak F Recharge 5 6
Effect: The diakka can jump up to its speed before the
attack.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
First Failed Saving Throw: The target is also weakened (save
ends both).
Skills Athletics +13
Str 12 (+8)
Dex 23 (+13)
Wis 18 (+11)
Con 20 (+12)
Int 10 (+7)
Cha 10 (+7)
Alignment evil
Languages Common, Elven

N o v e m b e r 2 011 | D U N G E O N 1 9 6

46

Baba Yagas Dancing Hut

N o v e m b e r 2 011 | D U N G E O N 1 9 6

47

Baba Yagas Dancing Hut

35. Fountain of Life

36. Servants Chambers

38. Meeting Hall

This room is one of the few in Baba Yagas hut that


is entirely beneficial to visitors. The most important
feature is the large pool and fountain in the center.
The adventurers can drink from these waters to gain
significant benefits.
Light: Dim magical light emanates from the fountains water.

This room contains the personal chambers for some


of Baba Yagas servants.
Light: Torches on the walls provide dim, flickering light.

Baba Yagas meeting hall has fallen into disuse lately,


but Natasha sometimes comes here, and diakkas and
nagpas can sometimes be found here tidying up.
Light: Dim magical light.

Read:
You enter a winding room with several doors. Torches
mounted on the walls illuminate the area with f lickering
orange light.

Read:
You enter an enormous room with stone masonry walls
and a tiled floor. Through the dim light, you make out several doors and stairways as well as bas-reliefs depicting
Baba Yaga and her conquests.

Exploration Encounter

Read:
A large, circular chamber stands before you. The walls are
covered in vines, and the f loor is packed earth. The center
of the room is dominated by a cruciform pool, its sides
composed of white marble. A fountain in its middle throws
bright liquid into the air, filling the pool with luminous
water that bathes the room in a soft glow.
If a character makes an Arcana check to detect magic
within the room, a jolt of magical light stuns him or
her momentarily. The character then realizes that the
pools water is imbued with strong, beneficial magic.
Any creature that drinks from the pool immediately hears these words.
Welcome, mortal. Embrace the waters and choose.
The creature immediately regains all its hit points, as
well as its choice of one of the following benefits.

F Regain the use of one daily power.

F Regain 1d4 healing surges.

FG
 ain the effects of a Remove Affliction ritual
with a Heal check result of 30.

FG
 ain one action point that must be spent before
the recipients next extended rest or it is lost.

Once a creature has gained a benefit, it cannot gain


another until after it has taken three extended rests.

Exploration Encounter

Four chambers lie off the main hall, each filled with
ratty straw sleeping pallets and a few trinkets that the
old hags servants have gathered over the years.
Most likely, the chambers are empty because the
servants are engaged in tasks in other parts of the hut.
However, you can place monsters here.

37. Food Storage


Exploration Encounter

This room is full of shelves and tables that hold fruits,


vegetables, grains, bread, and sweets.
Light: Bright magical light.
Read:
You enter a large chamber featuring a wood-plank f loor,
wood-slat walls, and a domed wooden ceiling. Magical light
permeates the room, illuminating shelves and tables covered with bowls and baskets of foodstuffs.
The room is enchanted to prevent food from spoiling.
A denizen of the hut might be here seeking a snack.
Special Doorways: A trapdoor in the center of
the ceiling leads to room 8. The trapdoor is a platform that is lowered by pulling a lever set in the floor
directly below it.

Exploration Encounter

In the past, Baba Yaga used this large hall to address


her guests, celebrate victories, and show off the spoils
of her conquests. Nowadays, the room is rarely used
and is lit just enough to allow easy passage.
If the characters detect magic here, a DC 25
Arcana check reveals that tables and chairs can be
created in the room at a visitors whim.

39. Garden Maze

Exploration and Roleplaying Encounter


The adventurers enter a large hedge maze that might
contain encounters or interesting discoveries.
Light: Bright light.
Read:
You come upon a large outdoor area filled with a hedge
maze. The hedges are fifteen feet tall and thick, composed
of intertwining bushes, vines, and berries of many varieties.
A bright noonday sun shines overhead. The calls of birds
and the buzzing of insects fill your ears.
The room is only as tall as the hedges; the sky and
sun are illusory. A character who climbs the side of
a hedge (Athletics DC 22) to survey the maze from

N o v e m b e r 2 011 | D U N G E O N 1 9 6

48

Baba Yagas Dancing Hut


above bumps into the hard ceiling and cannot reach
the top of the hedge.
The maze is a blank slate, intended for you to
populate with plants, animals, monsters, encounters,
or whatever else suits your campaign. Suggestions
include:
F T he hedges might animate and attack. Fill out
such an encounter with plant monsters.
F T he plants might bear fruits and berries that the
characters can eat. Some might be poisonous or
have other effects.
F T he characters might come upon Ivan the
mouse, taking a break from his duties in
room20.
F Several diakkas might be playing a game of
hide-and-seek while they wait for more tasks
from their mistress.
F Elena might be here, alone or with her entourage, seeking solace from her troubles.

40. Crystal Grotto

Combat Encounter Level (Varies)


The adventurers discover caverns, one of which contains a mystical pool.
Light: Bright magical light.
Read:
You enter an underground cavern. Dozens of crystals jut
from the surface of the rough rock that makes up the f loor,
walls, and ceiling. The air is dry and stale. Magical light
fills the area.
Chambers A and B contain several doors to other
rooms. In addition, a secret door to room 4 is in the
floor of chamber A, and a secret door to room 14 is in
the ceiling of chamber B. Discovering either of these
doors requires a DC 29 Perception check.
A secret door connects chambers A and C.
The door is not readily noticeable only because it is

behind an illusory wall. The wall is inscribed with


the following line of Rellanic text.
Enter only if you wish to face your greatest nightmare.
Dispelling the illusion requires a DC 22 Arcana
check. If a character successfully dispels the illusion,
he or she is attacked by the curse of morphing f lesh.
Chamber C: This area contains a large pool of
still water that is highly reflective. If a character looks
into the pool such that his or her image is reflected,
a duplicate of the character rises out of the water
and attacks. Multiple duplicates might attack at the
same time if multiple characters look into the pool
simultaneously.
Duplicates: A duplicate has the same ability
scores, skills, and defenses as the duplicated character. It has the characters maximum hit point total,
but it has no healing surges and cannot benefit from
healing. A duplicate also has all the characters
racial traits, at-will powers, and encounter powers.
Although a duplicate appears to wear gear identical to
the source characters, it has no actual magic items. A
duplicate is chaotic evil. If killed, a duplicate explodes
into red vapor.
Tactics: A duplicates main goal is to kill the
character it duplicates. However, it makes opportunity attacks and uses close and area attacks to hit
multipleenemies.
If the adventurers leave any duplicates alive,
the duplicates can travel to other rooms in the hut.
However, a duplicate cannot leave the hut while the
duplicated character is alive. Each duplicate knows
this and seeks to destroy its counterpart. If it does so,
it gains healing surges and the ability to heal. It takes
the slain characters gear, leaves the hut, and takes
on its new life as if it were the duplicated character,
albeit a chaotic evil version.
Treasure: 8,000 gp in assorted valuables at the
bottom of the pool in chamber C.

41. Kitchens

Combat Encounter Level 15 (6,300 XP)


Servants slave over hot stoves in the huts kitchens.
Light: Torches provide bright light.
Monsters: 1 frost witch harpy, 4 annis hags.
Read:
You come upon a large kitchen illuminated by torches hung
on the stone walls. The tiled floor is spotted and stained.
The entire area is dotted with counters, tables, shelves, and
crates. Three wood-burning stoves stand against one wall,
and the aroma of cooking food hangs in the air. A whitehaired, purple-winged female wearing ice-blue vestments
barks orders to a quartet of young, beautiful female elves.
Baba Yagas servitors busily prepare meals for the
inhabitants of the hut. The tables, counters, and
shelves are filled with bowls, pots, pans, and cooking
utensils, including a wide variety of knives. The crates
contain foodstuffs brought from storage.
When the characters enter, the harpy and the
hags, consumed by their duties, are not immediately
hostile. If not bothered, they allow the adventurers to
pass through the area freely. If the characters request
food, the harpy assumes they are guests of Baba Yaga
and serves a quick, simple meal at one of the tables.
If engaged in conversation, the kitchen workers
are polite but answer in quick bursts while tending
to their duties. If the characters do anything to make
the frost witch harpy suspicious, it orders the hags to
attack and make the adventurers the next dinner.
Tactics: The frost witch harpy uses chilling screech
as soon as it can hit multiple enemies without endangering its allies. It then falls back on icy stare or frost
claw as appropriate. The annis hags pair up to focus
on the two strongest-seeming enemies.
Treasure: Various valuables worth 4,000 gp are
stored here.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

49

Baba Yagas Dancing Hut


4 Annis Hags
Medium fey humanoid
HP 188; Bloodied 94
AC 28, Fortitude 29, Reflex 28, Will 27
Speed 7

Standard Actions
m Claw F At-Will

Level 16 Brute
XP 1,400 each
Initiative +13
Perception +12
Low-light vision

Attack: Melee 1 (one creature); +21 vs. AC


Hit: 3d10 + 14 damage, and the hag grabs the target
(escape DC 22).
M Rend F At-Will
Attack: Melee 1 (one creature grabbed by the hag); +19 vs.
Fortitude
Hit: 3d10 + 21 damage.

Minor Actions

Change Shape (polymorph) F At-Will


Effect: The hag alters its physical form to appear as a female
of any Medium humanoid race until it uses change shape
again or until it drops to 0 hit points. To assume a specific
individuals form, the hag must have seen that individual.
Other creatures can make a DC 36 Insight check to discern that the form is a disguise.

Triggered Actions

C Mind Fog (charm, psychic) F Recharge when first


bloodied
Trigger: An enemy hits the hag with a melee attack.
Attack (Immediate Reaction): Close burst 2 (triggering
enemy in the burst); +19 vs. Will
Hit: 2d10 + 12 psychic damage, and the hag slides the
target up to 2 squares to a square adjacent to the hag.
The target grants combat advantage until the end of the
hags next turn.
Skills Athletics +19, Bluff +14
Str 23 (+14)
Dex 21 (+13)
Wis 18 (+12)
Con 18 (+12)
Int 12 (+9)
Cha 12 (+9)
Alignment evil
Languages Common, Elven

Frost Witch Harpy

Level 12 Controller

Medium fey humanoid


XP 700
HP 123; Bloodied 61
Initiative +9
AC 26, Fortitude 23, Reflex 23, Will 25
Perception +13
Speed 6 (ice walk), fly 8 (clumsy)
Resist 10 cold, 10 thunder; Vulnerable 5 fire

Traits

O Frost Aura F Aura 2


Enemies have vulnerable 5 cold while in the aura.

Standard Actions

m Frost Claw (cold) F At-Will


Attack: Melee 1 (one creature); +17 vs. AC
Hit: 3d8 + 4 cold damage.
R Icy Stare (cold) F At-Will
Attack: Ranged 5 (one or two creatures); +15 vs. Will
Hit: 3d6 + 2 cold damage, and the target is slowed until the
end of the harpys next turn.
C Chilling Screech (cold, thunder) F Encounter
Attack: Close burst 2 (creatures in the burst); +15 vs.
Fortitude
Hit: 4d8 + 2 cold and thunder damage. If the target is
slowed or immobilized, it takes ongoing 10 cold damage
(save ends).
Skills Arcana +15, Bluff +17, Diplomacy +17, Nature +13
Str 16 (+9)
Dex 17 (+9)
Wis 15 (+8)
Con 19 (+10)
Int 19 (+10)
Cha 22 (+12)
Alignment evil
Languages Common, Elven,

Primordial

42. Formal Dining Hall


Exploration Encounter

The huts dining hall retains its elegance despite


seeing little use these days.
Light: Bright magical light.
Read:
You come upon a grand dining hall, flanked by a small
antechamber, both areas illuminated by bright magical
light. The walls of the dining hall are lined with bookshelves
filled with tomes and curiosities. The halls vaulted ceiling
is 40 feet high at its apex; an enormous chandelier hangs
from its center. Four large windows look out on a pastoral
countryside. An immense dining table is carved from a
single piece of rose quartz. A grand chair stands at one end
of the table.
The bookshelves are filled with tomes on mundane
topics gathered from countless worlds and planes.
The characters might find books on history, politics,
geography, and the arts, as well as works of fiction.
Interspersed among the books are various trinkets
and bric-a-brac that the archfey has stolen during her
travels. Provide whatever details you wish.
The windows are magical. Their pastoral scenes
seem real but are illusory.
The large chair at the end of the table belongs to
Baba Yaga and is cursed. Any creature other than the
crone or her simulacrum that touches the chair is
attacked by the curse of the mad mind.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

50

Baba Yagas Dancing Hut

N o v e m b e r 2 011 | D U N G E O N 1 9 6

51

Baba Yagas Dancing Hut

43. Curio Rooms


Exploration Encounter

The characters venture into a set of chambers filled


with skeletons that Baba Yaga has collected.
Light: Bright magical light.
Read:
This large room is broken up into four chambers. Magical
light illuminates dozens of skeletons that have been set on
stands in various poses.
In chamber A, the skeletons of a dozen humanoids
are arranged to appear as if they are fighting one
another. Several wear armor and brandish weapons.
Chamber B contains skeletons of strange and
monstrous creatures, some of which hang from the
ceiling. They include a displacer beast, a beholder, a
six-armed snake-bodied creature, and a manticore.
Chamber C contains the skeleton of an enormous
dragon, along with the skeletons of several kobolds
bowing down to it.
Chamber D contains several incomplete skeletons,
along with various bones, skulls, and tools.
Chamber E contains a large pile of assorted bones
and skulls.

44. Hall of Gateways

Combat Encounter Level 15 (6,400 XP)


This room contains two magic portals that connect to
every location in the multiverse. The area is guarded.
Perception DC 22: The character notices that
some of the flattened bodies in the walls seem to be
alive and in great pain.
Light: Bright magical light.
Monsters: 1 adult volcanic dragon, 2 oath wights.

Read:
You come upon a large chamber that has several side chambers. The walls are composed of a mishmash of stone, wood,
metal, plants, and the flattened bodies of various monsters
and humanoids. The ceiling is 40 feet high. The area is illuminated by multicolored streams of light arcing between two
swirling miasmas of energy located on either end of the long
main chamber. A large dragon, seemingly composed of living
lava, stands near one of the swirls and looks at you as you
enter. Two sallow-skinned dwarves with sunken eye sockets
stand next to the other swirl. One of them speaks to the other
in Common, saying, Friends or foes, do you suppose?
When the adventurers enter this room, the guardians
are not hostile immediately. They assume that if the
characters have journeyed so far into the hut, they
must be guests of Baba Yaga and have a good reason
for being here.
If the characters ask to use either gate, the guardians question them about their intentions. If the
adventurers keep their answers short and peaceful
and are not caught in a lie, they are allowed to use the
gate (see below for details).
The guardians have been enchanted to be able
to detect lies. If the adventurer speaks dishonestly
in any way, have that character make a DC 30
Bluff check. Failure means the guardians attack
immediately.
Keep the interactions with the guardians tense.
The volcanic dragon and the oath wights examine the
adventurers responses closely. If the characters say
anything that does not seem fully honest, the guardians grow hostile and attack unless the characters
quickly reassure them.
Tactics: If the adventurers provoke combat, all
three guardians attack. The volcanic dragon cares little
for the oath wights and does not hesitate to use powers
that might affect them. The wights fear the dragon and
stay away from it as much as possible, focusing their
attacks on characters far from the magical beast.

The Planar Gate


The portal at the top end of the map connects to
several planes, including the Abyss, the Elemental
Chaos, the Astral Sea, and various astral dominions.
The planar gate is guarded by an adult volcanic
dragon that Baba Yaga brought from the Elemental
Chaos many years ago. The dragon is surly to the
extreme. The slightest misstep in conversation causes
it to become furious and attack.

The World Gate


The portal at the bottom end of the map connects to
every world known to Baba Yaga, including Athas,
Faern, Eberron, and Earth. This gate can also access
the Shadowfell and the Feywild of those universes.
The world gate is guarded by a pair of oath wights
the archfey brought from Athas when she attuned the
portal to access that blistering desert world. The oath
wights are a strange pair of brothers who were transformed into undead creatures on Athas and believe
that they are guarding their homeworld from intruders. If the characters say that they want to travel to
Athas, the wights become extremely wary and question the party rigorously.
If the characters ask to travel to any other world,
the oath wights ask for the characters reasons and let
them pass if the responses seem reasonable.

Using the Gates


Discerning the specific capabilities of either gate
requires a DC 30 Arcana check. To use either gate, a
creature must speak the name of the desired location
and then step into the swirling miasma. If the named
location is not specific enough, the portals magic
transports the creature to the best possible location
that fits. For example, if a creature says Waterdeep
and steps into the world gate, it is transported to
the center of that city. If it says Blackstaff Tower in
Waterdeep, it is transported adjacent to the front
door of the place.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

52

Baba Yagas Dancing Hut


Adult Volcanic Dragon

Level 15 Elite Brute

Large elemental magical beast (fire, dragon)


XP 2,400
HP 362; Bloodied 181
Initiative +12
AC 27, Fortitude 28, Reflex 26, Will 27
Perception +13
Speed 8, fly 8 (clumsy)
Darkvision
Saving Throws +2; Action Points 1

Traits

O Noxious Fumes (poison) F Aura 1


Any enemy that ends its turn within the aura takes 5
poison damage.

Standard Actions
m Bite (fire) F At-Will

Attack: Melee 2 (one creature); +19 vs. AC


Hit: 2d10 + 5 damage, and ongoing 10 fire damage (save
ends).
m Claw F At-Will
Attack: Melee 2 (one creature); +21 vs. AC
Hit: 2d8 + 5 damage, and the target loses all fire resistance
until the end of the dragons next turn.
M Double Attack F At-Will
Effect: The dragon uses bite and claw or uses claw twice.

Minor Actions

C Growing Heat (fire) F Recharge at the start of any turn


when noxious fumes is aura 1
Effect: The noxious fumes expands to aura 3. At the start of
the dragons next turn, the noxious fumes expands to aura
5. At the start of its following turn, the dragon makes the
following attack.
Attack (No Action): Close burst 5 (enemies in burst); +18 vs.
Reflex
Hit: 2d10 + 5 fire damage, and ongoing 10 fire damage
(save ends).
Effect: The noxious fumes aura reverts to its original state
and size (aura 1).
Lava Vent (fire, zone) F Recharge when first bloodied
Effect: The dragon creates a zone in an area burst 1 within
10 squares that lasts until the end of the encounter. Any
creature that enters the zone or starts its turn there takes
10 fire damage.

Triggered Actions
Sudden Flare (fire) F At-Will

Trigger: The dragon is hit by a fire attack.


Effect (Free Action): Each enemy in the dragons noxious
fumes aura takes 10 fire damage.
Str 23 (+13)
Dex 20 (+12)
Wis 22 (+13)
Con 21 (+12)
Int 17 (+10)
Cha 19 (+11)
Alignment unaligned Languages Common, Draconic,

Primordial

2 Oath Wights

Level 14 Elite Controller

Medium natural humanoid (undead), dwarf XP 2,000 each


HP 140; Bloodied 80
Initiative +11
AC 27, Fortitude 25, Reflex 24, Will 26
Perception +7
Speed 6
Darkvision
Immune disease, poison; Resist 10 necrotic;
Vulnerable 10 radiant
Saving Throws +2; Action Points 1

Traits

O Inevitable Failure F Aura 2


Enemies within the aura that arent dominated by the wight
take a 2 penalty to attack rolls, skill checks, and ability
checks.

Standard Actions

m Rotting Touch (necrotic) F At-Will


Attack: Melee 1 (one creature); +17 vs. Fortitude
Hit: 3d10 + 6 necrotic damage, and the target cannot regain
hit points until the end of the wights next turn.
C Frustrations Fury (charm, psychic) F Recharge when the
wight uses promised return
Attack: Close burst 5 (two enemies in burst); +16 vs. Will
Hit: 3d10 + 6 psychic damage, and the target uses a free
action to make an at-will attack of the wights choice,
which can include a charge, against a creature of the
wights choice. If the targets attack misses, the target of
frustrations fury is dominated (save ends).
Miss: Half damage, and the target is dazed until the end of
the wights next turn.

45. Holding Room


Exploration Encounter

The main holding area of this room contains a magic


prison cell. In ages past, Baba Yaga used the cell to
study the creatures she summoned in her conjuring
hall (room 28).
Light: Bright magical light.
Read:
You enter a small, rectangular chamber that contains a few
doors and stairways. Nothing seems to be stirring.

Minor Actions

R Accursed Gaze (charm) F At-Will (1/round)


Requirement: The wight must be bloodied.
Attack: Ranged 5 (one creature); +18 vs. Will
Hit: The target is dominated until the end of the wights
next turn.

Triggered Actions

C Oaths Agony (necrotic) F At-Will


Trigger: An enemy within 2 squares of the wight takes
damage.
Attack (Immediate Reaction): Close burst 2 (triggering
enemy); +18 vs. Will
Hit: 4d6 + 6 necrotic damage, and the target is dazed until
the end of the wights next turn.
Promised Return (healing) F Encounter
Trigger: The wight drops to 0 hit points.
Effect (No Action): The wight is removed from play until the
start of its next turn. The wight then appears with full hit
points in an unoccupied square within 5 squares of its last
location.
Str 12 (+8)
Dex 18 (+11)
Wis 8 (+6)
Con 20 (+12)
Int 12 (+8)
Cha 22 (+13)
Alignment evil
Languages Common

At first glance, chamber A has nothing of particular


interest, but one wall includes a secret door (Perception DC 22 to discover) to the hidden holding
chamber beyond. The door is locked (Athletics DC 30
to break; Thievery DC 30 to open) and cursed. Any
character who opens the door is attacked by the curse
of fused bones.
When the adventurers enter chamber B from
chamber A, read:
The door opens, revealing a corridor leading to a large
octagonal chamber. Its walls are made of white marble with
black and red veins running throughout. In the center of the
chamber is a field of shimmering light 30 feet across.

N o v e m b e r 2 011 | D U N G E O N 1 9 6

53

Baba Yagas Dancing Hut


A magic prison made of raw force occupies the center
of chamber B. Creatures can see through the walls of
the force prison, but they cannot move through them
and do not have line of effect through them. A character can deactivate or reactivate the force prison by
making a DC 30 Arcana check. A successful DC 22
Arcana check allows a character to make the field
opaque from both sides or opaque from one side,
as well as to manipulate the level of light inside the
prison (darkness, dim light, or bright light).
Special Doorways: The ceiling in chamber
B is enchanted. Anyone in the chamber can teleport creatures in the cell to and from the conjuring
hall. Activating this teleportation effect requires a
DC 30 Arcana check. Refer to room 28 for more
information.

46. Control Room


Exploration Encounter

The control room is the nerve center of the hut. Here,


the characters can learn how to control the hut, causing it to move, attack, and travel to other places.
Light: Dim magical light emanates from
themirror.
Read:
You enter a small hexagonal room with stone f loors and
wooden walls. The wooden ceiling is fifteen feet high. A
large, ornate rug lies on the f loor in the center of the room,
and a large mirror giving off a dull glow hangs on one wall.
The characters can discover how to control the hut by
making a DC 30 Arcana check focused on the rug or
the mirror. Success reveals basic information on the
control rooms capabilities.
The controller of the hut must sit on the rug in
the center of the room and concentrate on the magic
mirror. The rug is cursed. If a creature other than
Baba Yaga or her simulacrum sits on the rug, every

creature in the room is attacked by the curse of the


chicken foot.
Skill Checks: Baba Yaga and her simulacrum
can control the hut without making skill checks, as
can anyone the crone deems worthy. Other creatures
must make the skill checks described below to activate the capabilities of the control room. Each check
takes a standard action.
View (DC 22 Arcana or Perception): The character
speaks the name of or visualizes the room of the
hut that he or she wants to view. (This ability can
also be used to view the area around the outside of
the hut.) The mirror shows the designated room or
area, and the character can mentally manipulate
the view to see any part of a selected room in detail
and can automatically detect the presence of any
secretdoors.
Speak (DC 22 Arcana or Perception): The mirror
must already be viewing an area. The characters
voice can be heard in the viewed area. Creatures
in the viewed area can be heard by those in the
controlroom.
Control (DC 30 Arcana or Intimidate): The character gains control of the hut for 1 hour. During this
time, he or she can make the hut move, dance, and
perform any action described in the huts statistics
block (page 5). The character cannot move the hut
beyond the borders of the fence that surround it.
If a character fails the check to control the hut, he
or she cannot attempt the check again until 1 hour
haspassed.
Teleport (DC 30 Arcana or Nature): The character
causes the hut to teleport to any location in the same
world or on the same plane it currently occupies.
This location must be known to the character and
must be large enough to accommodate the hut and its
surrounding fence. When the hut arrives in its new
location, a new fence, picket skulls, and gate immediately form around the hut. The fence, the picket

skulls, and the gate left behind immediately crumble


to dust.
Plane Shift (DC 30 Arcana or Religion): The character causes the hut to plane shift (similar to the Plane
Shift ritual) to any location on any world or plane
other than the one where it currently resides. The
location must be known to the character and must
be large enough to accommodate the hut and its
surrounding fence. When the hut arrives in its new
location, a new fence, picket skulls, and gate immediately form around the hut. The fence, the picket
skulls, and the gate left behind immediately crumble
to dust.
Special Doorways: A trapdoor in the floor leads
to room 14, and a trapdoor in the ceiling leads to
room 4. Each trapdoor is cursed. Any character who
touches the door leading to room 4 is attacked by the
curse of morphing flesh. Any character who touches the
door leading to room 14 is attacked by the curse of the
mad mind.

47. Guest Rooms


Exploration Encounter

The characters come upon guest rooms that are made


available to all visitors, not just hags.
Light: Bright magical light in chamber A; chambers B and C are initially in darkness.
Read:
A long, wide corridor permeated by magical light stretches
before you. Several doors and a stairway lead to other
areas.
This room contains guest chambers for visitors to
the dancing hut. The central corridor (chamber A)
isnondescript.
Chambers B and C each contain a variety of beds,
tables, desks, chairs, and bookshelves. If no guests are

N o v e m b e r 2 011 | D U N G E O N 1 9 6

54

Baba Yagas Dancing Hut


present, these chambers are dark, but they contain
lamps and candles that can be lit.
If the characters have come to the hut as guests of
Baba Yaga, chamber B includes furniture and other
items that have been personalized for their stay. For
example, if one of the adventurers is an elf warrior,
chamber B contains a feather bed, a weapon rack,
and a painting depicting a beautiful forest landscape.
The characters might be able to discern the nature
of some of the huts current guests by examining the
furniture and decorations in chambers B and C.

48. Servants Quarters

Combat Encounter Level 15 (6,800 XP)


These chambers are the personal quarters of the huts
servants and guardians. The monsters here dont take
kindly to intruders.
Light: Dim magical light.
Monsters: 2 derghodemons, 4 diakkas.
Read:
You enter a large room dotted with ratty cots and broken
bits of furniture. The area is filled with f lickering magical
light and the stench of decay. You hear footsteps and guttural voices nearby.
When the adventurers enter this room, they see
no immediate threats. Allow them to explore the
separate chambers a bit before running into any monsters. The guardians have retired to their quarters in
between duties, and they attack characters on sight.
Treasure: Three gemstones, each worth 1,000 gp,
are strewn about the room.
Tactics: The monsters take the characters intrusion as an affront to their safe haven. Their attacks
are uncoordinated, and they do not care if their
actions endanger their allies. The derghodemons
attack the nearest enemies. Diakkas attack from
flanking positions that the demons provide.

2 Derghodemons

Level 12 Elite Soldier

Huge elemental magical beast (demon, earth) X P 1,400 each


HP 254; Bloodied 127
Initiative +10
AC 26, Fortitude 26, Reflex 22, Will 24
Perception +11
Speed 6, burrow 6
Darkvision
Saving Throws +2; Action Points 1

Traits

All-Around Vision
Enemies cant gain combat advantage by flanking the
derghodemon.

Standard Actions
m Claw F At-Will

Attack: Melee 3 (one creature); +17 vs. AC


Hit: 1d8 + 5 damage.
M Flailing Assault F At-Will
Effect: The derghodemon uses claw four times, no more than
twice against a single target. If a single target is hit with
claw twice, the derghodemon grabs the target.

Move Actions

M Earth Furrow F At-Will


Effect: The derghodemon moves its burrow speed below
the surface of the ground, avoiding opportunity attacks
as it passes underneath other creatures spaces. As it burrows beneath the space of a Large or smaller creature on
the ground, the derghodemon makes the following attack
against that creature.
Attack: Melee 3; +15 vs. Fortitude
Hit: The target falls prone.

4 Diakkas

Level 14 Skirmisher

Small fey humanoid


HP 140; Bloodied 70
AC 28, Fortitude 26, Reflex 27, Will 25
Speed 6

Traits

XP 1,000 each
Initiative +15
Perception +11
Low-light vision

O Infernal Squawking F Aura 2


Any nondeafened enemy in the aura takes a 4 penalty to
attack rolls the enemy makes during another creatures
turn. While the diakka is dazed, dominated, or stunned, this
aura ceases to function.

Standard Actions
m Claw F At-Will

Attack: Melee 1 (one creature); +19 vs. AC


Hit: 2d8 + 13 damage.

Minor Actions
M Death Hook F At-Will (1/round)
Requirement: The derghodemon must not have a creature
restrained.
Attack: Melee 3 (one creature grabbed by the derghodemon); +15 vs. Fortitude
Hit: 2d8 + 5 damage, and the target enters the derghodemons space, is restrained, and takes ongoing 10 damage
(save ends all). If the derghodemon moves, the restrained
creature moves with it.

Triggered Actions

Variable Resistance F 2/Encounter


Trigger: The derghodemon takes acid, cold, fire, lightning, or
thunder damage.
Effect (Free Action): The derghodemon gains resist 15 to the
triggering damage type until the end of the encounter or
until it uses variable resistance again.
Str 27 (+14)
Dex 14 (+8)
Wis 20 (+11)
Con 23 (+12)
Int 5 (+3)
Cha 13 (+7)
Alignment chaotic evil Languages Abyssal, Supernal

M Scampering Attack F At-Will


Effect: The diakka shifts up to its speed and uses claw once
at any point during the movement.
M Piercing Beak F Recharge 5 6
Effect: The diakka can jump up to its speed before the
attack.
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
First Failed Saving Throw: The target is also weakened (save
ends both).
Skills Athletics +13
Str 12 (+8)
Dex 23 (+13)
Wis 18 (+11)
Con 20 (+12)
Int 10 (+7)
Cha 10 (+7)
Alignment evil
Languages Common, Elven

N o v e m b e r 2 011 | D U N G E O N 1 9 6

55

Baba Yagas Dancing Hut


About the Author

Craig Campbell is an architect by day and a Dungeons


& Dragons player, DM, and freelance designer by night.
He has written for the RPGA, D&D Insider, and Dragon
and Dungeon magazines, with more than twenty articles
and adventures to his credit. Although he currently lives in
Atlanta, Georgia, he knows hell always be a yankee at heart.

Developer
Chris Sims
Editor
Ray Vallese
Managing Editor
Kim Mohan
Producers
Greg Bilsland, Christopher Perkins, Stan!
Digital Services Consultant
Dan Helmick
Art Directors
Kate Irwin, Jon Schindehette
Illustrators
Noah Bradley, Bernadette Carstensen
Cartographer
Mike Schley
Graphic Production
Erin Dorries

N o v e m b e r 2 011 | D U N G E O N 1 9 6

56

You might also like