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s a v e my game

The Supporting
Cast
By Stephen Radney-MacFarland
Illustration by Ben Wootten

Arguably, the heart and soul of Dungeons & is populated with realistic people, each with his or
­Dragons® and many other roleplaying games is her own agenda.
combat: beating up monsters and taking their stuff. It’s tempting to view a supporting cast as a gang
But unless you are playing a purely beer-and-pretzel of flat characters whose single purpose is to supply
game to unwind after a long and grueling work week, the characters with a means to start or continue an
this activity is best when framed within the context adventure. While this is the primary purpose of an
of a world, and while that world doesn’t need to be NPC, it is not the only one. Each nonplayer character
realistic (it is fantasy, after all), it is more enjoyable is also an opportunity to showcase or illustrate the
when the world is plausible. Furthermore, it should larger world of your campaign and to engage your
interact with the character’s actions in meaningful players in a brand of escapism that makes your world
and ­natural ways. more substantial, a world that transcends chasing
As a DM you’ll likely spend hours stocking your after monsters and loot. You create the illusion of a
dungeons, ruins, and enemy-filled fortresses with world filled with people, each with his or her own
appropriately challenging monsters, traps, and skill motivations, goals, desires, and ways in which your
challenges. But you’ll also need to create the sup- players can interact with them. Good characters can
porting characters that are the best medium through add depth any adventure; they can be used to fore-
which to bring your world to life. The members of shadow future campaign events, or can serve as the
your supporting cast will supply physical or infor- starting point of an adventure or quest.
mational support to your adventurers. They are This month we will look at some simple tricks for
quest-givers, suppliers, and avenues for informa- prepping and enhancing these supporting players to
tion about the game world and the campaign. Other create interesting and well-rounded characters that
times they can provide story wrinkles, the chance to can both bolster and challenge your players as well as
uncover secrets, and present moral dilemmas that your campaign.
can be as challenging as any dragon. When their
actions interact or interfere with the goals of the
heroes, you create the illusion that your fantasy world

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
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Divide and Conquer to smooth out jarring disconnects and adjust either
the combat side or the story side as needed.
Here are the broad details I record when I first
create a nonplayer character for a roleplaying
Prepping for a game session is a lot of work. There
If you use a notebook to prep your game sessions, encounter.
are maps to be drawn or Dungeon Tiles to be gathered
try this trick: use opposing pages of your notebook Name or Alias: Every character needs a name,
and organized. Stat blocks must be built or collected.
to track and compare corresponding combats and either a given name, an assumed name, or a title that
There are monster powers to digest, fiendish tac-
challenges on one side and characters and story on he or she goes by. Nobility is easy. “The Baron” might
tics to be hatched, traps to master, treasures to pick.
the other. One kind of notebook, popular with some work for a session or two, and the players will call
Unless you are using a published adventure, it’s a long
game designers, features a grid on one page of the some characters only by their titles. The head of the
to-do list.
notebook’s spread and ruled paper on the other. I’ve local temple of Pelor might be named Yris Re, but the
This kind of planning utilizes the more analyti-
seen people use these, in a manner similar to what players will end up calling her the Hierophant for a
cal parts of your brain. It’s full of logic, numbers, and
I’m describing, to great effect in their campaign number of sessions, unless they find reason to inter-
strategy. By the time you’re done, the last thing you
planning. Personally, I have a computer set-up with act with the cleric on more than a “Hey, can you cast
might want to do is bend your mind toward emotional
two screens. When I prep for game sessions, the a Raise Dead ritual?” level.
attachment, strange personalities, and the possible
right-hand screen is dedicated to the game rules and NPC names should be evocative and easy to pro-
relationships for a group of supporting characters.
tactics while the left screen is dedicated to story and nounce. This is good advice for both you and your
This is understandable: You’re just not in the right
character motivations, and I work first on one, then players: “Herc’alath” might look cool when you type
headspace. Because of this, you might want to divide
the other, then both together, as I described above. it, but trust me, unless you practice a consistent pro-
your game prep time into two sessions. In one session
I’ve found this makes it easy to synchronize all the nunciation before the game session, you’ll stumble
you will prepare the action of the combat game that
elements of a game. on it a few times in actual play. Because a significant
is so important in D&D—the challenges and rewards
amount of in-game information is conveyed orally,
that make up most combat encounters. Later, when
your brain has recovered from stat-immersion, spend A Little Goes a Long Way if you repeatedly fumble with a name, you erode the
players’ suspension of disbelief. As a name, “Hercal”
another prep session dealing just with the NPCs and When creating characters and other story elements, just works better.
how they can support or drive the story of your game. it is tempting to plot out every minute detail. After all, Consider words and names you stumble though
If you are one of those DMs who deals more with world building is a blast, and one of the greatest joys a every day. If a name in real life is more than one or
story than combat, this strategy works perfectly well DM can have is fleshing out a campaign world. That two syllables, people will mispronounce it. Trust me:
in reverse. If you spend much of your time think- said, it pays to be flexible. Even if you have played If I had a nickel for every time I was called Randy
ing about the various pieces of the story puzzle, it with a group of players for a long time and you think Macfarl, or every time someone mispronounced Mac-
can be hard to jump straight into number-heavy that you know what kind of plot threads they will Farland, I would be living out the remainder of my
combat creation. tug on, players will surprise you. Because of this, it is days running games beachside. Do yourself a favor:
By dividing your prep time in this manner, you best to start with a skeleton description of your NPCs. unless you are creating a dragon character, keep
can focus on the task at hand. After you have fin- The way to do this is by fleshing out those aspects of names short and simple. Even in the case where you
ished both aspects of the adventure or game session, the character that your PCs will interact with first. want a name that’s longer, come up with a handy
go back and start troubleshooting the whole thing Reserve other details for later, so if you suddenly real- nickname, because if you don’t do it, your players will.
together. Look out for places where combat encoun- ize you need, for example, access to a certain ritual, You might save yourself work and consider just using
ters are unrealistic or don’t fit in with the larger story or specialized knowledge about the local power play- the players’ nickname for your NPC, unless that nick-
or the motivations of NPCs, and do the same for the ers in town, you can give it to one of the NPCs close name is too silly or degrading. It makes it easier for
supporting cast and how they interact with the ongo- at hand. the players to remember. You might also include the
ing action in the game. You can brainstorm solutions

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players’ coining of the NPC’s nickname as material as a character who frequently twists his wedding or feared? Honest or deceitful? Craven? Mad? These
for your story, especially if the NPC loves (or loathes) ring. There are many mannerisms that are easy to details will also make it easier for you, as the DM, to
the new moniker. describe, from hand wringing to a nervous tic, slow roleplay a character since you’ll have a good sense
Appearance: A character will often see an NPC and deliberate speech, or energetic gesticulating. It is of where he or she sits within the framework of your
before they learn his or her name, so it’s important better to roleplay mannerisms than to describe them. campaign world.
to know what he or she looks like. Height, weight, Changing your normal speech pattern or taking on It’s not just important to figure out what place
and eye, hair and skin color are important, but those the mannerisms of the NPC while you roleplay is a a character has in society, but also what place the
details don’t go far enough to make an NPC memo- subtle yet powerful clue to the players that they are heroes occupy in the mind of those NPCs. Do the citi-
rable. There are a few tricks to help characters stand speaking to the NPC, rather than the DM, and fur- zens of the kingdom see adventurers (and the players’
out. The first is to focus on a strange or out-of-place ther brings that NPC to life. This is especially true if party, specifically) to be true and honest defenders
feature: A famed warrior who dresses in fine silks you are roleplaying several characters at once. of the kingdom, a necessary evil, or gangs of armed
and comes across as soft or vain is more memorable For instance, let’s say the PCs have an important ruffians? And why? Determining the answers to
than the typical knight is shining armor or a scarred meeting with the town luminaries. During this con- these questions provides good material for roleplay-
veteran in beat-up plate mail. A strangely hand- ference they chat with the local baron (who speaks in ing encounters, and can help determine the DCs for
some half-orc, an overly tall and muscular halfling, a deep baritone and uses the royal “we”), the head of social skill checks. A ruler who is wary of adventurers
and ugly or deformed eladrin—these characters play the local thieves’ guild (who whispers, avoids others’ is going to be harder to negotiate with than the local
against type and are more memorable. You prob- eyes, and toys with a “lucky” platinum piece) and hedge wizard who was recently rescued from a run-
ably shouldn’t draw from this well too frequently the head cleric of Erathis (who listens carefully, but away air elemental by friends of the heroes.
or pretty soon your campaign’s supporting cast will seldom speaks, simply nodding agreement when it What Do They Offer? Adventurers, through
be made up entirely of misfits. But it is a handy serves her temple’s purpose). By changing the man- necessity, are pragmatic. Only in the most roleplay-
trick for making important NPCs stick out in the nerisms while roleplaying each NPC, the players will ing-intensive campaigns do you find players willing
players’ minds. quickly be able to know who they are talking to at any to have long interactions with NPCs merely for the
Another trick is to use props. Commandeer art- given moment. sake of interaction. Most players are on the lookout
work from the Internet to use as NPC handouts (I When picking the mannerisms for NPCs, it is best for the two currencies of D&D—experience and gold.
typically print the name of the NPC under the pic- to make a few simple roleplaying notes and then prac- Because of this, perhaps the most important question
ture and place it in a visible location on the game tice those mannerisms a couple of times before the you need to answer about every single one of your
table). This is a great solution for NPCs that frequently game. Then when it comes time to play, you should NPCs is what they have to offer the heroes.
appear in the game; you can place the handout some- be able to quickly slip into character when that NPC Often this is easy. NPCs can offer quests, infor-
where prominent in the game area (clipping it to enters the scene. mation, and money to fund an expedition. At other
your DM screen, for example). Another method is to Place in Society: One big time-saving tactic is times, an NPC’s aid is more subtle: A way to distract
choose a miniature that will be used exclusively for to decide, broadly, what an NPCs’ social status and enemies, create magic items, or promise further
that character. standing are. Later, when the players decide to gather rewards. When building your campaign world, it
Mannerisms: Mannerisms are important for information about that particular character (or just can be tempting to detail every guild leader, money-
both describing the character and providing insight start asking around out of the blue), you’ll have believ- lender, scalawag, and crook, but you really only have
into his or her personality. They also help players able answers ready. Is the baron loved by his people? to create the small number of those that interact
understand when you are speaking in character Is the high priest loyal to the throne or a schemer? with the campaign’s main driver—the heroes. Bog-
as that NPC. A memorable mannerism can be as Can the merchant prince be trusted? Is the local vigi- ging down your campaign with numerous characters
over-the-top as a cheesy Scottish accent, or as subtle lante’s identity an open secret? Is the person loved confuses the story of your game. Players assume that

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if an NPC appears, doesn’t try to kill them, and the character is a great way to let them drive the story, or resources. Or the heroes find that the wizard’s tower
DM treats that character as significant, then that at least find their path to the next big adventure you is under renovation. She now has an apprentice,
NPC exists to provide the heroes with something have planned. the daughter of a rich and powerful merchant, and
they need. Information in this game is valuable, and of course, she can supply the heroes with whatever
players, whether they are willing to admit it or not,
expect the game to serve their goals and desires. It’s
Let the Supporting Cast new rituals and equipment they need, thanks in part
to her current windfall. She is also now an impor-
okay to deviate from this every once in a while, to Grow tant source of information about the machinations
create diversions and red herrings to insert a bit of Supporting characters should never be the focus of of the ruling class of the town, thanks to her snotty
intrigue in your campaign, but don’t go overboard. your campaign—that distinction is for the heroes but talented apprentice. As the heroes make a name
A clutter of nonplayer characters will muddle your alone. But to make those supporting cast members for themselves, this hedge wizard moves up in the
tales and make your players wonder what details they authentic and interesting, they should grow along social ranks, drawing the attention of nobles and
are missing. with the heroes. Each time your heroes meet up with adventurers alike. Over time, she might find out
Secrets: Everyone has secrets, both big and small, one of the supporting characters, the world should about a local underground cult of demon worshipers
and NPCs should be no different. When coming also be affecting that character, at least in a small among the town’s elite, and pass along the informa-
up with secrets for my characters, I design possible way. Such change can bring on new adventure oppor- tion in secret to the heroes, asking them to trail her
secrets rather than concrete secrets. This gives me tunities, but it also create a sense of verisimilitude. apprentice (who has been acting strangely lately). Or
more flexibility for adventure hooks later. Secrets, As an example, consider the hedge wizard that the the wizard and the apprentice suddenly disappear,
when you first jot them down, don’t have to be true heroes visited to buy consumable magic items and leaving behind a strange series of journal entries or
or false. Secrets can exist entirely in the realm of rituals at lower levels. Sure, she can just be the go-to cryptic clues.
potential. This is because the character you are most gal the adventurers visit each time they wander into Character development is not the province of
excited about might hold little to no interest for your town, but she can also be the source of information players alone. Like that of the heroes, NPC fortunes
players. Allow more than one character to have about local politics and changes to the status quo. should rise and fall. They should gain experience
similar possible secrets that are important to your And although she can serve as kind of know-it-all and political power, and if they are truly supporting
campaign’s plot: Is one of your NPCs secretly the who babbles about local goings on when the heroes characters, they should continue to be of use to the
murderer that is haunting the streets of the city after visit her shop or tower, it is more believable, and more heroes in your game. Whereas a random NPC can
midnight? Having loose secrets allows you to proceed natural, if such information is framed within the con- come and go in a stray roleplaying encounter, the
describing the murders until, through your player’s text of the shifting fortunes of her own life. more developed characters will follow the heroes’
actions and assumptions, you can decide which NPC For instance, let’s say the first time the heroes careers, rise with them in power, prestige, and per-
becomes the obvious perpetrator. This allows you to encountered the character, she was nothing more sonality. They can either help or hinder them. Some
create tension and the excitement of discovery at just than a down-on-her-luck wizard living in a rickety will start out friends but become enemies. Others will
the right moment. Of course, not every secret needs tower on the edge of town. She supplies the heroes start as impediments to the heroes’ goals, only to find
to be as significant as the identity of a crazed mur- with services and material for a nominal fee, and common cause later in the campaign. A good charac-
derer. Giving each character at least one small secret just happens to have a few rituals or potions that the ter is a developed character, whether that character is
that has the possibility of creating a fun side quest is heroes might find useful in their foray into the dun- controlled by a player or the DM.
a great way to create the truly character-driven sto- geon. When the heroes return to town, they might
ries that those nosy PCs love. If you run a group that’s find she does not have what they need for the next
always on the lookout for that next plot hook, creat- round of challenges, in which case she can point
ing a handful of secrets for each important secondary them to a more powerful wizard with more abundant

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Balancing Act About the Author
Stephen Radney-MacFarland is a game designer living
The supporting cast of characters in any campaign large in the Seattle area. He was a developer for 4th Edition
can be a source of adventure, fun, and verisimilitude. Dungeons & Dragons and a content developer for 3rd Edi-
They can create the interactions and relationships tion organized play, and he has taught game design for the
that differentiate a campaign world that feels full, past three years. Stephen currently works at Paizo Publishing
rich, and authentic from a series of loosely connected as a designer for the Pathfinder Roleplaying Game and works
on the occasional D&D product. He also runs more games
dungeon delves. The tricky part is finding the mix
than his wife would prefer.
of interaction with secondary characters that fits
your campaign. Editor
If your gaming group meets once or twice a Chris Winters
month, you might want to limit the number of impor-
tant secondary characters in your game to a handful. Managing Editor
Kim Mohan, Christopher Perkins
If there are too many secondary characters, your play-
ers will have a hard time keeping them straight and Producers
interacting with them will eat up too much of your Christopher Perkins, Greg Bilsland, Stan!
limited gaming time. In these cases, it is also a good
Art Directors
idea to make your NPCs larger than life. The gnome
Kate Irwin, Jon Schindehette
named Dorfunk the Magnificent who rides a dire
badger and dresses like a jester is going to stick in Illustrator
a player’s mind longer than the reticent mud-caked Ben Wootten
ranger. If the group meets more frequently, or you
Graphic Production
have a group that is more interested in talking with Erin Dorries, Angie Lokotz
NPCs than beating down never-ending menagerie
of monsters, interactions with the supporting cast
can be more numerous and more subtle. However,
no matter your gaming style and the desires of your
players, the tactics I’ve outlined above for planning,
creating, and evolving your nonplayer characters
should produce a more satisfying supporting cast for
all your campaigns.

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Court of Stars:
Baba Yaga, Mother
of All Witches
By Alana Abbott
Illustration by Goran Josic

The old woman takes the bread the young man offered Baba Yaga, the hag who eats heroes and places their
and gives him thanks. “Perhaps I will be useful to you skulls on pikes, has a long history of being one of the
someday,” she says. “Tell me what it is you seek.” most evil and dangerous old women in folklore. In
The young man explains his purpose: to find Baba Russian tales, she is closely associated with the devil,
Yaga. At this, the old woman laughs. and her dancing hut symbolizes death. The only way
“You are either very brave or very foolish. Perhaps a hero can outsmart her is with the help of pecu-
both. But I can tell you of Baba Yaga, Mother of All liar artifacts—such as the comb of the forests or the
Witches. Her home stands on chicken legs, so that she handkerchief of the lake—or with assistance from the
can travel while sitting inside. She can detect the scent animal kingdom.
of mortals on her land, and sometimes she sleeps with And yet, Baba Yaga (or Little Grandmother, as she
her nose in the ceiling so as not to be disturbed. She is sometimes prefers to be called) is not always the clear
tall, but haggard. Do not be deceived by her appear- villain in these tales. She does eat people, and there is
ance, however; she is far stronger than she looks. If you no doubt she is evil. But sometimes she offers a hero
must seek her wisdom, be polite, and perhaps she will assistance or employment, or she raises a foundling
not eat you.
as her own, bestowing gifts upon the child as she sees
“Dawn, Noon, and Night serve her, and she is
fit.
Death’s own mistress. In all the thrice nine ­kingdoms
In the Dungeons & Dragons® game, Baba Yaga
and beyond the thrice tenth, she is the most devious,
has long enjoyed a similar ambiguous role. She’s no
most cunning of hags, and even fire cannot destroy her.”
mere dungeon boss: People who travel to Baba Yaga’s
The young man, having heard these stories before,
hut do not typically do so in hopes of defeating the
asks if perhaps the old woman has a token he could
witch and ridding the area of her evil influence. The
take with him—a comb from which a forest could
adventurers might instead seek magic items her hut
spring, or a handkerchief that might put a stream of
fire into the witch’s path. supposedly contains, or they come seeking the hag’s
The old woman cackles. “My boy,” she says, not wisdom, hoping to be some of those polite few who
unkindly, “I suspect you think you are in a fairy tale. survive their encounters with the witch.
The real Baba Yaga is much, much worse.”

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
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Court of Stars: Baba Yaga, Mother of All Witches

Which Witch Baba Yaga


Medium fey humanoid
Level 27 Solo Controller
XP 55,000
Miss: Half damage, and the target grants combat advantage
until the end of Baba Yaga’s next turn.
Awaits? HP 984; Bloodied 492 Initiative +17 Move Actions
Sweep the Field (teleportation) F At-Will (1/round)
AC 41, Fortitude 38, Reflex 40, Will 39 Perception +25
One of the questions Baba Yaga asks her visitors is Speed 7, teleport 10 Blindsight 10 Effect: Baba Yaga teleports up to 5 squares and uses
“Did you come of your own free will, or at another’s Saving Throws +5; Action Points 2 broomstick.
bidding?” How a hero answers is important. Those Traits Minor Actions
O Fey Trap F Aura 10 R Evil Eye (charm, gaze, psychic) F At-Will (1/round)
who profess to have come on their own, or who refuse Attack: Ranged 10 (one creature Baba Yaga can see); +30
Enemies in the aura cannot willingly teleport, and they take
to answer the question in a straightforward fashion, vs. Will
a –2 penalty to saving throws. Flying enemies in the aura
are those with whom Baba Yaga is willing to engage cannot hover, and the aura is difficult terrain for them. Hit: Baba Yaga slides the target up to 5 squares, and the
in conversation. She considers these people either Slippery Mind target makes a basic attack as a free action against a crea-
brave or foolish, but with the potential to be more Any dazing, dominating, or stunning effect on Baba Yaga ture of Baba Yaga’s choice. The target can refuse to make
than a good meal. Perhaps she believes they can be ends at the start of her turn. the attack. If the target does so or its basic attack misses,
Standard Actions it takes 3d10 + 20 psychic damage and falls prone.
useful for eliminating some of her enemies, or in
m Broomstick (weapon, teleportation) F At-Will Triggered Actions
retrieving a special item that was lost or stolen. It Fires of Creation (healing) F At-Will
Attack: Melee 1 (one creature); +32 vs. AC
could be that aiding such adventurers causes enough Trigger: Baba Yaga takes fire damage.
Hit: 4d8 + 18 damage, and Baba Yaga teleports the target
chaos in the world to delight the old hag. up to 5 squares. Effect (No Action): Baba gains 25 temporary hit points. If the
Whatever her reasons, Baba Yaga might choose C Crushing Grasp (force) F Recharge 5 6 fire damage reduces Baba Yaga to 0 hit points, she does
to converse with people before determining whether Attack: Close blast 3 (enemies in the blast); +30 vs. not die and is instead removed from play until the start
to eat them. Sometimes she sets impossible tasks Fortitude of her next turn, and all effects on her end. When she
Hit: 3d10 + 9 force damage, and the target is immobilized returns, she appears in an unoccupied space within 10
before them. One hero asked for one of her miracu-
and takes ongoing 15 force damage (save ends both). squares of her original space, and she has 50 hit points.
lous horses, so Baba Yaga agreed, on the condition C Witch’s Curse (fear, necrotic, psychic) F At-Will
First Failed Saving Throw: The target is instead restrained
that the hero guard her herd of horses for three days. Trigger: An enemy within 10 squares of Baba Yaga deals
and takes ongoing 25 force damage (save ends both).
Another hero was instructed to warm her bath, clean R Vile Transmutation (polymorph, psychic) F Recharge damage to her.
her hut, and perform other menial labor, which was when Baba Yaga spends an action point Attack (Immediate Reaction): Close burst 10 (triggering
far more difficult than it sounded and required the Attack: Ranged 5 (one or two creatures); +30 vs. Fortitude enemy in the burst); +30 vs. Will
aid of a magic doll to complete. Some heroes who Hit: 4d10 + 8 psychic damage, and the target transforms Hit: 3d10 + 20 necrotic and psychic damage, and the target
falls prone.
have agreed to bargains with Baba Yaga have received into a Tiny toad or Small pig (save ends). Its equipment
becomes part of its new form and cannot be used. While Skills Arcana +26, Bluff +25, Insight +25, Nature +25
gifts in abundance; others were chased away by the Str 20 (+18) Dex 19 (+17) Wis 24 (+20)
in the form, the target cannot attack and has vulner-
witch. At least one hero won her over with a display of Con 22 (+19) Int 26 (+21) Cha 25 (+20)
able 10 to all damage. The effect ends if the target takes
physical prowess, persuading her to grant him a letter damage. Alignment evil Languages Common, Elven, Giant
of passage for her “sister,” and when Baba Yaga reap- Equipment robes, broomstick
pears in the guise of the sister later in the same tale,
she accepts the letter and is a gracious and generous
witch, shouting curses at their fleeing backs as she Baba Yaga’s innate power ranks her among the
host to the hero for two days, warning him of dangers
glides along in her oversized flying mortar and pestle. archfey, those magical beings with nearly godlike
to come.
Being polite is not a guarantee of good treatment, just powers. The archfey respect her abilities, but they
The truth is that Baba Yaga is unpredictable. In
as being rude is not an instant death sentence. Baba treat her warily. The hag can be an ally or an enemy,
some tales, a good child receives wealth in return
Yaga has her own motivations, which are beyond an and her fickle nature might lead her to switch sides in
for service to her and a bad child is eaten. But the
adventurer’s understanding. a conflict for no reason anyone else can discern. Her
heroes, regardless of their actions, might be offered
relationship with the gods is similarly unpredictable,
food and shelter, or they might be chased away by the

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Court of Stars: Baba Yaga, Mother of All Witches

although she is likely to be associated closely with evil


deities, devils, and tricksters or gods of mischief, to
Baba Yaga L ore directly, are treated with respect. However, there are
no guarantees with Baba Yaga. It is prudent to treat
whom she is a kindred spirit. A character knows the following information with a the witch with politeness, because sometimes this is
Baba Yaga typically appears as an ancient human successful Arcana check. enough to engage her in conversation; if she is hungry,
female, tall and stooped. She has a long nose with DC 10: Baba Yaga is a vicious and powerful hag however, politeness alone can’t save a guest from
large nostrils, fingers curved into claws, sharp teeth who eats people. She lives in a hut that walks on the witch’s appetite. Rude visitors are usually eaten
made of iron, and disheveled clothing and hair. chicken legs, and she can tell where mortals are from immediately, but an occasional guest of Baba Yaga
Sometimes she appears corpulent, but at other times by their smell. She is clearly evil, but it is rumored has succeeded in earning her respect by attacking her
she is almost skeletal. Her appearance might depend that she rewards those who deserve it. She raises first. That course of action, however, is more likely to
on how recently she has eaten, or it might simply be magnificent horses, and she keeps treasure in her end in the heroes’ demise.
her preference. It is rumored that instead of having hut. If someone runs from her, she chases them in her DC 35: Baba Yaga can be outsmarted, though not
legs, she walks on iron pestles, and that when she magic mortar and pestle, and she sweeps behind her easily. Those who succeed at outwitting the witch
walks, a path clears before her, as if nature is afraid of with her broom to cover her tracks. have done so by enlisting the aid of her servants and
her. DC 15: Baba Yaga is known as the Mother of All guardians. The witch is unkind to her servants, from
Bringing Baba Yaga into a game is a dangerous Witches or the Bone Mother. She is an archfey, and the wretched starved wolf that sometimes frequents
proposition, and the heroes should never be sure her knowledge of magic is extensive. Although she is her hut to the guardian cat that is her companion.
if they can trust the old hag. She might help the sought by sages and the occasional hero for her vast Offering these creatures—or the trees or the hut—food
adventurers, and perhaps give them a quest. Other knowledge, she is dangerously unpredictable, and is or a kind word might persuade them to hinder the
plot hooks might involve attempting to defeat her in as likely to eat supplicants as to aid them. witch when she pursues a fleeing guest. If the ser-
combat, driving her away from an area, or stealing DC 20: According to legend, Baba Yaga has been vants do not hinder the witch, at least they refrain
an item from her hut. An enterprising DM could use outwitted by heroes from time to time, thrust into an from helping her against a kind visitor.
her as a recurring character who is benevolent to the oven or trapped in a lake of fire. Though she appears
heroes—only to later turn on them at an appropriate
(or inopportune) moment in the adventure.
to die, she nevertheless reappears alive and well,
making some believe that fire does not harm her.
“Little Hut,
The difficult part of running Baba Yaga is keeping DC 25: Folk legend says that Baba Yaga is so pow- Little  Hut ”
the adventurers on their toes without pushing them erful that dawn, noon, and night are subservient to
into a combat they have no possibility of winning. her. This claim is at least partially true. Three knights Baba Yaga’s hut is infamous for its chicken legs.
Introducing Baba Yaga into a game before the epic serve as her messengers: the dawn knight, who wears Although the hut’s home is a glade in the Feywild,
tier could initiate combat that would lead to the exter- white armor and rides a white horse; the noon knight, its wandering nature means it can be found in any
mination of the entire party (and perhaps require who wears red armor and rides a red horse; and the forest clearing, in the foothills of the mountains, or in
the heroes to fight their way out of the underworld). dusk knight, who wears black armor and rides a black the depths of a stifling bog. The hut is usually turned
As it happens, Baba Yaga occasionally appreciates a horse. Rumor says these three knights are the same so that its entrance faces an impassable obstruction
violent approach; if necessary, the DM can use her being at different times of day, just as it is speculated such as a thicket, wall or cliff, ensuring that intruders
chaotic and unpredictable nature to save the heroes that that Baba Yaga sometimes claims to be her own have no clear approach. In order to access the door in
from their folly. But wise heroes should fear Baba sister to aid—or hinder—a hero more than once. these situations, a visitor must ask the hut—nicely—to
Yaga until they have obtained nearly godlike power; DC 30: Baba Yaga frequently asks adventurers turn away from the obstruction. In response, the hut
instilling that fear and keeping the heroes on their whether they have come to her of their own free will, rises up on its chicken legs, turns around, and settles
toes around the witch can be a challenge over a pro- or whether they were sent by someone else. Adventur- back into place.
longed period of time, so Baba Yaga should be used ers who either answer honestly that they have come A fence made from the bones of humanoids sur-
sparingly, if at all. on their own, or who refuse to answer the question rounds Baba Yaga’s hut. Depending on how long
Baba Yaga has been in one location, there might

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Court of Stars: Baba Yaga, Mother of All Witches

also be twelve poles rising from the fence, eleven of appearance of a cauldron. Baba Yaga typically hovers In the lore of the D&D game, Baba Yaga has two
them topped with humanoid skulls. Baba Yaga leaves in the mortar a few feet above the ground. She uses foster daughters, Natasha and Elena. Natasha was a
that single post without a skull as a threat: a space the pestle like a rudder, able to change direction by cruel girl who admired Baba Yaga and hoped to grow
reserved for the skull of the next hero who fails to win touching it to the ground. While steering, she sweeps as powerful as the witch. In time, Natasha learned
her favor. a broom behind her, erasing any evidence of her spellcasting from Baba Yaga and struck out on her
Even on a beautiful day, the atmosphere surround- passage. own, taking on a new name: Iggwilv. She is best
ing the hut is spooky: The light around the hut dims, known for her work, the Demonomicon, which she
the air chills, and noises hush, leaving an eerie still-
ness. Those who approach the hut at night are treated
A llies and could not have completed were it not for Baba Yaga’s
tutelage. Elena, in contrast, was known for her kind-
to a horrid sight: The skulls atop the posts have Accomplices ness and her sweet nature. Her years with Baba Yaga
flames inside, making the eye sockets glow red. The have not been kind to her, however; her current state
bones are so white that they shine in the moonlight or In folklore, Baba Yaga frequently takes servants into is described in the “Baba Yaga’s Dancing Hut” adven-
in the flare of the skulls’ flames, and careful investi- her home. She sometimes has daughters; these girls ture, also in this issue of Dungeon.
gation of the bones reveals gnaw marks. might love their foster mother and be content to bake Other residents of the hut include Baba Yaga’s cats.
When sitting on its chicken feet, the hut looks their guests in a large oven and feast alongside her, She has had several such guardians over time, some
slightly dilapidated, and appears to be small and or they might want to join the heroes in escaping the of them magical and intelligent, others simple house-
humble. Inside, the hut is an impossibly huge space, witch’s hut. cats. She also keeps guard dogs or wolves, sometimes
with rooms upon rooms and a full set of stables.
Sometimes Baba Yaga keeps magical livestock; her Solar Knight Level 11 Elite Soldier Standard Actions
flocks and herds are superior in every way. She Large fey humanoid XP 1,200 m Spear (weapon) ✦ At-Will
sometimes stables nightmares or pegasi, and at other HP 220; Bloodied 110 Initiative +7 Attack: Melee 2 (one creature); +16 vs. AC
times intelligent horses that can freely travel between AC 27, Fortitude 24, Reflex 22, Will 23 Perception +9 Hit: 2d8 + 10 damage, and the target is marked until the
the planes. Speed 8 Darkvision end of the knight’s next turn. If the target is already
The extradimensional interior of the hut is not the Saving Throws +2; Action Points 1 marked by the knight, the target takes ongoing 5 fire
Traits damage (save ends).
only incredible aspect of Baba Yaga’s hut. The hut
O Cutting the Clouds F Aura 2 Double Attack ✦ At-Will
travels supernaturally fast; Baba Yaga can appear in Effect: The knight uses spear twice.
If an enemy marked by the knight willingly leaves the aura,
one location, and then beat the heroes she has just the enemy provokes an opportunity attack from the knight. C Sun Spots (charm, fire) ✦ Recharge 5 6
spoken with to a second location along their path. Daylight Hooves Attack: Close burst 2 (enemies in the burst); +14 vs.
Although a number of rituals could accomplish this The knight ignores difficult terrain. Fortitude
feat, the more straightforward explanation is that the Sun’s Breath Hit: 1d12 + 9 fire damage, and ongoing 5 fire damage (save
hut can travel freely between planes. Whether Baba When the knight starts his turn, he can attempt a saving ends). The knight slides the target up to 2 squares to a
throw against one effect that a save can end. On a save, the square adjacent to him.
Yaga controls this movement or whether the hut has
effect ends. Triggered Actions
a say in the matter is impossible to determine. How- Fires of Creation F At-Will
Threatening Reach
ever, heroes who are polite to the hut and bestow a The knight can make opportunity attacks against enemies Trigger: The knight takes fire damage.
gift to it—a ribbon to tie around its doorknob, or a within 2 squares of him. Effect (No Action): The knight gains 15 temporary hit points.
“ring” for a toe on one of its chicken legs—might be Unified Being Skills Athletics +15, Insight +9, Intimidate +14
rewarded with a favor. The knight and his horse are one being, so the knight Str 21 (+10) Dex 10 (+5) Wis 8 (+4)
When Baba Yaga travels outside her hut, she does cannot be separated from it. Con 14 (+7) Int 16 (+8) Cha 18 (+9)
Alignment unaligned Languages Common, Elven, Giant
so in a flying mortar and pestle. Both objects seem
Equipment plate armor, heavy shield, spear
to be made of iron. The mortar sometimes has the

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Court of Stars: Baba Yaga, Mother of All Witches

dire wolves, all of which are malnourished and live


on the hut’s porch or in the stables.
Lore About the Author
Alana Joli Abbott has written several adventure scenarios
DC 15: The solar knight can be defeated but can’t for RPGA campaigns from Living Kingdoms of Kalamar to
Baba Yaga also created the diakkas, small fey crea-
be killed. Those who get the better of the solar knight Xen’drik Expeditions and Living Forgotten Realms. She is
tures that look somewhat like long-legged wading
are unlikely to have to face him again, however. He a contributor to the award-winning Serenity Adventures, as
birds. Each has the torso and legs of a bird, but well as a writer of fiction, comics, and history articles. When
knows when he has been vanquished.
instead of wings, it has arms ending in clawed hands. not rewriting Greek or Norse mythology in her home games,
DC 20: Each time the sun rises, reaches its zenith,
Atop its long neck is a humanoid head and face, she blogs about writing and mythology on her home page at
or sets, the solar knight regains his strength as his
except that the mouth resembles the bill of a stork. A www.VirgilandBeatrice.com.
color changes. (In game terms, he regains all his hit
diakka’s feathers are ragged and of dull or grotesque
points and recharges all his powers.) Developer
colors: the gray of old spider webs, the green of moldy
DC 25: When the solar knight is defeated, he dis- Chris Sims
pea soup, the orange of flaking rust, the yellow of
sipates rather than leaving a body behind. Thanks to
muddy clay, or a mixture of these colors with pale Editor
his ties to the sun, he reappears in the Feywild at the
purple and pink. The skin where feathers don’t cover Chris Winters
next dawn. He can return to the world at the next sol-
it is dark green or maroon.
stice or equinox. Managing Editors
Diakkas are not fond of fair combat, and they use
Kim Mohan, Jeremy Crawford
dirty tricks and subterfuge as often as they can to
undermine their opponents without exposing them- Producers
selves to attack. They fear death, and usually prefer to Christopher Perkins, Greg Bilsland, Stan!
surrender rather than fight to the end. As with Baba
Yaga’s other servants and companions, they are likely Digital Services Consultant
Dan Helmick
to be easy to bribe with kindness or coin. (For sample
diakka statistics, see the “Baba Yaga’s Dancing Hut” Art Directors
adventure in this issue of Dungeon.) Kate Irwin, Jon Schindehette
Baba Yaga has three solar knights (or perhaps one
Illustrator
knight in three forms) who serve as her messengers
Goran Josic
and who are (or is) present at the hut: the White or
Dawn Knight, the Red or Noon Knight, and the Black Graphic Production
or Dusk Knight. Travelers typically encounter the Erin Dorries
Dawn Knight within a day’s travel from the hut; he
appears at dawn in his White Knight guise, at noon
as the Red Knight, and so on. Although he is far more
likely to make conversation than to attack, the knight
is devoted to Baba Yaga and cannot abide any slurs on
the hag’s name or her reputation.

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Backdrop:
Moonshae
Isles
By Shawn Merwin
Illustrations by David Rapoza
Cartography by Mike Schley

The Moonshae Isles are in the western portion of the


Sea of Swords, near where that body of water leads
to the uncharted expanses of the Trackless Sea. The
nature of the archipelago that forms the Moonshaes
is paradoxical: The seemingly simple and primeval
beauty of the isles’ landscapes belies the complicated
political power struggle taking place there.
The climate of the Moonshae Isles is something
that only a lifelong inhabitant could embrace. The
same ocean currents that keep the temperatures
from dropping below freezing too often in the winter
months leave the land damp and cool in the summer.
Rainfall is a constant companion, and fog shrouds
both the land and surrounding waters in the early
morning and late evening.
The isles’ rocky terrain and mist-shrouded forests
are protected from intruders by terrible creatures and
leagues of pirate-infested waters. Industrious and per-
severing humanoids survive despite many hardships
here. The isles also have fey creatures both spritely
and sinister, primal beasts with an unquenchable

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

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Backdrop: Moonshae Isles

thirst for blood, giants thrilling in generations-old vio- run a full campaign in the Moonshae Isles. Finally, King Derid commands the might of the Ffolk and
lence, and cold-hearted merchants bent on pillaging some foes and Moonshae-flavored magic items are many loyal Northlanders, and he has plans to regain
the land for their own monetary gains. detailed. his family’s glory and prestige. Such plans would
With the transference of the fey realm of Sarifal A companion article, “Heroes of the Moonshaes” mean a great sacrifice, however, and could lead to
to the island of Gwynneth a century ago, the bar- (Dragon 405), offers rules to players for use with armed conf lict against the other power groups cur-
rier between the Moonshae Isles and the Feywild their Moonshae campaign characters. A Realmslore rently holding sway in the Moonshaes.
has weakened severely. Although the area has many article detailing the returned fey realm of Sarifal Lady Erliza Daressin: Among the many thorns
bridges and crossings between the mortal world (http://www.wizards.com/DnD/Article.aspx?x=dnd/ in the side of the House Kendrick, the most irk-
and the land of Faerie, the last one hundred years drrl/2009june) also provides some background and some is the intrusion of Amnian interests into the
have seen an inf lux of fey creatures. Satyrs, hama- inspiration for DMs. Moonshaes. In fact, the island of Snowdown has
dryads, pixies, and other fey-touched creatures been conquered by forces loyal to Amn. Lady Erliza
stroll through civilized areas of the Moonshaes, and
many evil fey have made the trip to the mortal world
Power Brokers Daressin, Viceroy of Westphal, rules over the citi-
zens of Snowdown on behalf of Amn. Her coffers
as well. The geography of the Moonshae Isles forces anyone are filled by merchants who reap the rewards of the
hoping to gain mastery over the area to contend devastation wrought by workers who are taking the
A Moonshae Isles with many hurdles. The most significant nuisance
confronting would-be rulers is the archipelago. The
bountiful natural resources from the very heart of the
Moonshaes.
Campaign straits, channels, and seas separating the islands Lady Erliza, a vampire, has shared the secret of
of the Moonshaes make unification under a single her true nature only with her closest advisors and
The Moonshae Isles are an ideal place to set a ruler difficult. Conquering the entire area requires servants; however, a few of the people who fight
large-scale campaign. The area can offer players an the ability to move forces rapidly across dangerous against her have also learned this secret, and they
isolated and homogenous location, yet each of its waters. Currently no individual or group has all the are attempting to use that knowledge to bring an end
discrete parts is different enough to provide a new parts in place to do that, leaving many of these com- to her and Amn’s occupation of Snowdown. What
atmosphere and play style as characters explore. peting forces struggling to increase their dominance her friends and enemies do not know is that Lady
The most civilized parts of the isles are wild and over the land and sea of the Moonshaes. Erliza has plans and ambitions beyond her role in
untamed by Faerûn’s standards, giving characters High King Derid and House Kendrick: The Snowdown. Under the bright moonlight, Lady Erliza
plenty of hack-and-slash action. Even so, individuals human population of the Moonshaes is divided into turns her gaze longingly toward Sarifal on the south-
and groups struggle to gain the upper hand against two distinct groups, the Northlanders and the Ffolk. ern island of Gwynneth.
others through diplomacy or trickery, giving politi- These groups came together under a single banner a When Erliza became an undead creature at the
cally motivated characters a chance to scheme and century ago when High Queen Alicia Kendrick uni- hands of a vampire back in Amn, she had a vision
connive. And although heroic tier characters have fied them. The combined forces of the Northlanders of being reborn as a queen of the Feywild. Through
plenty of fodder, paragon and epic tier characters can and the Ffolk, who began to intermarry and mesh careful research and by questioning some of the
also find millennia-old threats lurking just below the culturally as well as politically, still could not hold greatest scholars she could locate (and then draining
mountains, pools, bogs, and bays. sway over all the islands, and recent events have their blood), Erliza learned that the point of entry to
This backdrop article first looks at the people, stripped House Kendrick of much of its power and her destination in the Feywild had to be the city of
creatures, and groups that hold power in the Moon- holdings. Karador. Unfortunately for her, at that time the city
shae Isles. Following that are descriptions of the The current high king is Derid Kendrick. Though was still submerged beneath the surface of Myrloch
islands that form the divided nation. Sites of particu- he rules over what is arguably the most extensive on the island of Gwynneth. She treated its reemer-
lar interest are described in enough detail to give a domain in the Moonshaes, his family’s holdings have gence as a great boon; however, the power of the fey
sense of their utility in a Moonshae-based campaign. been reduced to the realm of Alaron—and only a part that dwell there makes it impossible for her to enter
It continues with suggestions for DMs who want to of that island is controlled by Derid’s forces. High

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Backdrop: Moonshae Isles

the city unchallenged. She hopes that she can steer Thus, two deities blessed the child. Tempus gave Although Sarifal residents are allowed to leave the
Amn’s focus toward Gwynneth to give herself easier Hergatha strength and skill in battle, while Umber- island and explore, High Lady Ordalf keeps most of
access to the city. She might also seek to coordinate lee gave her an overpowering force of personality her servants and all her troops ready to fight against
attacks with the forces of Queen Connomae of the and the will to see her enemies suffer. Umberlee the unseelie fey forces located near Citadel Umbra.
fomorians or the hag Urphania. also gave the girl both a blessing and a curse. She Representatives from High King Derid, Lady Erliza,
The Storm Maiden: Also detracting from the could never drown, yet she would wish to see the and the Storm Maiden have asked for council with
power of the high king is the rise of a Northlander whole world die beneath the waves. To seal the her. Most who approach have been politely but curtly
called the Storm Maiden. Raised on the island of pact, Hergatha’s mother died in a lightning strike, turned away and escorted back to their ships.
Norland, this human was found as a baby by fisher- and Umberlee carried the child to the shores of The Black Blood Tribe: Although not as mighty
men, abandoned upon the shores of that island, and Northland. or as organized as other power groups, another force
later given the name Hergatha. She was raised by a Hergatha, referring to herself as the Storm exerts a great deal of destructive inf luence in the
childless couple, and by the age of sixteen she was Maiden, struggles with these gods-given powers and Moonshae region. A group of Malar-revering lycan-
an unparalleled swordmaster and tactical leader. compulsions. So far she has controlled the homicidal thropes holds sway over the island of Moray. This
From an early age, she showed the marks of being urges thrust on her by Umberlee, but as she leads her group, called the Black Blood Tribe, is composed of
touched by the gods, and upon reaching maturity followers over the waves, a part of her aches to sink Faerûn-born lycanthropes and those who have trav-
she claimed to possess the reincarnated spirit of the longships and watch her troops drown. eled from the Feywild region of Brokenstone Vale,
Viledel, an ancient Northlander warrior and leader High Lady Ordalf: The most inf luential force in a lycanthrope-infested nightmare realm. The Black
who bore the title Sea King. Although her story is not the Moonshaes at the moment is the court of High Bloods attack any civilized community or group on
true, she believes it to be so—and she has performed Lady Ordalf, a fey queen who reestablished the the island, and they perform gruesome rituals aimed
feats so wonderful that no one dares deny her claims. realm of Sarifal on the island of Gwynneth. Ordalf at bringing a divine servant of Malar to the Moon-
A growing following of Northlander communities and her court command magic that rivals that of the shaes to lead them. When the Black Bloods succeed
swear allegiance to her, hoping to reclaim their exarchs. at that goal, they intend to turn the beast’s savage
ancient heritage as the masters of the seas. In a time before time, High Lady Ordalf learned gaze toward the civilized islands.
The truth behind the child Hergatha is known by of a prophecy. A satyr seer stated that she could die Giants of Oman: A contingent of giants, includ-
none but the gods. Her mother was a young lass on only in the mortal realm, but die she must to save ing fomorian followers of Queen Connomae of Vor
Ruathym, left with child by a berserker who went off two worlds from a howling disease spread by a beast Thomil, have crossed from the Feywild and made a
raiding and died at sea. Pregnant and with no one to lord. When she heard this prophecy, she moved Sari- home on the formerly Northlander-controlled island
protect her, the young woman wandered away from fal into the Feywild. Then, just a century ago, she of Oman. These giants plot to spread their queen’s
her village. Lost and confused in a storm, she found led her Feywild realm back across the planar divide, power to other places, but so far the waters sur-
shelter under the boughs of a tree, known as Yggdra- returning it to the island of Gwynneth, where her rounding their home have served as an impenetrable
sil’s Child, within a clearing in the forest. The child capital city of Karador rose from the depths of the barrier. Their presence keeps Oman from being
was born there, and the mother—both joyful at the Myrloch. High Lady Ordalf felt a tugging deep inside inhabitable by anyone else, and if they find the means
birth of a daughter and distraught at the prospects her that foretold her death was both imminent and to leave the island in a safe manner, they could wreak
for an unwed woman and a fatherless daughter in necessary. devastation on a terrible and grand scale.
her society—felt the urge to carve her daughter’s true Ordalf and her followers defeated the forces of the In the Feywild, Queen Connomae has formed a
name into the tree with the same dagger that she High King, and she expanded her realm to encom- loose alliance with the lycanthropes of Brokenstone
used to cut the umbilical cord. While doing this, she pass all of Gwynneth, leaving the ancestral home of Vale. That alliance is likely to carry over into their
begged Tempus to watch over her daughter and give the Kendrick family, Caer Corwell, in ruins. Many Moonshae presence, making the combined force a
her the strength to survive. Tempus heard the call of Moonshae residents feared she would continue her more dangerous threat than either would be singly.
the woman, but so did Umberlee, whose storm was expansion unchecked, but the borders of Sarifal
beating down upon the island at that exact moment. stopped at the coast of Gwynneth.

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Backdrop: Moonshae Isles

L ocations have the civilized natives of the isles been in such


a dangerous predicament. High King Derid is in
Dernall Forest: The dark and dangerous Dernall
Forest is teeming with goblins, worgs, and other crea-
The islands of the Moonshaes each have their own dire need of fearless and loyal heroes to assist him tures. Great Gark, the Goblin King of Nachtur in the
troubles in these times. Important locations are in returning the unified Moonshae Isles to their Feywild, sent these creatures to see if he can expand
described below, along with some details regarding former glory. his kingdom into this realm. At first the threat was
current challenges facing each area. Caer Callidyrr: The high king resides with limited to forest villages reporting livestock and
his family and loyal servants at the center of the people missing, but now these creatures have fully
Alaron stronghold called Caer Callidyrr. The capital city of
Callidyrr, on the northern edge of the Dernall Forest,
infested the forest.
Under the leadership of the halfling Great Druid
Alaron, the largest island in the Moonshae archi- serves as the center of culture and trade for the rem- Antola Pilark, troops loyal to House Kendrick wage
pelago, is the home of High King Derid Kendrick. nants of the high king’s domain. With so much fear war against the spread of Great Gark’s sinister fey.
Derid is the latest ruler of House Kendrick, which and uncertainty assailing House Kendrick from all Some fey who left Sarifal have joined the druids to
united the Ffolk and the Northlanders into a single directions, most of Derid’s troops have been called fight the threat. A half-elf druid called Huedyn is
nation over a century ago. Before a treaty brought back to protect Caer Callidyrr and its surroundings. acting as a spy for the fey forces, and he secretly feeds
the Ffolk and the Northlanders together, Alaron was Morale at Caer Callidyrr has never been lower. information to the enemy, working to open Callidyrr
an island divided. The lands south of the Fairheight Derid’s youngest son, Owaren, has been kidnapped to direct attack. If Huedyn’s treachery can be stopped
Range were known as Callidyrr, and its rolling hills by the Viceroy of Westphal to ensure that Derid (or even used against the evil fey), that would go far in
and vast plains belonged to the Ffolk. The realm of leaves Amn’s investments alone. A Northlander call- hampering their surge and ultimately driving them
Gnarhelm occupied the steep hills and storm-rav- ing herself the Storm Maiden is convincing former back to their Feywild realm.
aged cliffs north of the Fairheights. The cultures of Northlander vassals to throw off Derid’s rule and Fairheight Range: Across the bay to the north
these two areas were as different as the landscapes follow her into battle, and Derid is not sure how to of Callidyrr, the Fairheight Range is the site of a
that characterized them, but in the intervening handle this uprising. Caer Corwell, the former seat great battle. The dwarves of Clan Rustfire and Clan
time, intermarriage and cultural diffusion between of House Kendrick’s power, is now under the rule Rookoath joined forces after Rustfire fled from
the Ffolk and Northlanders has nearly erased any of a fey queen, and all attempts to retake the area Gwynneth through the Dwarvenhome Tunnels to
distinction. Most of the people of Alaron consider have failed. Alaron when the evil fey there attacked. Opposing
themselves citizens of Moonshae and are not recog- Desperate, High King Derid has consulted with the dwarves is a young shadow dragon, who leads
nizable as either Ffolk or Northlander. his most trusted advisors and has decided on a course an uneasy alliance of mountain orcs, trolls, and
With the declining fortunes of the high king, the of action. The first step must be to regain control of shadow creatures. They seek to eliminate the last of
island of Alaron is not entirely under the control of the entire island of Alaron from the evil fey threat- the dwarves from the mountains and establish their
House Kendrick’s forces. The center of the Dernall ening the Dernall Forest. Once this area has been own domain.
Forest has been lost to dark fey that streamed through tamed, they can consider further gains elsewhere. The plight of the dwarves is unknown to High
a crack in the Feywild planar wall. Other evil fey A bit of diplomacy is taking place as well. Derid King Derid, but if the enemies of the weakened
chased the dwarves of Gwynneth back through the has offered his eldest daughter, Tarilyn Kendrick, dwarven clans could be defeated, the mountain
Tunnels of Dwarvenhome into the Fairheight Range, in marriage to Prince Araithe, the son of High Lady dwellers could repay the assistance by helping Derid
then threatened to burst forth and occupy the lands Ordalf. The prince has no interest in mortal love and achieve his goals. The dwarves have sent out three
to the north. Even the small city of Kythyss, at the does not find Tarilyn particularly attractive, but he scouts in a last-ditch effort to secure help before their
southern tip of the island, has been infiltrated and understands that an alliance with House Kendrick forces are wiped out.
corrupted by mercenaries and traitors working with might, at some point, help his own family to keep the Kythyss: This small city on the southern tip of
the Amnian occupiers of Snowdown. evil fey of Sarifal at bay and expand Sarifal beyond Alaron is a hotbed of intrigue. With the problems
Not since the period of unification of the Moon- the island of Gwynneth. in the Dernall Forest, the king’s forces have not
shaes by High Queen Alicia Kendrick in 1371 DR

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Backdrop: Moonshae Isles

protected the citizens and their property adequately. planar divide as well. The fight is carried out by to sell to the fomorians of Oman. In the castle ruins,
Most of the people here are fishermen and wood- High Lady Ordalf ’s son, Prince Araithe. The prince Phillwyp the Wary, a twisted gnome, leads boggles
cutters, and without the protection of the king, they does not know the reason for his mother’s decision and other small fey in the mad pursuit of a dream
turned to mercenaries for help. Unfortunately for to return Sarifal to the mortal realm, but leading the he has of establishing an Unseelie kingdom in the
the citizens, those mercenaries were bribed to serve military forces against the enemies of Sarifal keeps area. Phillwyp’s fey have a tenuous alliance with
the will of the Viceroy of Westphal and now dictate his mind occupied on war. The prince is aware of the Silver’s Blades.
policy to the businesses there, essentially turning the threats not just to Gwynneth, but to the other islands. Winterglen: The thick, dense forest known as
city into a subject of Amn (through the Viceroy of Despite the war he fought against House Kendrick Winterglen dominates the northern reaches of Gwyn-
Westphal). Fearful townspeople have either pledged throughout the previous century, he also recognizes neth. Although the tall pines and thick shrubbery
allegiance to Amn or kept quiet in hopes that their that an alliance with the mortal leader through mar- are not inhospitable, the war taking place within the
high king could arrive to save them. riage to his daughter could lead to a strong kingdom. forest is deadly. In Winterglen, Prince Araithe’s fey
The leader of the mercenaries is a human fighter The details of such a union are still being worked champions fight to a stalemate against the Unseelie
called Ghelvan the Buzzard. He leaves most of the out. The young woman, eighteen-year-old Tarilyn forces radiating outward from Citadel Umbra.
public interaction duties to his eloquent lieutenants. Kendrick, stays as a guest of the prince in the castle The outer edges of Winterglen are relatively
When it is time for bloodshed and intimidation, how- at Karador while arrangements are made. normal and, in some places, beautiful, but the inner
ever, the Buzzard happily leaves his barracks and Karador: A population of nearly three thousand, portions of the forest have been corrupted by the
makes his presence felt in Kythyss. Many who stood mostly fey, resides in the magical city of Karador. Unseelie fey power emanating from Citadel Umbra.
up to the occupation of Kythyss have seen their fami- The city sits as an island in the enchanted Myrloch. This power, combining the worst of the deadly evil of
lies murdered before they themselves were killed. Karador rose from the lake when High Lady Ordalf the Shadowfell and the dreadful strangeness of the
returned Sarifal to Gwynneth, and this city has been Feywild, has corrupted the flora and fauna. The pines
Gwynneth enchanted by a mythal that can move the city back to
the Feywild if necessary.
thirst for mortal blood, and seemingly innocuous
chipmunks and possums act as spies for the Unseelie
High Lady Ordalf has lived almost forever, it seems. Although very few nonfey creatures are allowed creatures that patrol the forest.
She knows that she is prophesied to die, and her to set foot in Karador, the restriction is starting to be Citadel Umbra: Hidden deep within the dark-
death will help end a threat both to her people and loosened, since the court of High Lady Ordalf rec- est and coldest area of Winterglen, Citadel Umbra
to creatures from the mortal realm. Her foretold ognizes the need to actively engage allies from other rests upon a large burial mound, its shadowy towers
death must take place in the mortal realm, so she has parts of the Moonshaes and beyond. reaching up to the tops of the tall pines that guard
expended the energy needed to move her realm of Caer Corwell: The former seat of House Ken­ the castle. Those who see the facade of the citadel
Sarifal back to the island of Gwynneth. drick, Caer Corwell is now just a crumbling shell of a when sunlight peeks through the pines and strikes
The mortal inhabitants of the island, under the castle. The disposition of his family’s former home is it swear that the building shimmers and disappears,
rule of the high kings and queens of House Ken­ both a point of pride and a military necessity for High only to return when the sunlight gives way to shadow.
drick, fought back against this invasion, which started King Derid. In his ongoing negotiations with Prince Very few can navigate through Winterglen to find the
with the city of Karador rising from the depths of the Araithe, High King Derid insists that he be allowed place. Those who do must contend with the shadow
Myrloch, the cold-water lake in the Myrloch Vale. to retake and resettle Caer Corwell as an embassy of and fey creatures that guard its location.
The resistance to the fey incursion, spearheaded by House Kendrick on the island of Gwynneth. Citadel Umbra rests on a spot that contains a rare
forces from House Kendrick, slowly eroded as the fey All manner of beasts and capricious fey have conjunction: Crossings to both the Feywild and the
queen’s forces marched relentlessly in all directions overrun the town, and a band of fey pirates, Silver’s Shadowfell permeate the area. This coincidence
toward the sea. Blades, uses the docks as a base. Silver Silwyrt, the makes the spot a perfect breeding ground and habi-
Although Sarifal now covers the entirety of eladrin captain of these pirates, has turned them to tat for Unseelie fey, which are creatures that revel in
Gwynneth, Ordalf ’s forces still fight against threats the slave trade, capturing fey and mortal creatures the darkest and most disturbing aspects of nature,
manifested by Unseelie fey that came across the

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shadow, and death. The mistress of the creatures Civilized settlements are no larger than small towns guarded by natural breakers and free from dangerous
here, and the leader of Citadel Umbra, is Urphania, a in most areas, although islands with suitable harbors shoals. At first Westhaven was used by inhabitants of
powerful hag. Her vile machinations and dread deeds might spawn large communities where ships dock to Pandira for honest trade. However, after being raided
in the Feywild compelled the Court of Stars to banish trade goods. by pirates and marauding Northlanders too many
her, but she gained a foothold on Gwynneth. The islands are also a perfect refuge for the many times, the residents decided that the only way to stay
High Lady Ordalf was one of the fey who assisted pirate bands that prey on ship traffic within the safe was to cater to the villains rather than fight them.
in Urphania’s banishment from the Feywild, and now Moonshaes and along the Sword Coast. Although With that, Westhaven became a small city that wel-
the hag seeks revenge on her. From her seat in Citadel still a problem, piracy is not as rampant in the waters comed all—pirates, raiders, honest traders, soldiers,
Umbra, Urphania commands a large force of shadow within the Moonshae Isles, since little trade exists and everyone in between. One rule guides life in Pan-
creatures, fey, and undead. The hag wants nothing between the islands. Pirates based in the Korinn dira: The island is neutral ground. Aggression even
less than to wrench the realm of Sarifal from her ene- Archipelago often target ships traveling between against one’s enemies is not tolerated, and disturbing
my’s grasp and rule it as a new dark demesne. Snowdown and Amn, finding a great deal of valu- the peace makes the offender fair game for everyone
Sacred Grove of the Earthmother: On the able materials being transported: raw materials head on Pandira.
eastern shore of the Myrloch is a moonwell. The toward Amn, and goods and wealth to pay mercenar- This rule has served Pandira and Westhaven well.
small shack overlooking the moonwell is the home ies go to Snowdown. Many of the pirate bands also The businesses of Pandira thrive, and it has become
of Branwyn Moonsinger, a human druid in the ser- frequent the shipping lanes along the Sword Coast, a place where black market goods and information
vice of the Earthmother. Once the Great Druid of the focusing their attention on trade vessels traveling trade are available to the highest bidder. Every civi-
Moonshaes, Branwyn refused to fight in the battles between Waterdeep and Baldur’s Gate. lized power group in the Moonshaes, as well as all the
between the mortals of Gwynneth and the fey of Jacaman: The small island of Jacaman is far from nations of the Sword Coast, keeps a spy in Westhaven.
Sarifal. The humans, thinking she was dead, named the largest or the most populous in the Korinn Archi-
a new Great Druid. As she lives on, she keeps her
vigil against the return of Kazgoroth, an event that
pelago. Great pains are taken to make the island
seem insignificant. This charade hides the fact that
Moray
she feels in her aching bones is not just inevitable but the island is ruled by Roquern, a gentleman who Of all the large islands of the Moonshaes, Moray is
imminent. The fey of Sarifal know of her presence, resembles one of the Ffolk and who oversees the the most in flux. The others have conflicts, but each
and they enter her life only rarely, occasionally visit- growth, harvesting, processing, and export of a vari- also has a firmly entrenched power structure. Moray
ing her bearing gifts and asking questions about the ety of rare and highly sought spices that grow only differs in that it sees a great deal of bloodshed with
history of Gwynneth before their arrival. on Jacaman. many groups struggling for power. The Black Blood
In truth, Roquern is a devil. He uses magic to Tribe holds sway in the inland areas, assaulting any
who attempt to pass through the area. The Trollclaw
Korinn Archipelago disguise himself, and the workers on his spice plan-
tations are either evil creatures he has recruited, or Range in the north and the Orcskill Mountains in
Stretching northward from the main islands of the unfortunates he has enslaved by using his infernal the south are ruled by tribes of giants, ogres, orcs,
Moonshaes is the Korinn Archipelago. This area powers. Many made deals with him that cost them and other dangerous but only loosely organized mon-
consists of hundreds of small islands sprinkled their freedom in this world, their immortal souls strous humanoids.
throughout the Trackless Sea. Although these islands in the next, or both. The spices that he produces for Along the coast, small settlements try to survive
exist in an area filled with pirates and are susceptible export are tainted with infernal power as well. Those with the assistance of whichever group sponsors
to raids by Northlanders, many of the islands’ settle- who consume small amounts of the spice are more them. Some are funded by Amnian merchants eager
ments (and their residents) escape notice for one susceptible to coercion toward evil, and those who for the island’s resources. Others are ancient North-
simple reason: They have very little of value to steal. consume large amounts become Roquern’s thralls. lander strongholds that swear allegiance to the Storm
Most of the isles lack suitable land to support large- Pandira: One of the northernmost isles, Pandira Maiden. Another group remains loyal to House Ken-
scale farming. Residents of the islands make their has an excellent seaport called Westhaven, on a bay drick and maintains military outposts manned by
living by fishing, timber cutting, and raising animals. soldiers in the army of the high king.

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The Black Blood Tribe’s goal is simple: use the purpose of the town is to keep open the port that recruit more brave (or foolish) settlers to take up
two moonwells on Moray to summon Kazgoroth, allows access to ships bringing in supplies and send- the mantle.
an aspect of Malar. The lycanthropes believe that if ing out the resources from the village of Dynnegall. Farview: Northlanders pledged to the service of
they slaughter as many creatures as possible within Caer Moray is a tempting target for many, but in the Storm Maiden have liberated and settled the vil-
the moonwells, Malar will reward their offerings by particular it attracts the Black Bloods. The Malar lage of Farview on the western coast of Moray. Wood
sending his faithful and murderous servant to lead worshipers frequently throw themselves against the from the Shannyth Forest to the south is used by ship-
them. When Kazgoroth arrives, they plan to first take wooden palisade that protects the town. This act builders to make some of the finest vessels seen in the
Moray, then the rest of the Moonshae Isles, and then seldom succeeds in accomplishing anything more Moonshaes. The Storm Maiden needs these vessels
attack mainland Faerûn. The slight boon provided than getting a few of their kind killed. Where sheer to move her growing army of followers from island
to the folk of the Moonshaes is that the Black Bloods force has failed, however, the Black Bloods hope to island, so many of her resources are being used to
don’t care who they slaughter—they are just as happy that subterfuge might succeed. A jackalwere bravo protect Farview.
to offer up the orcs and trolls of the mountains as named Twaine Stone has infiltrated the army of Caer One of the moonwells of Moray is in the Shan-
the humanoids of the civilized lowland communi- Moray. He coordinates with the Black Bloods by nyth Forest, however, which brings the vicious Black
ties. Also, the Black Bloods recognize the need to kill using secret messages left outside the city walls, and Bloods there into conflict with the almost equally
their victims in the moonwells, making it necessary they plan to make one large-scale attack against the savage Northlanders. Great battles between the two
for them to capture their prey and transport the pris- town when Twaine deems it most vulnerable. Twaine sides take place regularly in the forest, leaving the
oners there. This fact gives individuals who want to plans to leave the gates open, sabotage the defenses area between Farview and the Shannyth moonwell
perform heroic deeds the opportunity to rescue those from the inside, and make it easier for the town to be littered with lycanthrope and Northlander corpses.
who have been captured before the sacrifice can slaughtered. Breasal Marsh: The Black Blood lycanthropes
take place. Dynnegall: Fifteen miles south of Caer Moray, have been joined in their plan to reawaken Kazgoroth
The Black Bloods count among their number along a poorly maintained wagon path, lies the village by savage members of several allied lizardfolk tribes.
a few lycanthropes that came to Moray from the of Dynnegall. Named for the former king of Moray, Although these two groups warred for a short time,
Feywild’s Brokenstone Vale. These individuals are Dynnegall was once a flourishing town with much to it soon became clear to the more cunning members
stronger than those native to Moray, and they revel in boast of. The rise of the Black Blood Tribe changed of both sides that they worshiped the same deity, and
the freedom of not being confined to the vale in the all that, and Dynnegall would have been abandoned that by working together they could please him more.
fey realm. These beasts are also much more rational long ago if not for its important resources. Its loca- By maintaining close relations, the Black Bloods can
than their counterparts, and therefore more danger- tion, on the edge of swampy Lac Dynnegall, provides let the Breasal lizardfolk maintain control of the inte-
ous. They are willing to forge alliances with some of a large amount of peat, which is an important fuel rior of Moray, enabling the lycanthropes to focus their
the other powers of the Moonshaes, particularly the for heating. Also, a swamp-grown plant called kryne attention on the moonwells and the coastline.
fomorian Queen Connomae of Oman and her trusted thrives here; it is highly nutritious and easy to dry. However, some of the less violent tribes within the
lieutenants. These Brokenstone Vale lycanthropes These two resources are harvested in Dynnegall, Breasal Marsh have had visions of a time when they
might take on the form of a human to trick unsus- transported by cart to Caer Moray, and then shipped don’t have to live in constant fear of slaughter because
pecting innocents either into dropping their guards out for use elsewhere. of weakness or differences with their bloodthirsty
or unwittingly assisting them. The soldiers who protect Dynnegall call their duty superiors. Although they have remained secretive to
Caer Moray: The 1,500 citizens and soldiers who the worst job in all the Moonshaes, and veterans who this point, these more peaceful lizardfolk need only
occupy the garrison village of Caer Moray are loyal survive a stint there are considered some of the brav- be given the opportunity to revolt against their savage
to the high king. They live a rough existence while est and most skilled. Attacks against the village by fellows. A few of these lizardfolk have received divine
hoping that someday their sacrifice might bring about the Black Bloods take place regularly, and on a few powers from Silvanus and a vision that foretold of a
the return of the entire island of Moray to a uni- occasions in the last century, the monsters have killed better future for them.
fied nation under House Kendrick’s rule. The main everyone in the village, forcing House Kendrick to

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Kork: On the eastern shore of Moray lies the vil- and accepting of strangers as the Northlanders who The city primarily contains a mix of Northlander
lage of Kork. After an attack by the Black Bloods bowed to House Kendrick. and Ffolk, but other races mingle peacefully here.
wiped out all the inhabitants, the place was repopu- Most Northlanders from Norland gave up their Dwarves with their eyes on the mineral-rich Jotun-
lated by mercenaries and settlers hired by Amn. lives as raiders, turning to the sea as fishermen and hammer Mountains bide their time until they can ply
The village is far enough from the island’s two traders. More than a handful of Norland pirates their trade in the mines without fear of giant attacks.
moonwells that it is of little interest to the Black patrol the seas, however, and they like nothing better Fey creatures from Gwynneth come to Rogarsheim
Bloods for now. than boarding an Amnian trade vessel, stealing its out of curiosity and to trade.
The Amnian settlers have been tasked with two cargo, and dumping its crew overboard to drown. Although most of the industry in Rogarsheim
goals by their merchant masters: Hold the town to This spirit of conquest has been reignited in even the revolves around fishing and hunting, some small
keep a presence in the tactically important Strait most peaceful Northlanders by the emergence of the farms dot the landscape west of the city. Shipbuild-
of the Leviathan, and build a road to the interior of Storm Maiden as their leader. Many a fisher has cast ing is also an important industry in Norland, even
Moray to gain access to the valuable peat and kryne aside his or her net for a sword, and few hunters hesi- though much of the lumber used is brought in from
located there. So far the settlers have held the town tate to turn their bows toward humanoid foes. other places. The sawyers of Norland are hopeful
without much trouble, but the building of the road The Storm Maiden maintains that the reign of the that eliminating the giant threat might allow them
into the interior has met with the expected difficul- Ffolk high kings and queens is doomed. She asserts easier access to the timber covering the slopes of the
ties: the Black Bloods and the lizardfolk do not suffer that the future of the Moonshae Isles rests with the Jotunhammers.
intrusion gladly. stewardship of the Northlander leaders, who will Stormbanner Hold: The home of the Jarl of Nor-
Dennin’s Delve: Trolls and orcs, with their goblin reestablish dominance and lead the land to a glorious land, this magnificent stronghold near Rogarsheim
troops, destroyed this ruined dwarven stronghold future. A few communities of mixed Ffolk and North- is a rectangular wooden lodge built around the stone
beneath the Trollclaw Range in northern Moray, and lander residents exist on Norland, and these people towers of a previously constructed Ffolk dwelling. The
now they call these mountains home. Little remains (and the few soldiers stationed there who remain current Jarl of Norland, Rault the Wise, occupies it, as
of the stonework that was once the pride of the loyal to the high king) are worried. They maintain does the jarl’s most trusted advisors, bodyguards, and
dwarves on Moray. allegiances to High King Derid, but they are in no family. Having seen eighty-five years, Rault remem-
A secret is buried deep within Dennin’s Delve: A position to do anything about the treasonous talk of bers hearing the whitebeards of his childhood talking
portal once connected this place with a site in the the Storm Maiden and her followers. Fortunately for about a time before the unification of the Moonshaes.
Fairheight Range on the island of Alaron. If both them, those who remain loyal to House Kendrick He respects House Kendrick and realizes that only
of these portals could be found and activated, their are not harassed or threatened by the Storm Maiden, through continued unification can the humans of
controllers would have a huge advantage in moving who has turned her attention toward Amnian the Moonshaes survive the dangers there. He also
troops and supplies. Those lucky and skilled enough interests and monstrous enemies such as giants knows that if he had not listened to this followers and
to get through the monsters of the mountains and the and lycanthropes. left the rule of High King Derid in favor of the Storm
caves beneath them find that the portal rests within Rogarsheim: The most populous settlement on Maiden, he would have been overthrown. Having
the lair of a beholder. Norland, Rogarsheim is the home of the nominal met the Storm Maiden, Rault knows that she might
leader of the Northlanders in the Moonshaes, Jarl soon claim not just his throne, but Derid’s as well. He
Norland Rault the Wise. This ancient Northlander ruled Nor-
land as a vassal-king under House Kendrick, but the
knows better than to stand in the way of destiny when
that day comes.
The island of Norland is the westernmost of the declining power of the high king and the restlessness Rault’s son, Olfgaut, himself an old man, agreed
Moonshaes, and its inhabitants have a culture that of Rault’s Northlander followers have forced Rault with the decision to step out from the shadow of
reflects that of other islands while being different to declare independence from Derid Kendrick. Now House Kendrick. However, he feels that his own son
enough to keep visitors on their toes. Although the he is under intense pressure to step down as jarl and Olfsvenn should take the title of jarl and lead the
Northlanders who live here are less barbaric than allow the Storm Maiden to lead Norland. Northlanders. Olfgaut fears that the Storm Maiden is
their cousins on Ruathym, they are not as civilized

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too skilled for his son to defeat in combat, so he has joining of the Northlanders and the Ffolk under the from safely docking, but Hathfell has become com-
plans to unleash assassins on her the next time she banner of House Kendrick. placent in all other ways. His forces might be caught
comes to Stormbanner Hold (presumably to request Soon after the establishment of a unified Moon- by surprise if a small group infiltrated the keep by
that Rault abdicate in her favor). shae Isles, however, fomorians from the Feywild using stealth.
South Jotunhammer Mountains: This range joined with the giants of the Grampalt Highlands. Cairn of Thelgarr Ironhand: After his death,
of peaks is the home of a firmly entrenched colony These forces eventually wiped out all remnants of Jarl Thelgarr Ironhand of the Northlanders was
of giants, mostly firbolgs. Time after time, the civilized settlements on the island. Today, valuable buried with much ceremony in an elaborate cairn
Northlanders—both separately and supported by resources such as gold, iron, and timber are locked in the forest east of his birthplace of Trondhelm.
the forces of the high king—have attempted to push away in the island—but no one can reach them This village now belongs to the giants, but the cairn
them back or defeat them. Each attempt failed. They because of the terrible giants ruling the land. All remains undisturbed. Legend says that Thelgarr was
are supported by a contingent of duergar from the attempts to reestablish a foothold on the island by entombed with much wealth, including magic items
Underdark caverns below the mountains. A volcano Northlanders, Ffolk, and Amnian mercenaries have that would serve him in his next life: a greatsword
is threatening to erupt soon, an event that would force been foiled. enchanted to slay giants called “Ironhand’s Reckon-
the giants to push northward into even more frequent The power behind the fomorians is Queen Conno- ing,” a longship that could not be sunk, and magic
contact with the humans there. mae, who resides in the Feywild realm of Vor Thomil. armor that shrugged off the worst blows delivered
An old crone firbolg called Lallargh leads the larg- She protects the site that allows passage between by giants. However, the cairn is also said to be pro-
est band of creatures, and she believes that only by the Feywild and the natural world, and she hopes tected against grave robbers by traps and warding
sweeping down and eliminating Rogarsheim will her that expanding her empire to the rest of Oman (and primal spirits.
kind survive. With that goal in mind, she is engaged elsewhere in the Moonshaes) will give her an advan- Oman Moonwell: Only one moonwell is located
in making pacts with not just the duergar, but also tage against her enemies. Her ultimate goal is to gain on Oman, not far from the cairn of Thelgarr Iron-
with other evil groups and mercenaries, promising slaves and troops to send back to the Feywild so that hand. The giants of Oman know that moonwells
each a portion of the spoils when Rogarsheim falls. she can conquer the city of Shinaelestra there. offer great power to those who control them, but they
The Storm Maiden has vowed to those who follow Iron Keep: This site was the ancestral home of the lack the knowledge of nature and magic to corrupt a
her that her first act as their leader will be to drive Northlander rulers of Oman. Built from the founda- moonwell for their own purposes.
the giants and their allies from Norland, making tion of an existing Ffolk castle, Iron Keep was altered An orc shaman called Crughth, who has connec-
the island home to only the Northlanders and those by the Northlanders to serve their purposes. At the tions to both primal and divine powers, has grown in
whom the Northlanders invite to live with them. She height of his power, Thelgarr Ironhand occupied Iron status within the giants’ ranks, and he plans to taint
has already defeated some giant patrols in the moun- Keep as the Jarl of Oman. the moonwell for his own uses. If his plan comes to
tains, giving everyone cause to believe that she can Not long after his death, the giants of Oman, pass, the giants could use the moonwell as a gate
make good on her promise. spurred on by the newly arrived fomorians, organized to other moonwells throughout the Moonshaes,
an assault on the island’s civilized settlements. One giving them unfettered access to other places to raid
Oman by one the towns and villages fell, despite the efforts
of House Kendrick. Finally the keep fell as well,
and destroy.

The island of Oman was once a center of Northlander


culture. The civilized clans worked together to turn
giving the giants full dominion over Oman.
Iron Keep is now in ruins, and the giants ruling
Ruathym
Oman into a place where the residents could make Oman have gifted the formerly glorious stronghold The island of Ruathym is only nominally part of the
a living through shipbuilding, farming, hunting, or to an ettin called Hathfell. The ettin and his small Moonshae Isles, since it rests two hundred miles
fishing and eschew the desire to raid nearby settle- company of ogre and orc followers are tasked with north of the main islands of the Moonshaes. Most
ments. A time of prosperity graced the lands, and the making sure that no forces attack and regain the present-day Northlanders point to the island as the
Treaty of Oman sealed an era of peace that led to the keep. Iron Bay has been trapped to keep large vessels place from which their ancestors set sail hundreds of
years ago to conquer and settle the Moonshaes.

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Ruathym: Despite the inhospitable nature of the their ship on frequent forays to attack passing vessels Kendrick, and Amn was rumored to be involved,
island, more than six thousand souls live in the larg- and feed the crown the souls it craves. Moonshae citizens were furious. Snowdown, however,
est settlement on Ruathym, which shares the island’s Yggdrasil’s Child: Yggdrasil, also known as the refused to believe the rumors and allowed Amnian
name. The Northmen who live in this small city and World Tree, is an immense tree that exists mainly interests to remain on the island. Then finally, when
elsewhere on the island are savage and violent in on the Astral Plane. Its roots and limbs extend into Amn annexed Snowdown and drove out the high
comparison to the Northlanders of the Moonshaes many other planes and worlds, and it can be used as king’s forces, the citizens of Snowdown shrugged and
proper. Every few years, a strong leader emerges who a portal between realms. On the island of Ruathym, accepted their new rulers.
can unite the population here, but then the area falls hidden deep within a cold, wooded glade, is Yggdra- Those who allowed the annexation are called trai-
back into warring between petty leaders of different sil’s Child. This tree grew from a seed of Yggdrasil, tors, while a few bide their time with the hopes that
tribes or factions when that leader falls. Currently, and although it no longer can be used as a portal, it High King Derid can muster his forces and drive the
the people of Ruathym have fallen under the sway does have incredible powers. Those who carve their Amnians and their sympathizers into the sea. Many
of the Storm Maiden, and they believe she is the one true names into the bark of the tree—and survive the wonder why Derid has not acted already, bring-
who can lead the Northmen (and their more civilized experience—gain power as the tree grows. ing into question his courage. The truth is that Lady
Northlander cousins from the Moonshaes) into a new The tree protects itself with forest animals and Erliza Daressin, the Amnian Viceroy of Snowdown,
golden age. creatures that it has enhanced with magical abilities. holds a trump card that stays the Derid’s sword hand:
The leader of Ruathym, Dagh Lahrskald, pledged Even if those approaching the tree can get past the his son.
his fealty to the Storm Maiden after she dueled and guardians, cutting the tree’s bark is a process that can Caer Westphal: Caer Westphal, and the city for
defeated his three most skilled berserkers at the same be treacherous. The base of the tree is littered with which it is named, is the seat of power on Snowdown.
time. She has tasked the old warrior with using his the bones of those who have tried and failed. The city’s harbor never lacks for docked Amnian
force of barbarians, shamans, and witches to bring ships, and the streets near the docks are teeming with
the remaining settlements on the island into line.
After this is accomplished, they can begin raiding and
Snowdown dirty festhalls and dirtier taverns, all catering to the
Amnian sailors and merchants who make the trip
pillaging elsewhere in the Moonshaes. Snowdown is the small isle in the southeastern between Snowdown and Amn.
Umberlee’s Blindfold: Located within a shel- corner of the Moonshaes, directly south of Alaron. Its The Ffolk whose families have lived in Snowdown
tered inlet on the northern shore of Ruathym is a location affords Snowdown the luxury of being the since before the Amnian occupation maintain homes
high waterfall that cascades down into a cove. This warmest and the most fertile island, as well as the in areas of the city far from the docks. The influx
waterfall veils the opening to a cavern complex, Moonshae location farthest away from the predation of finished goods and other luxuries from Amn, at
where small ships can be housed safely. Legend says of the Northlander raiders and unaffiliated pirates. mostly reasonable prices, keeps them satisfied to
that anyone who hides in the caves behind Umber- Long ago, the residents (mostly Ffolk) of Snow- remain under Amn rule. The Ffolk have good jobs
lee’s Blindfold can be safe from the wrath of the down had a reputation as the least friendly and most assisting Amn’s laborers and mercenaries in obtain-
sea goddess. aloof members of the Moonshae nation. While the ing resources from the countryside and sending them
Some time ago, the crew of a pirate vessel that other Moonshae peoples fought hard and sacrificed back to the mainland. Only a few Ffolk who travel
used the caverns as a hideout fell victim to greed. The much to overcome obstacles and attain their national outside the cities and towns have noticed that the
crew attacked a ship carrying treasure, including a identity, citizens of Snowdown talked much but did surrounding territory looks different from what they
magic crown. The pirate captain put on the crown, little. When merchants representing Amnian inter- remember: Forests are being felled rapidly, rivers are
not knowing that it was cursed to turn its wearer and ests established homes, businesses, and extensive being polluted, and much of the natural beauty they
his or her servants into undead creatures. The captain trade relations on Snowdown, many observers on the once beheld is being ruined to uncover resources and
became a ghast, and his crew changed into ghouls, other islands warned of potential treachery. Snow- raw materials more quickly.
skeletons, and zombies. Now the undead pirates sail down scoffed at those warnings and enjoyed the Lady Erliza rules Snowdown with an iron fist cov-
luxuries that Amnian merchants and vessels brought ered in a velvet glove. Those who have civil dealings
them. When a civil war threatened to depose House

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Backdrop: Moonshae Isles

with her swear on the Earthmother’s ample bosom


that Lady Erliza is the nicest noble they have ever
Harloch: This village, which shares its name with
the lake that occupies central Snowdown, is hardly
Campaign
met. Those who anger her often think, just before noteworthy apart from its location along the Snow- Directions
they are secretly executed or fed to her vampire min- down Ride between Westphal and Llandrain. A small
ions, that she ordered their deaths in the softest and and seemingly insignificant person here might hold If your group is interested in playing a Moonshae-
most polite tones. Lady Erliza has a wide network of the power to change the region, however. based campaign, you have many options for where
spies, assassins, and informants who feed her knowl- The human scribe Heinrich Mucklepratt is a low- the characters should start, what overall direction the
edge of happenings in her realm and beyond. level functionary of the mayor of Harloch, charged campaign should take, and how to draw the charac-
In a high tower of Caer Westphal, which is a with keeping records of the goods and raw materials ters into the deeper plots of the Moonshaes. Some of
smaller version of Caer Callidyrr, Lady Erliza holds passing on the road through Harloch. Bored with the the adventures in Moonshae are going to be the same
her leverage against High King Derid. She sent a tedium of his record-keeping, Heinrich spends his regardless of which faction the characters choose
well-trained team of shadow creatures to infiltrate idle time studying books on the history of the region. to represent: The giants of Oman, the lycanthropes
Derid’s home and kidnap his youngest child, the In his search for materials to read, he came across a of the Black Blood Tribe, and the pirates hiding in
eight-year-old boy Owaren. Until the child can be res- book detailing what the locals call moonwells. These the Korinn Archipelago do not discriminate in who
cued, Derid cannot afford to risk an open attack on pools of water are revered by the old druids who are they are willing to attack. As the characters grow in
Erliza’s forces. no longer present on Snowdown but presumably power and come to learn more about the connection
Llandrain: The town of Llandrain rests on the exist elsewhere. between the threats to the Moonshaes and their roots
shore of Snowdown at the northernmost terminus of When he found the book in a run-down shop in in the Feywild, they might want to adventure on that
Snowdown Ride, a well-maintained road that runs Westphal, it was impaled by what seemed to be the wondrous but deadly plane as well.
the length of the island. The town is home to most horn or talon of a large beast. Heinrich pulled the Kendrick Loyalists: The most natural and heroic
of the mining outfits that pull valuable metals and object from the book, and a jolt coursed through his direction for the campaign would see the characters
minerals from the Andover Heights. The Amnian body. He liked the feeling so much that he keeps the begin as natives of the Moonshaes, loyal to High King
merchants who oversee the pillaging of the island’s horn with him at all times. When he holds it and Derid, and sympathetic to the plight of House Ken-
resources have set up a team of mercenary dwarf reads about the moonwells, his heart beats more rap- drick. The ultimate goal for such adventurers would
miners and guards that are brutally efficient at their idly, as if he has just run several miles. be to see Derid’s forces regain the lands they had lost.
jobs. Llandrain’s docks are not safe, because of both After Heinrich found the book, an old Ffolk These characters could first come to the attention of
the reefs that riddle the harbor and the pirates and farmer related a story to him that one of the moon- advisors and military leaders working for House Ken-
Northlander raiders that patrol the northern side of wells rests in the forest on the far side of the lake that drick, and at the low end of the heroic tier they would
Snowdown. Most of the goods that come into or leave the locals call Harloch. Since learning that informa- be tasked with small-scale missions on Alaron. After
Llandrain travel by the Snowdown Ride, which is well tion, Heinrich cannot get the moonwell out of his proving their skill and loyalty, they could work their
patrolled by Amnian mercenaries. mind. Although it would mean neglecting his duties, way up the notice of the chain of command until they
Llandrain also has the largest and most rapidly something that he would have never dreamed of were asked to work for Derid directly.
growing group of Moonshae patriots loyal to House doing in the past, Heinrich wants more than any- Northland Blood: Characters who have ties to
Kendrick. They bide their time, waiting to fight thing to take the horn to the moonwell . . . and maybe the sea and to the Northlanders could instead see the
against Amn on behalf of their high king. The leader see what happens if he tosses it in. Storm Maiden as a more suitable leader for a unified
of the patriots is a Ffolk blacksmith named Miles Moonshae. The tenor of the early events following
Maddoch. Although his trade obliges him to forge the this path would involve sea-based adventures. Just
tools that the dwarf miners use in their operations, he as the Storm Maiden must prove herself among her
despises them and all the other Amnian workers who own people, the characters would have to start with
have made Snowdown their own. challenges that both advance their cause and prove
their worth. When the characters learn of the dual

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Backdrop: Moonshae Isles

nature and the inner conflict of the Storm Maiden,


a major decision point would be in front of the play-
Quests
Below is a list of quests that the characters in a Moon-
ers and possibly the DM: Will the characters help the
Storm Maiden tame her inner tumult, allowing them
shae-based campaign might undertake. Moonwells
to leave their imprint on a future leader of the Moon- F Uncover the treachery of Huedyn the Traitor on of the Moonshaes
shae Isles? Or will they treat her as a villain? In the Alaron.
Moonwells are spring-fed pools of fresh, clear water
latter case, the DM can turn her into what the charac- F Drive the forces of Great Gark from the Dernall that exist in various locations around the Moonshae
ters see her as, possibly forcing them to rethink their Forest. Isles. A moonwell always appears in the middle of a
allegiances and fall in with High King Derid after all. F Assist the dwarves of Clan Rustfire and Clan deep and wild forest, providing the natural flora and
Returned Fey: Another option could see charac- Rook­oath in securing their homes in the Fairhe- fauna with a source of unspoiled water.
ters with an affinity for fey backgrounds hail from the ight Range. In preceding centuries, the moonwells were
returned realm of Sarifal. In that case, the characters thought to be gifts from the Earthmother. Those who
F Drive the Amn mercenaries out of the city of
might begin the campaign fighting the evil fey of worshiped her, especially druids, kept a sacred vigil
Kythyss.
that island. After a few victories, they would trek into over these places. The waters of the moonwells were
the wider world and learn about Moonshae’s other F Save Caer Moray from attack by the Black Bloods.
said to have magical powers, although what those
conflicts, concentrating on fighting evil and seek- F Learn the true identity of Twaine Stone. powers were is not common knowledge.
ing treasure and knowledge. These characters might F Secure the road between Caer Moray and Various evil forces, including some dark deities,
come to represent Sarifal to the other power groups, Dynnegall. found ways to corrupt the moonwells, turning them
and the decisions and actions those characters take into portals from which the vilest of beasts could
F Make peaceful contact with the less aggressive
reflect on how the high king and the Storm Maiden emerge to threaten the safety and sanctity of the sur-
lizard­folk tribes of Breasal Marsh.
choose to deal with Sarifal and its occupants. rounding land. Over a century has passed since the
Snowdown Usurpers: Characters of a mercenary F Help secure the future safety of Dynnegall by
moonwells’ corruption. Since that time, it is thought
bent could start the campaign as hired soldiers in the helping build walls and a barracks.
that the Earthmother dampened the primal nature
employ of Amn. In this case, the first few adventures F Stop the summoning of Kazgoroth by the Black of the moonwells, ensuring that no force could usurp
might involve guarding shipments against attacks Bloods on Moray. their powers again.
from monsters in the hinterlands of Snowdown or F Stop (or help) Olfgaut’s assassination attempt Practitioners of primal magic and worshipers of
raids from pirates or Northlanders on the high seas. against the Storm Maiden. nature deities prophesy that, in the time of greatest
At certain intervals throughout the campaign, the need, dedicated heroes of the Moonshae Isles will
F Take back the mines and slopes of the Jotunham-
characters and the DM would have to decide if the find a way to return the moonwells to their full power,
mers from the giants.
characters were ready to betray their employers and in defense of the homeland against an invasion from
join one of the other power groups. This flexibility F Travel to Ruathym, find Yggdrasil’s Child, and
another world.
would also allow one, some, or all the characters to learn the truth about the Storm Maiden’s birth.
Moonwells play an important part in the Moon-
become double agents. F Eliminate the threat posed by the undead pirates shae Trilogy of Forgotten Realms® novels by Douglas
hiding in Umberlee’s Blindfold. Niles. The trilogy includes Darkwalker on Moonshae,
F Learn the truth behind the Jacaman spice, and Black Wizards, and Darkwell.
defeat Roquern the devil.
F Make contact with spies or informants in West-
haven to gain information.

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Backdrop: Moonshae Isles

F Rescue High King Derid’s son from the clutches of


the Viceroy of Westphal.
Foes Huedyn, Nachtur Spy Level 4 Controller (Leader)
Medium natural humanoid, half-elf XP 175
This section presents unique opponents that the char- HP 55; Bloodied 27 Initiative +3
F Stop Heinrich Mucklepratt from tossing the horn acters might meet during a Moonshae campaign. AC 18, Fortitude 16, Reflex 15, Will 17 Perception +10
into the moonwell. Speed 6 (forest walk)
F Help the patriots liberate Llandrain from Amn. Crughth, Orc Shaman Level 5 Elite Controller Traits
Medium natural humanoid XP 400 O Beastly Presence F Aura 3
F Take Iron Keep on Oman from the control of the
HP 124; Bloodied 62 Initiative +4 Allied beasts and goblins in the aura gain a +2 power
giant-backed ettin Hathfell. bonus to damage rolls and saving throws.
AC 19, Fortitude 17, Reflex 16, Will 18 Perception +6
F Locate and infiltrate the Cairn of Thelgarr Iron- Speed 6 Low-light vision Standard Actions
hand to obtain the treasure there. Saving Throws +2; Action Points 1 m Spear (weapon) ✦ At-Will
Traits Attack: Melee 1 (one creature); +9 vs. AC
F Defeat Crughth’s plans to use the moonwells as Hit: 2d8 + 3 damage, and the target grants combat advan-
O Revel in Blood F Aura 1
portals. tage until the end of Huedyn’s next turn.
Any bloodied enemy that starts its turn in the aura takes 5
F Close the passage between Oman and Vor Thomil damage. R Thorn Whip ✦ At-Will
to halt Queen Connomae’s schemes. Standard Actions Attack: Ranged 10 (one creature); +7 vs. Fortitude
m Spirit Axe (necrotic, weapon) ✦ At-Will Hit: 2d8 + 3 damage, and Huedyn pulls the target up to 3
F Defeat the giants of Oman to allow the island’s squares.
Attack: Melee 1 (one creature); +10 vs. AC
settlement by civilized forces. Hit: 1d10 + 2 damage plus 1d10 necrotic damage, and the C Fury’s Venom (poison) ✦ Recharge 5 6
F Make contact with the court of Lady Ordalf in target is slowed until the end of Crughth’s next turn. Attack: Close burst 1 (creatures in the burst); +7 vs.
M Spirit Guidance ✦ At-Will Fortitude
Karador.
Effect: Crughth uses spirit axe twice. Hit: 2d8 + 3 poison damage, and the target is blinded until
F Shepherd a treaty between Sarifal and House C Incensed Ancestors (fear, psychic) ✦ At-Will the end of Huedyn’s next turn.
Kendrick. Attack: Close blast 3 (enemies in the blast); +8 vs. Will A Entangling Plants (zone) ✦ Encounter
Hit: 2d8 + 4 psychic damage, and the target grants combat Attack: Area burst 2 within 10 (enemies in the burst); +7
F Gain the assistance of Branwyn Moonsinger.
advantage (save ends). vs. Fortitude
F Retake Caer Corwell from the evil fey. First Failed Saving Throw: The target is dazed until the end Hit: 2d6 + 3 damage, and the target is immobilized (save
F Assist the fey of Sarifal in pushing back the of Crughth’s next turn. ends).
C Scornful Howl (fear, thunder) ✦ Recharge when Crughth Effect: The burst creates a zone that lasts until the end of
Unseelie in Winterglen.
is first bloodied the encounter. Any enemy that starts its turn in the zone
F Defeat Lady Erliza on Snowdown and break Amn Requirement: Crughth must have taken damage during the is slowed until the start of its next turn.
control there. encounter. Triggered Actions
Attack: Close burst 2 (enemies in the burst); +8 vs. Will Nachtur Tactics ✦ At-Will
F Raid Citadel Umbra and defeat the hag Urphania.
Hit: 2d10 + 4 thunder damage, and Crughth pushes the Trigger: An attack misses Huedyn.
target up to 2 squares. Effect (Immediate Reaction): Huedyn shifts 1 square.
Miss: Half damage, and Crughth pushes the target 1 square. Skills Bluff + 8, Nature +10, Stealth +8
Triggered Actions Str 12 (+3) Dex 13 (+3) Wis 17 (+5)
Savage Demise ✦ Encounter Con 15 (+4) Int 10 (+2) Cha 12 (+3)
Trigger: Crughth drops to 0 hit points. Alignment evil Languages Common, Elven, Goblin
Effect (Free Action): Crughth takes a standard action. Equipment leather armor, spear
Skills Nature +11, Religion +7
Str 16 (+5) Dex 14 (+4) Wis 18 (+6)
Con 14 (+4) Int 10 (+2) Cha 13 (+3)
Alignment evil Languages Common, Giant
Equipment hide armor, battleaxe

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Lallargh, Level 13 Elite Artillery Twaine Stone, Level 5 Elite Skirmisher (Leader) R Sleep Gaze (charm, psychic) ✦ Recharge 5 6
Firbolg Death Crone Jackalwere Spy Attack: Ranged 5 (one or two creatures); +8 vs. Will
Large fey humanoid XP 1,600 Medium natural humanoid (shapechanger) XP 400 Hit: 2d4 + 5 psychic damage, and the target is dazed (save
HP 104; Bloodied 52; see also death mastery Initiative +8 HP 126; Bloodied 63 Initiative +8 ends).
AC 27, Fortitude 26, Reflex 24, Will 25 Perception +13 AC 19, Fortitude 16, Reflex 18, Will 17 Perception +8 First Failed Saving Throw: The target falls unconscious
Speed 8 Speed 7 until the end of Twaine’s next turn. If the target takes
Saving Throws +2; Action Points 1 Saving Throws +2; Action Points 1 damage, the effect ends.
Traits Traits C Bloodthirsty Beckoning ✦ Recharge when Twaine is first
Regeneration (healing) O Feral Tactics F Aura 3 bloodied
Lallargh regains 5 hit points whenever she starts her turn Any ally in the aura can shift 1 square as a minor action Effect: Close burst 10 (one or two allies in the burst); each
and has at least 1 hit point. If she takes necrotic damage, once per turn. target can shift 1 square and make a basic attack or
her regeneration does not function on her next turn. Rabid Execution charge.
Standard Actions Twaine’s attacks deal 1d6 extra damage against targets Minor Actions
m Skull Club (weapon) ✦ At-Will granting combat advantage to him, or 1d12 extra damage if Shifting Shape (polymorph) ✦ At-Will (1/round)
Attack: Melee 1 (one creature); +18 vs. AC the target is dazed, helpless, prone, or stunned. Effect: Twaine alters his physical form to appear as a
Hit: 2d8 + 10 damage, and the target is blinded until the Standard Actions Medium jackal or a human, and he can shift up to 3
start of its next turn. m Bite ✦ At-Will squares. He maintains his new form until he uses shift-
r Wasting Curse ✦ At-Will Requirement: Twaine must be in jackal form. ing shape again. Twaine retains his statistics in his new
Attack: Ranged 10 (one or two creatures); +18 vs. Will Attack: Melee 1 (one or two creatures); +10 vs. AC form, and his equipment becomes part of his form if
Hit: 2d6 + 4 damage, and ongoing 5 damage (save ends). Hit: 2d6 + 6 damage, and Twaine can shift 1 square. he becomes a jackal. If Twaine drops to 0 hit points, he
Deadly Flurry ✦ At-Will m Falchion (weapon) ✦ At-Will reverts to jackal form, and any equipment he has does not
Effect: Lallargh makes two basic attacks. Requirement: Twaine must be in human form. remain part of that form.
A Dark Moon Curse (psychic) ✦ Recharge 5 6 Attack: Melee 1 (one or two creatures); +10 vs. AC Skills Acrobatics +11, Athletics +9, Bluff +10, Stealth +11
Attack: Area burst 2 within 10 (enemies in the burst); +18 Hit: 4d4 + 4 damage, and Twaine can shift 1 square. On a Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
vs. Fortitude critical hit, this attack instead deals 2d4 + 20 damage. Con 15 (+4) Int 10 (+2) Cha 16 (+5)
Hit: 2d10 + 11 psychic damage, and the target cannot Alignment evil Languages Common
regain hit points (save ends). Equipment falchion
Triggered Actions
Death Mastery ✦ Encounter
Trigger: Lallargh drops to 0 hit points.
Effect (No Action): Lallargh is removed from play until the
start of her next turn, and all effects on her end. When
she returns, she reappears in an unoccupied square
within 5 squares of her original space, she regains 104
hit points, and dark moon curse recharges.
Skills Nature +13
Str 17 (+9) Dex 14 (+8) Wis 14 (+8)
Con 20 (+11) Int 17 (+9) Cha 19 (+10)
Alignment evil Languages Common, Elven, Giant
Equipment robes, mask, skull club

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Backdrop: Moonshae Isles

Magic Items The main threats during Jarl Ironhand’s reign


were the giants that made their homes in the Gram-
A number of magic items are unique to the Moon-
palt Highlands. Ironhand knew that if he was to build
shae region. Here are a few items that characters in a
the nation he envisioned, he needed to tame these
Moonshae campaign might find.
giants and put an end to their raids. With that goal
in mind, he had his weaponsmith craft a greatsword
Earthmother Torc
for him. Magic-users who served Ironhand used their
The Moonshaes have long been a breeding ground for talents to infuse the sword with powers useful against
those cursed with lycanthropy. Malar’s past attentions gigantic foes. As giants fell before the jarl, his soldiers
to the area have encouraged shapechangers that revere gave the sword the name Ironhand’s Reckoning.
him to seek and spread his influence on the isles. In The smith who created the blade made replicas for
response to the threats that these lycanthropes pose to some of Ironhand’s most loyal soldiers, but none car-
the inhabitants of the Moonshaes, the mystics among ried the power or the reputation of the original.
the Ffolk have created a torc that not only protects the
wearer from magical diseases, but also makes attacks Ironhand’s Reckoning Level 13 Rare
against lycanthropes more effective.
The nicks and flaws in the blade belie this greatsword’s phe-
nomenal balance and decoration. When you hold the sword,
Earthmother Torc Level 4+ Uncommon you hear the rumbling of booming voices crying out in pain.
This rope-like silver collar is adorned with stylized acorns, Weapon: Greatsword 17,000 gp
oak leaves, holly berries, and ferns, representing the natural Enhancement Bonus: +3
world’s serenity. Critical: +3d8 damage, +3d10 damage against a Large or
Lvl 4 840 gp Lvl 19 105,000 gp larger creature, or +3d12 damage against creatures that
Lvl 9 4,200 gp Lvl 24 525,000 gp have the giant subtype
Lvl 14 21,000 gp Lvl 29 2,625,000 gp M Attack Power ✦ Daily (Immediate Interrupt)
Neck Slot Trigger: A Large or larger humanoid enemy is adjacent to
Enhancement Bonus: Fortitude, Reflex, and Will you, and it hits your ally with an attack.
Property Effect: You and the ally can each make a melee basic attack
You are immune to diseases transmitted by shapechanger against the triggering enemy. You must use this weapon
attacks. to make the melee basic attack.
Utility Power ✦ Daily (No Action) Utility Power (Healing) ✦ Encounter (Free Action)
Trigger: A shapechanger is hit by your attack. Trigger: You drop a Large or larger humanoid to 0 hit points
Effect: The shapechanger cannot regain hit points and using this weapon.
cannot use polymorph powers (save ends both). Effect: You can spend a healing surge and regain 9 addi-
tional hit points.
Ironhand’s Reckoning
In the time before the joining of the Northlanders
and the Ffolk under the high kings and queen of
House Kendrick, the leader of the island of Oman
was Jarl Thelgaar Ironhand. Under his leadership, the
petty Northlander kings of Oman put aside their bick-
ering to assemble one of the most powerful fighting
forces the Moonshaes have ever seen.

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Backdrop: Moonshae Isles

Sentinel’s Cudgel About the Author


Shawn Merwin is a technical writer and freelance game
Each of these stout clubs is made from an oak tree
designer whose other work includes Dungeon Delve™, Assault
that died after at least a century of growth. A druid on Nightwyrm Fortress™, and the forthcoming Halls of Under-
harvests the wood, shapes it using a blessed blade, mountain™. He has been an administrator in many of Wizard
and immerses the finished cudgel in a moonwell for of the Coast’s organized play campaigns, including Living
no fewer than 24 hours. Several of these weapons Greyhawk, Xen’drik Expeditions, and Living Forgotten
were created before the last coming of Kazgoroth. Realms. Shawn’s thoughts on RPGs and game design are fea-
Since that event, more than a century ago, all tured in his “Know Your Roll” column at Critical-Hits.com.
attempts to create more such weapons have pro-
Developer
duced inferior versions. Some claim that the only Chris Sims
remaining Great Druid, Antola Pilark, has recently
succeeded in creating a new weapon comparable to Editor
the cudgels of yore. Miranda Horner

Managing Editors
Sentinel’s Cudgel Level 3+ Uncommon Kim Mohan, Jeremy Crawford
Each of these clubs is unique in shape and features, depend-
ing on how the tree from which the cudgel was formed died. Producers
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Christopher Perkins, Greg Bilsland, Stan!
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Digital Services Consultant
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Dan Helmick
Weapon: Mace
Enhancement Bonus: Attack rolls and damage rolls Art Directors
Critical: +1d6 damage per plus Kate Irwin, Jon Schindehette
M Attack Power ✦ Daily (Free Action)
Trigger: You and an allied beast or summoned creature Illustrator
flank an enemy, and the enemy is hit by the ally. David Rapoza
Effect: You use this weapon to make a melee basic attack
against the enemy. Cartographer
Utility Power ✦ Daily (Free Action) Mike Schley
Trigger: You hit an enemy with an attack using this weapon.
Effect: A beast or summoned creature ally adjacent to you Graphic Production
or to the enemy can shift up to a number of squares Erin Dorries
equal to this weapon’s enhancement bonus as a free
action.

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Eye on Dark Sun

The Nine
Swords of Tyr
By Rodney Thompson
Illustration by Wayne England

In the dark days before the death of Kalak of Tyr, council decided that nine swords would be crafted,
the Veiled Alliance hatched a desperate plan to craft each containing a fragment of the enchantments
weapons designed to destroy the sorcerer-kings. necessary to oppose the powerful defilers.
A council of Veiled Alliance leaders met in secret The Veiled Alliance, at great expense, had nine
within the city, the first and only time in memory swords of varying shapes and sizes brought to, or
that such a risky gathering was attempted. The great- hastily forged in, the city of Tyr. Veiled Alliance
est arcane minds that the resistance had to offer sympathizers smuggled the weapons to the secret
compiled secret instructions for the creation of weap- hideout of the conclave where they were enchanted,
ons that would defend their wielders against the most each with some basic spells and then with special
powerful of the defilers’ attacks, and undermine their gifts unique to that weapon. Should the need arise,
greatest defenses. the swords could combine into a single, all-powerful
They agreed that no single weapon could be blade: a slaying weapon to bring low the powerful
sufficiently enchanted to counteract all of the dragon kings. When their work was finished, the
sorcerer-kings’ powers. The process of enchanting Veiled Alliance held in their possession the seeds of
a single weapon so many times over would take far the sorcerer-kings’ undoing.
too long, giving Kalak’s templars a chance to root However, Kalak had long suspected that the
out the conclave. Moreover, a single weapon of such Veiled Alliance would move to depose him, and
incredible arcane might would shine like a beacon planted templar spies throughout the city who
the first time a templar or sorcerer-king decided earned the Alliance’s trust by posing as sympathetic
to detect magic within the city. Therefore the helpers. When news of the Veiled Alliance’s plans

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Eye on Dark Sun

reached Kalak, the sorcerer-king decided to let As the rumor goes, Kalak managed to capture one The Nine Swords of Tyr Level 8-24 Rare
the conspirators go through with them, believing of the original conspirators, and over the course Enhancement Bonus: Attack rolls and damage rolls
that with the swords in his possession none could of many days of torture the Veiled Alliance agent Critical: +1d10 damage per plus
oppose him. Once the final sword was complete, described in detail every aspect of the weapons’ con- Properties
Kalak sent a psychic command to his templars to ception, creation and use. These details, transcribed F During an extended rest, a creature possessing a sword
of Tyr can bond with the weapon, becoming its bonded
spring the trap. in between the agent’s screams and pleas for mercy,
wielder. Each sword can have only one bonded wielder at
A great battle raged through the streets of Tyr were delivered to Kalak for study, then sealed in a a time, and only a bonded wielder can use the weapon’s
between the Veiled Alliance and Kalak’s templars. secret vault when the sorcerer-king was finished powers.
Despite the shock of their betrayal by seemingly loyal with them. These scrolls may be the only complete F The wielder of this weapon is immune to scrying as long
sympathizers, the Veiled Alliance was able to fight record of the origin and nature of the Nine Swords of as the weapon is being held.
off the first wave of attackers. The Alliance quickly Tyr still in existence. F At the end of an extended rest, the weapon’s bonded
decided to move the swords far from Kalak’s reach, wielder gains temporary hit points equal to its healing
surge value.
and placed each one in the hands of a different
trusted agent with orders to flee Tyr. Most escaped
The Nine Swords of Tyr Utility Power ✦ Daily (Standard Action)
The first entry for the Nine Swords of Tyr below Effect: By touching one sword of Tyr to another and utter-
the city during the battle and fled in separate direc- ing a command word, a bonded wielder of both weapons
tions to the far corners of the region. Some fell to describes the properties and powers common to all of
can meld them into a single item. When this happens,
Kalak’s hunters along the way; others were lost in the the nine swords. Each sword then has its own entry, the bonded wielder chooses the new item’s form (which
desert sands. Those who survived dared not contact which describes the physical form of the weapon and must be the same as one of the two melding weapons)
the others for fear of alerting Kalak to their location. its unique powers and properties. Note that each of and which weapon’s magical properties and powers are
As a result, all record of what happened to the nine the Nine Swords of Tyr has its own level and enhance- carried over to the new item. Any daily powers expended

swords after they left Tyr was lost. ment bonuses. on one of the melding weapons are expended on the new
weapon. The new item’s enhancement bonus is equal
The existence of the Nine Swords of Tyr was a to the greater enhancement bonus of the two melding
closely-guarded secret from the beginning. Now weapons. The bonded wielder can end this effect and
scattered across Athas, they are all but forgotten. separate the swords as a minor action.
However, rumors about the swords surface from M Attack Power (Weapon) ✦ Daily (Standard Action)
time to time. An ancient riddle, handed down Effect: You make a melee basic attack with this weapon.
If the attack hits, it deals 1[W] extra damage. After the
within a family for generations, supposedly leads to
attack is resolved, you can choose one ally within 10
the hiding place of a weapon smuggled out of Tyr squares of you to make an arcane implement attack
by an ancestor. A visiting noble catches a f leeting against the attack’s target as a free action.
glimpse of a sword within a sorcerer-king’s vaults, Utility Power (Teleportation) ✦ At-Will (Minor Action)
its distinctive shape gnawing at the noble’s mind Requirement: You must have a hand free.
and begging to be seen again. A traveling mer- Effect: The sword teleports up to 1 mile to your hand. You
chant watches from inside a long-abandoned desert do not need to have line of sight to the sword.
dwelling as the dust storm outside its walls buries a
skeleton that clutches a sword bearing the markings
of the Veiled Alliance.
Even among the members of the Veiled Alliance,
the full story of the Nine Swords of Tyr is not well
known. Some say that the entire tale is recorded
on parchments hidden somewhere within the city.

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Eye on Dark Sun

The First Sword of Tyr Level 8 Rare The Fifth Sword of Tyr Level 16 Rare The Ninth Sword of Tyr Level 24 Rare
Barely larger than a dagger, the First Sword of Tyr has a This sword features a broad, flat blade with a twin kirre-fang This massive sword with a bone grip is the most ornate of the
hilt made of jhakar fang and is enchanted with magic that hilt. It is enchanted to disrupt an enemy’s ability to teleport. Swords of Tyr, and features an enchantment that steals time
makes its blade bite deep. Lvl 16 +4 45,000 gp from an opponent.
Lvl 8 +2 3,400 gp Weapon: Broadsword Lvl 24 +5 525,000 gp
Weapon: Short sword Attack Power (Teleportation) ✦ Encounter (Free Action) Weapon: Fullblade
Property Trigger: You hit an enemy with a weapon attack using this Attack Power ✦ Encounter (No Action)
F When you damage a creature with a weapon attack using weapon. Trigger: You hit an enemy with a weapon attack using this
this weapon, that creature cannot regain hit points until Effect: You teleport up to half your speed, and the enemy weapon.
the end of its next turn. cannot teleport until the end of its next turn. Effect: The enemy loses an action point.

The Second Sword of Tyr Level 10 Rare The Sixth Sword of Tyr Level 18 Rare About the Author
This fine, slender blade has a hilt made of alabaster wrapped This broad blade features a longer crystalline hilt, and is en- Rodney Thompson is the Tabletop Games Manager for
in leather, and is enchanted with magic that shields the mind chanted with magic that slows the minds of those it wounds. Dungeons & Dragons R&D at Wizards of the Coast,
from psychic assault. originally from Chattanooga, Tennessee. His credits for the
Lvl 18 +4 85,000 gp
Dungeons & Dragons® game include the Dark Sun® Cam-
Lvl 10 +2 5,000 gp Weapon: Falchion
paign Setting, Dark Sun Creature Catalog™, Heroes of the Fallen
Weapon: Rapier Attack Power ✦ Daily (No Action)
Lands™, Heroes of the Forgotten Kingdoms™, Monster Vault™, and
Property Trigger: You hit a creature with a weapon attack using this
Player’s Option: Heroes of the Feywild™.
F You gain psychic resistance equal to 3 + twice the weap- weapon.
on’s enhancement bonus. Effect: The creature cannot recharge powers (save ends).
Developers
Tanis O’Connor, Jeremy Crawford
The Third Sword of Tyr Level 12 Rare The Seventh Sword of Tyr Level 20 Rare
This broad-bladed sword has a hilt made of anakore tusk and This long, broad-bladed sword features a bone hilt and en- Editor
is enchanted with magic that preserves the wielder’s life force. chantments that suppress the auras of enemies. Wade Rockett
Lvl 12 +3 13,000 gp Lvl 20 +4 125,000 gp
Managing Editor
Weapon: Scimitar Weapon: Bastard sword
Kim Mohan
Property Attack Power ✦ Encounter (No Action)
F You gain necrotic resistance equal to 3 + twice the weap- Trigger: You hit an enemy with a weapon attack using this Producers
on’s enhancement bonus. weapon. Greg Bilsland, Christopher Perkins, Stan!
Effect: The enemy’s auras are deactivated.
The Fourth Sword of Tyr Level 14 Rare Digital Studio Consultant
The Eighth Sword of Tyr Level 22 Rare Dan Helmick
This simple blade features a studded grip of petrified wood,
and is enchanted with magic that reflects psychic assaults This weapon features a long, curving blade with an inlaid Art Directors
back on their originators. ivory hilt and is enchanted to make it difficult for enemies to Kate Irwin, Jon Schindehette
Lvl 14 +3 21,000 gp recover from their ailments.
Weapon: Longsword Lvl 22 +5 325,000 gp Illustrator
Attack Power (Psychic) ✦ At-Will (Immediate Reaction) Weapon: Greatsword Wayne England
Trigger: You take psychic damage from an enemy attack. Attack Power ✦ Encounter (No Action)
Effect: The triggering enemy takes psychic damage equal Trigger: You hit an enemy with a weapon attack using this Graphic Production
to the psychic damage dealt to you by its attack. The weapon. Angie Lokotz, Erin Dorries
damage dealt to the enemy ignores psychic resistance. Effect: The enemy takes a –5 penalty to saving throws until
the end of your next turn.

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Eye on Eberron
Taer Syraen,
the Winter Citadel
By Keith Baker
Illustration by Noah Bradley

Winter rides tonight. That’s an old Karrnathi nights, because Winter shows no mercy to those who
saying, a warning for when the cold winds blow at cross his path.
sunset. The fields south of the Karrnwood are the In the wake of the Mourning, this old supersti-
finest in the nation, the soil rich and fertile. Yet tion has become deadly reality. Farmhands in the
the danger of a killing frost is ever present, and a Rekkenvale awaken to the baying of distant hounds.
sudden bitter cold can sweep out of the woods in The nights grow colder, and frightened children fear
any season. Elsewhere, farmers might curse the that summer will never come again. Village hunters
Devourer, blame the inf luence of Risia, or rail at the and veteran rangers alike have disappeared from the
selfishness of House Lyrandar. fringes of the forest.
Winter is a time of cold and darkness, a season of Six months ago, Count Rolund ir’Tanar led a force
death or slumber and waiting for rebirth. It is a time of soldiers into the Karrnwood, expecting to find
of trial. Yet it can draw people together, and wise bandits or poachers. Instead he came upon a glitter-
people know a shared hardship is easier to endure. ing fortress of ice defended by an army of fey soldiers.
And though the cold can be deadly, great beauty can When he challenged the strangers, he was driven
be found in the new-fallen snow. Winter takes the back by frigid winds. Eladrin knights emerged from
familiar and adds a touch of magic. the citadel and pursued the Karrns to the edge of the
The farmers of the Rekkenvale tell a different wood. The count was lucky to survive.
tale. They say Winter lives in the Karrnwood, and Count Rolund has concealed the true nature of
the frosts come south when Winter rides with his the threat from his subjects. Until he has an army at
hounds. Wise people stay indoors on those cold his back and royal dispensation to dispose of these

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Eye on Eberron

fey intruders, he has no desire to let his people know


of his humiliation. Nonetheless, the farmers know
Four Branches do this out of malice; on the contrary, Forget Me Not
believes she has done these mortals a great honor,
that a power is at work in the woods. What is the The citadel is ruled by Shan Syraen, the self-styled preserving them from the ravages of time so that
threat of the frozen fortress? Will adventurers end up “Lord of Winter.” As typical of the most powerful fey, they are remembered—at least by those who visit her
fighting the frigid knights, or will they find allies in his true name is a secret known to few. Shan Syraen glacial garden.
the ice? is bound to the spire, granting him great power and The Sleet fey are slippery and cunning. Though
near immortality as long as he remains within his the feyspires are hidden from the people of Khor-
War and Winter demesne. His subjects are primarily eladrin, with
a smattering of gnomes and other fey. His court is
vaire, in Thelanis they are tied together in an
intricate web of social bonds. The Sleet fey are the
The fortress of ice, Taer Syraen, originates in the fey split into four branches—ancient guilds that tend to envoys of the Lord of Winter, serving as spies, trad-
realm of Thelanis, where stories have as much power the needs of society and the citadel. Every member ers, diplomats, and, when needed, assassins. In
as the laws of physics. Taer Syraen means “Citadel of of the court chooses a branch upon coming of age, times when the spire has been stranded on Khor-
Winter,” and the name shapes the nature of both the with most children following in the footsteps of their vaire, the Sleet fey maintained contact with the
spire and its inhabitants. parents. other spires. By and large the Winterfolk don’t con-
The walls and towers of the citadel are made of Hail is the branch of war. Hail fey are knights sider the Karrns enough of a threat to bother spying
ice, and the chill of the spire can be felt from miles and warlords, hunters who pursue enemies of the on them, but the Sleet fey know it’s dangerous to
away. Belying its elegant appearance, the walls of Taer citadel. They are aggressive and ruthless, emulating know nothing about a possible foe and thus have
Syraen are stronger than stone and swiftly repair winter’s role of winnowing out the weak. The Hail fey begun exploring the wider world. Syraen gnomes
themselves if damaged. War is a part of the citadel’s devote their lives to war, but take a cold and calculat- are typically bound to Sleet. The leader of the
nature. (If it were a peaceful city, it would be called ing approach. A Hail warrior plans his or her attacks branch is Mask of Mists, an old gnome renowned
Shae Syraen; a taer is built for war.) Masked archers carefully, and is aggressive without becoming blinded for his silver tongue and rumored to be a master
watch from the battlements. Arbalests are hidden by by anger. The Hail branch is commanded by Kill- assassin as well, although it is not known if the
panes of ice that melt away when battle begins. The ing Frost. The youngest of the branch leaders, this Mask is the deadliest of these assassins or the hand
sorcerers of the city pose an even greater threat than eladrin warlord earned his position during the fomo- that guides this icy dagger.
the soldiers, channeling the raw power of the spire rian wars in Thelanis. He yearns to return to Thelanis Snow is unknown outside the walls of Taer
into vicious gales and blasts of frigid cold. Eladrin to continue this struggle. Syraen. It is the smallest of the branches, and every
knights take to the sky on griffons and hunt on the Ice is the branch of preservation, composed of member brings unique talents to the group. Overall,
ground astride otherworldly steeds. The spire is home wizards and sorcerers who learn to manipulate cold the Syraen fey are bound by tradition. The members
to more than three thousand adult fey, and every one in all its forms. When battle is joined, the power of of the Ice branch are masters of their crafts, although
of them is ready for war. Ice can turn the tide, but members of this branch their advancement has stalled; Ice preserves, but it
The winter fey have fair skin and silver-white or have little interest in aggression. The Ice fey are doesn’t create. The Snowfolk are artists and inno-
shimmering blue hair, and their eyes are blue, black, artisans and architects, crafting weapons and tools vators. The branch includes wizards and warlords,
or white. Although they have no innate cold resis- and maintaining the walls and fortifications of the assassins and bards. What binds them together is
tance, they are comfortable in cold temperatures and citadel. They are also archivists who preserve the their refusal to hold to any one path; they drift from
dislike the heat. The people of Taer Syraen are bound stories of the past and ensure that traditions aren’t idea to idea like snowflakes on the wind, and their
to their home, and as they grow older and more pow- forgotten. The Ice branch is led by Forget Me Not, a works and techniques are quickly abandoned and
erful this connection grows. Winter clings to the ghaele sorceress who has held her post for thousands forgotten. Nonetheless, they have created new ritu-
paragon fey of Taer Syraen, and a chill descends upon of years. Every time the citadel has drifted into als and styles that have been adopted by the other
the room when a Syraen knight enters (although this Eberron, Forget Me Not has chosen a remarkable branches. And because of their free spirits, they
is a cosmetic effect that can be suppressed if desired). mortal to freeze in her Silent Gallery. She does not are best suited for dealing with the unexpected,

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Eye on Eberron

respect of the Winter Fey, battling fomorians and increasingly aggressive. Are the Hail hunters razing
diving with abandon into the intrigues between the Karrnathi farms? Is the chill of the citadel threaten-
great powers of Thelanis. ing to start a new famine—and if so, can the fey stop
Lord of Winter, A small population of elves continues to thrive in it, or is it an unavoidable side effect of their being
Prince of Frost the tower. The eladrin call them faeryvar, “children trapped on Eberron?
Shan Syraen is an archfey embodying the power of of summer.” Although they have earned the trust of Here are a few other possibilities.
winter, similar to the Prince of Frost as described in Shan Syraen, the faeryvar aren’t bound to the spire Home Sleet Home: Taer Syraen can be a base for
“The Court of Stars” (Dragon 374). Shan Syraen lacks in the same way that the fey are. This situation cre- a wide variety of player characters. The Hail branch
the tragic history of the Prince of Frost, and the walls ates distance between the two races, and the elves produces rangers and warlords who could venture
of the Winter Citadel aren’t built from frozen tears. socialize with their own kind. Eladrin and elves have out into the warm world in search of greater chal-
However, if adventurers come to blows with the fallen in love, however, and half-elves live among the lenges and worthy foes. The Snow fey love to explore
Lord of Winter, the statistics given for the Prince of faeryvar in the southernmost tower. Though most of and seek new inspiration. The Sleet fey seek to defend
Frost can be used as a good example of Shan Syraen’s these elves serve one of the four branches, a few have their home by gathering information and gaining
combat abilities. found a higher calling as members of the Dagger of influence. All of the fey want to find a way to send
Shadows, an order of dragonmarked assassins who the spire back to Thelanis. Some might wonder why
answer directly to Shan Syraen. It’s rumored that the adventurers don’t return to Thelanis alone, if they
he has used them to eliminate rivals within Taer could find a way, but doing this isn’t a simple under-
and are more comfortable than the other branches Syraen—true or not, this assertion is a source of great taking. The gnomes and the eladrin of Taer Syraen
interacting with mortals. The branch is governed by pride for the faeryvar. are bound to the spire in a way humans can’t under-
an ancient ghaele wizard, a contemporary of Shan Elves and half-elves have held onto their ancient stand. There’s no point to returning to Thelanis if
Syraen known as First Snow. She leads with a free family names, but have long abandoned the Phiarlan Taer Syraen isn’t there. They are the people of Winter,
hand, and pushes the Snowfolk to find their own house name. An elf of the faeryvar might introduce and if Winter is trapped in another realm, then the
guiding winds. himself as Hasa Thuranni of Sleet. The faeryvar have fey can never truly be free.
little knowledge of the history of Khorvaire, and they If a player wants his or her character to be from
Shadows in the Ice know nothing about the Shadow Schism.
First Snow is fascinated by dragonmarks and
Taer Syraen, work together to decide the branch the
character is affiliated with, and how he or she is con-
Years ago, Nyria Thuranni d’Phiarlan swore she has been experimenting with them for generations, nected to the citadel. Has the adventurer been sent
would find a feyspire. She was driven by a fascina- using rituals that work only in the magical realm out into the wider world, or is he or she following per-
tion with the origin of her people and a desire to of Thelanis. This circumstance is one possible way sonal instincts and desires? Does the character want
steal the secrets of the fey. She brought together to introduce eladrin or half-elves with the Mark of to save Syraen from the Karrns or other enemies?
a cabal of shadowmarked heirs from the lines of Shadow into a campaign. Rolund’s Wrath: Count Rolund is determined
Thuranni, Shol, and Elorrenthi. In time they suc- to bring the feyspire down, but Taer Syraen is too
ceeded in their task, but they became trapped in the A dventure Hooks great a challenge for his limited forces. If Kaius
refuses to support him, Rolund’s obsession could lead
citadel when it drifted back to Thelanis. Discovered
and caught by the forces of Sleet and Snow, the elves So how does Taer Syraen fit into a campaign? It is him to make other allies. He could turn to the lich-
spent decades in the frigid prison below the spire. a fey stronghold in a hostile land. It holds mighty queen Erandis Vol, as King Kaius of Karrnath once
When it became clear that the spire might not artifacts in its vaults, and the Ice branch produces did, and raise an undead army to besiege the spire.
return to Eberron in her lifetime, Nyria agreed to wonders every day; can the adventurers steal these Erandis would undoubtedly be interested in tapping
serve Shan Syraen in exchange for freedom within treasures? As the DM, you need to decide if the the power of the spire for her own ends. She could
the citadel. The shadowmarked heirs earned the fey remain in isolation or if they are becoming also set Rolund up as a hero of Karrnath fighting

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Eye on Eberron

extraplanar invaders—stoking dissatisfaction with About the Author


Kaius and pushing the nation toward civil war. Keith Baker is the creator of the Eberron ® campaign set-
Alternatively, Rolund could turn to the secretive ting, the designer of the Gloom card game, and a frequent
lecturer at Morgrave University in Sharn. Though he doesn’t
Lords of Dust, who might also be interested in har-
endorse grave robbing or the necromantic arts, he has great
nessing the power of the spire for their own ends; respect and admiration for the Karrnathi people. While
or to forces secretly aligned with Shae Loralyndar, researching this article, he was afforded the rare opportunity
a spire that has long had a bitter rivalry with the to ride a Karrnathi skeletal horse. Suffice it to say that the
Winter Fey; or to the forces of the Fading Dream, experience didn’t end well.
which want to inf lict dramatic vengeance on the
Winter Fey. Editor
Chris Winters
Adventurers who have ties to Taer Syraen must
disrupt Rolund’s forces or defend the citadel—a chal- Managing Editor
lenge that could be more dramatic if Shan Syraen and Kim Mohan
the leaders of the four branches are incapacitated by
magical or other means. Or, adventurers with ties to Producers
Christopher Perkins, Greg Bilsland, Stan!
Karrnath could choose to take up Rolund’s cause and
fight the arrogant fey, or seek a way to establish peace Art Directors
between these two forces. Kate Irwin, Jon Schindehette
Lost Shadows: The faeryvar know little about
Illustrator
their ancestors. When House Phiarlan or House
Noah Bradley
Thuranni learns of these foundlings, the house
attempts to recruit them back into the fold. This Graphic Production
could lead to a three-way struggle in the shadows. Erin Dorries, Angelika Lokotz
If First Snow has managed to produce half-elves or
eladrin with the Mark of Shadow, these individuals
would be considered abominations by both houses
and possibly the Chamber of Argonnessen, and this
fact would make life interesting for an adventurer
who bore such a misplaced mark.

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Ed Greenwood’s
Eye Realms
on
the

Ghost Knight
of Galardoun
By Ed Greenwood
Illustration by Wayne England

Throughout the Heartlands of Faerûn, word has of Galardoun.” This fancy was probably the work of
spread of an eerie apparition that many folk have a minstrel who knew of the helm’s original haunting
encountered in dark and lonely places. location, but didn’t know that Galardoun was once
For about the first twenty years in which this an independent settlement that never had resident
strange haunt was seen, it appeared only in the vicin- knights or a distant lord claiming sovereignty over
ity of Galardoun, a ruined village along the Trade it. The village also had never had, so far as is known,
Way between Triel and Scornubel. On occasion, any inhabitant who might have worn or even made
beginning about four decades ago, the apparition fol- such a helm. Galardoun did have a blacksmith who
lowed travelers who passed through Galardoun on could shoe horses (his daily work) and make crude
long journeys. It tarried for a time at various destina- repairs to bits, bridles, and wagons, but never an
tions, including Waterdeep, Suzail, Marsember, the armorer. In the 1380s, the community was aban-
cities of Sembia, settlements large and small in the doned after a wasting disease claimed the life of
Dales and around the Moonsea, and—less often—in villager after villager.
Amn, Tethyr, and Turmish. No two tales agree on In short, no widely accepted explanation of the
what this phenomenon is or where it came from, but flying helm’s origins or true nature exists. It’s what
all maintain that it takes the form of a silent, flying some have called “fell but helpful,” and because
warrior’s helm. people encounter it in many places, it has become
Some time after the helm started to travel away more widely known.
from Galardoun, it acquired the name “ghost knight

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
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Eye on the Realms

T he Hovering H elm Dangerous or What Is the


The ghost knight of Galardoun always looks the Beneficient? Ghost K night?
same: it’s an empty flying or hovering greathelm that
moves silently, often turning (or even pausing) as if The ghost knight is an eerie, alarming sight to many Some say the ghost knight is the remains of an
to stare at people. It usually hangs in the air at about wayfarers, and no wonder. Most folk would be wary undead-hunting paladin who met with mortal misfor-
the height it would be if worn by someone who stands or outright terrified of an empty helm hanging in tune but whose shining will and drive transformed
about seven feet tall, and it can soar or descend to the air and seeming to watch them, following them him into an apparition dedicated to leading the living
other heights. Many observations and a few daring in silence. Yet this helm has guided lost wayfarers to to put the dead to rest by destroying undeath.
tests, including some spells, have determined that no safety or a chosen destination through unfamiliar ter- Others just as stoutly claim that it is an animated
invisible or spectral body is beneath it, and no hidden rain, dark nights, and snowstorms. magic item—perhaps directed and using the senses
creature is inside it. On the other hand, some accounts claim that the of its creator, now bound into it—intended to control
What is inside is a glow. Normally, the light is an helm lures travelers into the presence of undead or or (in the words of Tonthyn, Battlepriest of Tempus
eerie deep blue or green, and witnesses can see it into tombs, crypts, and other places where undead in Zazesspur) “weed out the hosts of ” undead by
from some distance away. These onlookers describe lurk. Such claims are true, and the ghost knight will destroying some and aiding others.
the illumination as being “as bright as a good lantern” by gesture—such as repeated movements to knock Between these markedly opposed views, dozens of
in dark surroundings, emanating down out of the against a door, latch, trapdoor, concealed entrance, other explanations and theories exist.
open bottom of the helm as a cone, and out of the or a location where a coffin is buried—try to indicate One of the most interesting explanations is pro-
slitted eyeholes of the helm as a beam. Some believe to its follower that he or she should open the way for moted by the wealthy sage and retired adventurer
that when the hue is green, the ghost knight is angry, it. At the same time, though, the ghost knight might Authraun of Athkatla, who has tried to trace all
disapproving, or attempting to warn those within reveal treasure, or it could point out access to the the known journeys of the ghost knight and iden-
sight of it. Underdark, a hidden dungeon, an overgrown cellar tify whom it was following or accompanying. He
The greathelm is crude and unadorned enough of a vanished building, or a subterranean labyrinth. believes the ghost knight seeks individuals who
that it might have been made or worn anywhere, Undead of all kinds—even powerful liches and have particular, nascent gifts so that it can impart,
though such helms have not been fashionable for cen- vampires—shun the ghost knight, but no order of by touch, lore it possesses that will urge these
turies (Tethyr being one place they were), and such paladins or temple of any deity claims the helm as a people into certain quests that serve some purpose
a heavy one would have been utterly impractical for manifestation of good or of their god. Some witnesses as yet unrevealed.
most human wearers. The helm is a massive, closed- have claimed that the ghost knight attacks undead, Perhaps a fallen god is seeking to rise again, and
face bucket of dark metal, with two narrow eyeholes and it absorbs all that don’t flee swiftly enough. it requires mortal aid to do so: The deity might want
and several breathing holes beneath the eye-slits in Rumor has made this belief widespread: The ghost to gather artifacts in a specific place or find suitable
a beak-like prow. The entire front of the helm is a knight swallows undead, sucking up their bodies living bodies to possess, and the ghost knight is a lure
hinged visor that overlaps the rear of the helm along or substance through its open bottom and absorb- acting on behalf of such a deity. Perhaps the ghost
seams, which are reinforced with strapping, that run ing them. According to Elminster, the ghost knight knight is all that is left of a deity or an exarch, and it
down both sides of the helmet. is feeding when it does this, powering its continued seeks to slowly and painstakingly gather strength for
existence by destroying undead. an eventual return.
People fiercely disagree on whether the ghost “Or perhaps,” counters the young sage Rarkriskran
knight is itself undead, but most priests and sages of Baldur’s Gate, “this is all so much fanciful piffle,
say that it must be. None agree about its origin or and this so-called ‘ghost knight’ is nothing more than
essential nature. an enchanted helm whose magic was twisted awry
by the Spellplague. Now the ‘ghost’ rides what it can
imperfectly glean of the stray thoughts of nearby

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Eye on the Realms

sentients, and these thoughts goad the helm into wild,


random behavior. In turn, we strain both creativity
T he Ghost About the Author
Ed Greenwood is the man who unleashed the Forgotten
and credulity in our attempts to concoct explanations K night Cult Realms® setting on an unsuspecting world. He works in
libraries, plus he writes fantasy, science fiction, horror, mys-
for this item.”
As was inevitable, in Elminster’s opinion, small tery, and romance stories (sometimes all in the same novel),
but he is happiest when churning out Realmslore, Realms-
Closer to the Truth groups of humans in several Sword Coast cities gath-
ered to worship the hovering helm, venerating the
lore, and more Realmslore. He still has a few rooms in his
house in which he has space left to pile up papers.
The old Sage of Shadowdale, Elminster Aumar, ghost knight as “a sentinel that will lead those who
chuckles at Rarkriskran’s words, and responds, “The serve it faithfully to better lives and a brighter world Editor
young and fierce so often seek to exalt themselves by for all!” Miranda Horner
belittling others. I was young and fierce, once.” He That claim was made by a young cobbler, Imbram
Managing Editor
suspects that there might well be divine direction Ergleth of Athkatla, who leads the largest and most
Kim Mohan
behind the ghost knight, but stresses that all the opin- influential band of believers. This group is located
ions he has heard thus far are speculation. No one in the Wave District of the City of Coin. Ergleth’s Producers
has shown any special knowledge that suggests they authority is disputed by Harburtran Daeyel, leader of Christopher Perkins, Greg Bilsland, Stan!
stand close to the truth. the smaller but wealthier True Ghost Knight Faithful
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What Elminster has heard of the encounters and in Waterdeep, which meets in the rentable upstairs Kate Irwin, Jon Schindehette
experiments, however, lead him to conclude that the Brazen Doors Room of the Ten Trolls Fallen tavern in
ghost knight follows a purpose that’s something more Trades Ward. Waterdhavian followers of the slain god Illustrator
than destroying undead. He believes it has a cause Helm claim that the ghost knight is none other than Wayne England
that various commentators and experimenters haven’t hallowed Helm, the Guardian Risen, and they vow to
Graphic Production
discovered yet. Elminster also suspects that the ghost silence all blasphemers who say otherwise. Several of Erin Dorries
knight is damaged—a remnant of a being once greater them have set forth to find the flying helm, worship
and more capable than it is now, and that at times it it, and obey its commandments.
wanders from its mysterious purpose. Elminster comments dryly that the wizard who
manages “a spell or six so as to seem to speak through
the helm can make himself mighty overnight—unless,
of course, it really is Helm, and his effrontery leaves
the Guardian . . . unamused.”

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Reflections of Ruin
A Chaos Scar adventure for 7th-level characters

By John Rossomangno
´
Illustration by Milivoj Ceran
Cartography by Kyle Hunter

I ntroduction with finding a proper lair and amassing a cadre of


suitably subservient underlings.
When a cursed dragon begins using the power of the Their concerted efforts reaped considerable
Chaos Scar to magically reflect her warped image rewards, but eventually Mekkalath did bring some
onto the world, the adventurers must end her twisted followers to his side, and then he grew tired of
plans. Thanks to the chaos the dragon has toyed with dividing the spoils of their raids with his sister. He
in the past, she and her tribe of ogre henchmen offer schemed to attack the ruins of Gardmore Abbey,
several surprises for the interlopers. a place rife with forgotten treasures as well as
“Reflections of Ruin” is a short adventure for 7th- potential henchmen, and brought Maluriath along
level characters. This adventure is set in the Chaos without telling her the full extent of his plans.
Scar and refers to events from the superadventure When he subjugated the creatures there, Mekkal-
Madness at Gardmore Abbey ™, but you can easily place ath revealed to his sister that the abbey was his new
it in another setting or run it without that resource. lair and that he now intended to conduct his affairs
If the characters have already experienced Andrew without her.
Schneider’s adventure “Scarred for Life” (Dungeon Maluriath did not react immediately, realizing that
192), or if you plan to run that adventure before this it would be foolish to challenge her brother directly
one, you can make use of the connections involving while his newly acquired followers surrounded him.
the dragon Maluriath and the Deck of Many Things. She decided to use stealthier tactics to try to under-
mine his domain. She combed the abbey for the relic
Background that the lost paladins had once hoped to contain:
the Deck of Many Things. Worried that one of her
The red dragon Maluriath was once a vain creature brother’s cronies might discover her, she drew hast-
who spent as much time lounging atop her treasure ily upon the deck’s powers but failed to gain the help
hoard as most dragons devote to gathering followers she wanted. As the deck overpowered Maluriath with
and scheming. When she chose to expand her hoard chaotic energy, her betrayal became apparent to her
by raiding settlements, she worked in concert with brother, turning him against her and causing him
her brother, Mekkalath, who was more concerned to send forces to secure her hoard. She also came to

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
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Reflections of Ruin

the attention of a notoriously spiteful corruptor of the


Nine Hells, who twisted her body into a wretched
Synopsis her remaining defenders as the characters come ever
closer to her lair. Characters can hear her chanting
and vile form. Maluriath is unsure how she came to Maluriath’s research into breaking her curse led and barking orders to her ogres throughout their
the devil’s attention, but chaotic forces from the Deck to the creation of what she dubbed dark mirrors. advance, and depending on how you prefer to narrate
of Many Things now combine with the devil’s curse to Employing the labor of her ogres, she unearthed the adventure, characters who are knowledgeable
wrack her with constant pain. obsidian deposits throughout her caverns. She pol- about rituals might realize that the magical working
Ashamed of her new form and barely sane due ished each into what she hoped would be the right is nearing completion. Even as the characters battle
to the painful energy overwhelming her, Maluriath form, then imbued each with energy the Chaos Scar the warped dragon in the final encounter, her reflec-
f led her brother’s domain and, in time, sought out inf luenced. Her haste and impatience in crafting tion continues to perform the ritual. Stopping the
the Chaos Scar, a place whose corruption called the mirrors, however, caused mistake after mistake. ritual is the party’s ultimate goal.
to her. She intended to make her lair in the forgot- Her mirrors kept ref lecting her warped nature
ten depths of a dormant volcano by ousting the
ogres that occupied the caves in the area. The ugly
back into the world and transforming any creature
touched by that essence. She tested the mirrors on
I nvolving the
creatures suited her temperament, however, so she whatever unfortunate travelers her ogres could cap- Characters
cowed them into servitude instead and used several ture, which produced the numerous foulspawn that
of them as a repository for some of the energy that now serve her as lackeys. You have a choice when it comes to involving the
pained her greatly. The walls of her caves have polished obsidian sur- characters with Maluriath’s scheme, and depending
In her attempts to break the devil’s curse of cor- faces that create a veritable hall of mirrors, which on adventures they might have participated in pre-
ruption, Maluriath thought the solution could be she uses to spy on her servants (and intruders). viously, you can sow adventure seeds in a variety of
found in the creation of special arcane mirrors, but These earlier dark mirrors steadily lost their energy, places. Although “Reflections of Ruin” is placed in the
she had no success. When she placed a test subject and Maluriath abandoned them. The Chaos Scar Chaos Scar and assumes the adventurers are based
near one of the mirrors, she hoped the mirror would sustains their remaining trickles of magic while the out of Restwell Keep (see Dungeon 176), you can adapt
give off a twisted reflection of the creature’s actual dragon works on her final mirror in the depths of this adventure to any campaign setting with a mini-
appearance. Then she would turn the reflection into her lair. mal amount of work. If you are running or intend to
truth, causing the creature to take on some of the When the adventurers arrive, Maluriath is run the superadventure Madness at Gardmore Abbey,
cursed energy inside her. Instead, no matter how beginning the final stages of her ritual. The heroes refer to the “Gardmore Abbey and the Deck of Many
many mirrors she tried, her test subjects kept morph- can catch glimpses of the dragon’s twisted form in Things” sidebar for additional hooks.
ing into hideous aberrations, but without any change the mirrors, since the image is ref lected from one
in her own condition. mirror to the next all the way through the com- Hook: A Rogue’s Find
After failure upon failure, Maluriath changed plex of caverns. After defeating the ogres and the Thanks to the efforts of a treasure-hunting rogue,
the direction of her research. Instead of attempt- foulspawn, the adventurers can survey the earlier Citirian of the Saruun Guildhouse is in possession
ing to return to what she once was, she decided to mirrors and see not only that the mirrors are f lawed, of a polished fragment of obsidian that casts eerie
visit the same twisted changes she had experienced but that they are also ref lecting the dragon’s corrup- ref lections. Citirian is curious about the obsidian’s
upon the world around her to create a warped tion upon the world, slowly altering the cavern. A origin (the rogue told him it came from a cave deep
domain for herself. closer look at the fallen foulspawn also reveals what within the Chaos Scar) and is willing to pay for
might be in store for living creatures exposed to the similar objects.
mirrors’ power.
As the adventurers progress, Maluriath remains
aware of their whereabouts by using the mirrors to
monitor them. As she continues her ritual, she rallies

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Reflections of Ruin

Hook: Ill Omens Hook: Fool the Ogre as a starting point for roleplaying the interaction. In
addition to giving a basic description of the cavern
Chendera of the temple of Avandra has seen ill omens If the adventurers battled or met Fool the ogre from
system’s layout, an ogre can provide one or more of
and senses that world-changing corruption is build- the adventure “Scarred for Life,” he might entreat
the following clues about the dragon and her lair.
ing within the Chaos Scar. She hopes that a band of their aid in freeing his former tribe from the dragon’s
adventurers can succeed in investigating and destroy- enslavement. He asks the characters to fight past his F A devil cursed Maluriath after she used forbidden
ing this evil before Lord Drysdale conscripts people kin, sparing as many as possible, to defeat Maluriath. magic, and the dragon has been seeking to undo
and marches into the valley en masse. Fool promises to lead the tribe away from human the curse ever since.
settlements, but it is up to you whether the cunning F Maluriath made the ogres excavate the stone from
ogre makes good on his word. around the cave’s obsidian deposits in an effort to
make dark mirrors. The ogres have no idea what

Gardmore Abbey and M aluriath’s O gres the dark mirrors are for.
F The dragon wasted perfectly good meals (wildlife,
the Deck of Many Things Each ogre the characters come up against in this goblins, and stray travelers) by putting them in
Maluriath’s brother, Mekkalath, appears in the adventure has a special power associated with a card front of her mirrors and turning them into “uglies,”
superadventure Madness at Gardmore Abbey. If the from the Deck of Many Things and a unique name that which is the ogres’ term for foulspawn.
adventurers have encountered Mekkalath, highlight is the same as the card’s. Be sure to become familiar
with the roleplaying aspects of each ogre, as well as F The ogres finished their mining and polish-
the stark contrast between his methodical plotting to ing efforts on a very big mirror three days ago.
expand his domain sensibly and his corrupted sister’s the special powers, before you run an encounter.
In naming the ogres after the cards and brand- Maluriath has been preoccupied in front of that
impulsive and chaotic efforts. mirror ever since then, but she murmurs about
You could set it up it so that Maluriath escaped ing her minions with images of the deck, Maluriath
unknowingly imbued part of the artifact’s chaotic “making the valley mine.”
the abbey in possession of a card from the Deck of
Many Things. Although she despises the deck more powers upon them. (Such was the case with Fool,
than anything (except perhaps the corruption devil who became a wild card in his tribe and escaped.)
that cursed her), her greed won’t allow her to part As the adventurers battle the ogres, intimations of
with something that has so much potential power. In the powers of the Deck of Many Things become notice-
fact, if she hadn’t become obsessed with her attempt able. The ogres have little understanding of why this
to remove the curse, the deck would have become power manifests.
her primary interest. If you use this option, place Beyond the ogres’ special powers, the chaotic
clues that point to her escape from the abbey, per- spark that has touched them has also altered their
haps indicate where the heroes should have found original view of the world. An unexpected cunning
the card she has, and place the card in Maluriath’s enhances the brutal essence of many, and others
treasure trove. have more radical changes. Adventurers might
parlay in an attempt to win over some of their foes,
since Maluriath has not been a kind taskmaster. If
they do so, the ogres might back down from a fight,
but they are unwilling to face Maluriath in her lair
(Encounter 4).
For the purpose of characters getting informa-
tion from the ogres, through voluntary means or
otherwise, use the description of the particular ogre

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Reflections of Ruin

E ncounter 1: 4 Ogres
Large natural humanoid (giant)
Level 6 Brute
XP 250 each
7 Foulspawn Wretches Level 7 Minion Skirmisher
Small aberrant humanoid XP 75 each
D umb and Ugly HP 90; Bloodied 45
AC 18, Fortitude 20, Reflex 17, Will 16
Initiative +5
Perception +3
HP 1; a missed attack never damages a minion. Initiative +10
AC 21, Fortitude 19, Reflex 20, Will 19 Perception +5
Encounter Level 7 (1,525 XP) Speed 8 Speed 6, teleport 2 Low-light vision
Standard Actions Traits
m Greatclub (weapon) F At-Will Ceaseless Murmurs
Setup Attack: Melee 2 (one creature); +11 vs. AC Any enemy adjacent to two or more foulspawn wretches
4 ogres: Flames (F), Idiot (I), Talons (T), Void (V) Hit: 2d10 + 6 damage. takes a –2 penalty to Will.
7 foulspawn wretches (W)
R Rock (weapon) F At-Will Standard Actions
Attack: Ranged 10 (one creature); +11 vs. AC m Claw F At-Will
Hit: 2d6 + 5 damage. Attack: Melee 1 (one creature); +12 vs. AC
When the adventurers reach the cave mouth (on the M Grand Slam (weapon) F Encounter Hit: 7 damage, and a foulspawn wretch ally within 6
far eastern edge of the map), they hear Maluriath’s Attack: Melee 2 (one creature); +11 vs. AC squares can teleport to a square adjacent to the target.
ritual chanting and ogres bickering over food. If the Hit: 4d10 + 4 damage, and the ogre pushes the target up to Triggered Actions
party attempts a stealthy approach, the characters 2 squares and knocks it prone. Screaming Echo (teleportation)
must succeed on a DC 23 group Stealth check. If Miss: Half damage, and the target falls prone. Trigger: The wretch drops to 0 hit points.
Str 21 (+8) Dex 14 (+5) Wis 11 (+3) Effect (Immediate Interrupt): The wretch teleports a non-
more than half the characters fail their checks, the
Con 20 (+8) Int 4 (+0) Cha 6 (+1) minion ally within 6 squares of itself to the square the
dragon notices the heroes, and she bellows a warn- Alignment chaotic evil Languages Giant wretch occupies.
ing. Otherwise, she begins shouting after characters Equipment greatclub, 4 rocks Str 14 (+5) Dex 20 (+8) Wis 14 (+5)
engage the ogres in combat or conversation. Con 16 (+6) Int 16 (+6) Cha 17 (+6)
When Maluriath notices the characters, read: Alignment evil Languages Deep Speech,
When the heroes enter the cave, read: A gurgling voice emanates from the cavern’s walls. “What telepathy 10
The air within the cave is filled with smoke and the odor of twist of fate brought you to despoil my triumph? The deck?
burned meat. Rough stone walls enclose a spacious cavern The devil? It matters not. This time I shall succeed, and might periodically catch a glimpse of part of the
illuminated by a cook fire tended by a ruddy-skinned the creatures in this valley will learn to adore their new dragon’s strange shape in a mirror. Enhance the
ogre, who is completely enthralled by the crackling f lames. queen, Maluriath!” mystery of what they are facing rather than reveal
Nearby, three more ogres argue over a badly scorched chunk A pair of milky white eyes f lickers within several of what Maluriath is.
of meat. the mirrors. Other mirrors provide glimpses of braziers Call attention to the brands and the strange effects
Farther inside, smooth black surfaces of polished obsid- etched with arcane markings and burning with multihued surrounding the ogres. The brutes are also commu-
ian reflect warped images of the fire and ogres, as well as f lames. “Talons, Void, Flames—I have no further need of nicative, displaying cunning and personality, so take
something from deeper within the cave. A strange, clawed test subjects, so slay them all. Idiot—close the gate! I want the opportunity to roleplay.
limb and a portion of a large, toothy maw are apparent, but no interruptions!”
a complete image of the creature or creatures never forms.
Walls and floors around these obsidian mirrors have a
Three ogres turn their gap-toothed grins toward you Special Powers
as they heft their clubs. Another, holding an axe, stares The ogres in this encounter are named Flames, Idiot,
peculiar, scaly pattern. The stone heaves rhythmically, in slack-jawed at a rope that leads to two wooden portcullises Talons, and Void. Each one’s personality and spe-
time with a gurgling chant. at either end of the cavern. Strange, ghostly images f licker cial power is described below. Each of these special
Misshapen humanoids skulk in the shadows. around their rough, filthy hides. powers requires a standard action to use.
Flames: As his name suggests, Flames has an
Give the heroes a moment to interact with Mal- obsessive fascination with fire, and he is respon-
uriath. She harangues and taunts the adventurers sible for maintaining the cooking fire in this room.
before returning to her ritual. The adventurers The flames that billow forth enthrall him, although

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Reflections of Ruin

anyone who can manipulate fire attracts his interest. where they once stood. As a result, he avoids being into it. Talons closes with the heroes and tries to
Flames can add more fire to the mix by calling up a near the foulspawn. When in combat, his eyes glow maneuver them to the ledge, grabbing them before
circle of flame to scorch everyone nearby. with painfully bright white light, and his intense stare trying to toss them down to the cavern f loor. Void
can cause those he faces to scream in anguish. steers clear of the wretches as he fights, using his
C Flames (fire) F Recharge when Flames first takes fire special power on any character who deals him a lot
damage R Void (psychic) F Recharge if Void is dazed of damage.
Attack: Close burst 1 (creatures in the burst); +9 vs. Reflex Attack: Ranged 5 (one creature); +9 vs. Will Foulspawn: These wretches swarm the charac-
Hit: 2d6 + 6 fire damage, and ongoing 5 fire damage (save Hit: 2d6 + 6 psychic damage, and the target is removed
ends).
ters, trying to attack those who avoid melee.
from play until the end of Void’s next turn. When the
target returns, it appears in an unoccupied space within
Idiot: Although many of the other ogres under 5 squares of its original space and is dazed until the end
of its next turn.
Features of the Area
Maluriath’s sway have an unusual clarity of thought, Illumination: Bright light from the fire. If the fire
Miss: Void is removed from play until the end of his next
Idiot lives up to his name. He is easily manipulated is extinguished, daylight spilling through the cave
turn. When he returns, Void appears in an unoccupied
and duped. If Idiot realizes that someone has played space within 5 squares of his original space and is dazed entrance provides dim light.
a trick on him, however, he erupts into a rage. In until the end of his next turn. Cooking Fire: This fire is difficult terrain. Any
combat, this rage flows through him to his weapon creature that enters the fire or starts its turn there
in red waves of light, allowing him to befuddle his
enemies. Tactics takes 10 fire damage. A creature can take this
damage only once per turn.
Ogres: Unless the adventurers engage Idiot in Dark Mirrors: The warped ground adjacent to
M Idiot (weapon) F Recharge if Idiot is dazed combat quickly, he cuts the rope that drops the the mirrors resembles dragon scales that can move
Attack: Melee 2 (one creature); +9 vs. Fortitude portcullises in place. Flames remains close to the
Hit: 2d10 + 6 damage, and the target is dazed (save ends).
underfoot. This ground is difficult terrain. A non-
cooking fire and takes any opportunity to push foes aberrant creature that starts its turn adjacent to a
Miss: Idiot is dazed (save ends).
dark mirror takes 5 psychic damage.
Talons: Talons relishes theft, cruelty, and bully- Attacks can shatter a mirror (AC 5,

ing. Due to his mean streak, many of his fellow ogres N Reflex 5, Fortitude 10; hp 20), negat-
dislike him, but he doesn’t care. During combat, he ing its effects.
sometimes snatches at a creature with his clawed   Ledge: It is a 10-foot drop from
this ledge to the lower cavern f loor,
hands, and gold-limned brown fog engulfs the crea- T
ture momentarily. W
I and a climb up (Athletics DC 16).
W Openings from the ledge to the
M Talons F Recharge if Talons is grabbing no target lower f loor are gradual downward
Attack: Melee 1 (one creature); +11 vs. AC
W V F slopes.
Hit: 2d10 + 6 damage, and Talons grabs the target (escape   Portcullises: Severing the
DC 16). Until the grab ends, the target takes a –5 penalty rope suspending the two portcul-
to attack rolls made during another creature’s turn.
lises takes a standard action. Each
W
wooden portcullis is difficult to
Void: Occasionally disappearing for hours at a force upward (Athletics DC 23), but
time with no recollection of where he has been, Void up to three characters can assist. A
is the “strange one” that the other ogres shun. He character can also climb up 15 feet
is highly introspective and has an intense phobia to grab the severed rope (Athletics
of creatures that teleport or otherwise vanish from DC 16 to climb the walls). Having

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Reflections of Ruin

the rope reduces the DC to raise a portcullis to 16,


and four characters can assist.
E ncounter 2: 3 Ogres
Large natural humanoid (giant)
Level 6 Brute
XP 250 each
P erilous Passages HP 90; Bloodied 45
AC 18, Fortitude 20, Reflex 17, Will 16
Initiative +5
Perception +3
Conclusion Encounter Level 7 (1,625 XP) Speed 8
If the characters explore this area, they can learn Standard Actions
the following information here. When the heroes m Greatclub (weapon) F At-Will
proceed west beyond the portcullis, move on to
Setup Attack: Melee 2 (one creature); +11 vs. AC
3 ogres: Balance (B), Donjon (D), Euryale (E) Hit: 2d10 + 6 damage.
Encounter 2. R Rock (weapon) F At-Will
Foulspawn Clues: The wretches have nothing 1 foulspawn mangler (M)
Attack: Ranged 10 (one creature); +11 vs. AC
of value, but scraps of clothing and minor personal 7 foulspawn wretches (W) Hit: 2d6 + 5 damage.
effects are evidence that some were once natu- M Grand Slam (weapon) F Encounter
ral humanoids. You have an opportunity here to Three of Maluriath’s ogres stand ready to assail the Attack: Melee 2 (one creature); +11 vs. AC
make this quest more personal by having one of the party as it emerges from the tunnel on the east edge Hit: 4d10 + 4 damage, and the ogre pushes the target up to
wretches be someone the adventurers once knew. of the map. Donjon stands directly ahead of the char- 2 squares and knocks it prone.
acters in plain view. Miss: Half damage, and the target falls prone.
Mirrors: If the adventurers investigate the mirrors, Str 21 (+8) Dex 14 (+5) Wis 11 (+3)
the party begins to sense Maluriath’s plan. Three of the seven wretches indicated above
Con 20 (+8) Int 4 (+0) Cha 6 (+1)
Dungeoneering DC 11: The obsidian occurs natu- might appear during the fight—see the dark mirrors Alignment chaotic evil Languages Giant
rally due to volcanic activity, but it has been carefully in “Features of the Area.” The other four are on the Equipment greatclub, 4 rocks
shaped and polished. battlefield when the encounter begins.
Arcana DC 11 (Detect Magic): A mirror can channel 7 Foulspawn Wretches Level 7 Minion Skirmisher
eldritch energy into the surrounding area. These mir- As the heroes approach, read: Small aberrant humanoid XP 75 each
rors are reflecting energy so that it alters the terrain. The wide passage descends steeply. Although the caverns HP 1; a missed attack never damages a minion. Initiative +10
Arcana DC 16 (Detect Magic): A mirror more care- obviously formed naturally, scattered rubbish is a telltale AC 21, Fortitude 19, Reflex 20, Will 19 Perception +5
fully crafted than the ones here might have the power sign of the presence of ogres. Rough-hewn ceiling timbers Speed 6, teleport 2 Low-light vision
to warp natural humanoids into foulspawn. span erected intermittently throughout the chamber help to Traits
support the walls and the roof. Phosphorescent lichen clings Ceaseless Murmurs
Ogre Brands: Each ogre’s brand is unique, and Any enemy adjacent to two or more foulspawn wretches
a student of magic or an adventurer familiar with to these beams and provides enough illumination to dimly
takes a –2 penalty to Will.
games might recognize the symbols of the Deck of light the area. Standard Actions
Many Things (Arcana or Streetwise DC 16). In the wider corridor to your left, an ogre stands half- m Claw F At-Will
Treasure: Talons has a ruby (500 gp) and two gold slumped against the wall, his chest rising and falling slowly. Attack: Melee 1 (one creature); +12 vs. AC
hoop earrings (50 gp each). A snort erupts from his nose as he shifts his bulk slightly, Hit: 7 damage, and a foulspawn wretch ally within 6
but he does not appear to be fully awake. squares can teleport to a square adjacent to the target.
Triggered Actions
Screaming Echo (teleportation)
If the characters are suspicious, allow a DC 16 Insight
Trigger: The wretch drops to 0 hit points.
check to spot Donjon’s eyes twitching as he hides the Effect (Immediate Interrupt): The wretch teleports a non-
fact that he’s watching the characters. Donjon sticks minion ally within 6 squares of itself to the square the
to his “asleep at his post” ruse unless he comes under wretch occupies.
attack, because he hopes to lure as many adventurers Str 14 (+5) Dex 20 (+8) Wis 14 (+5)
as he can into a cave-in. Con 16 (+6) Int 16 (+6) Cha 17 (+6)
Alignment evil Languages Deep Speech,
telepathy 10

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Foulspawn Mangler
Medium aberrant humanoid
Level 8 Skirmisher
XP 350
R Balance (psychic, weapon) F Recharge if the power
misses
Tactics
HP 86; Bloodied 43 Initiative +9 Attack: Ranged 5 (one creature); +9 vs. Will
The sound of the cave-in signals the other monsters in
AC 22 (24 while bloodied), Fortitude 19, Perception +7 Hit: 2d10 + 6 psychic damage, and the target is dominated this area to be ready for intruders.
Reflex 20 (22 while bloodied), Will 19 Low-light vision until the end of Balance’s next turn. Foulspawn: Wretches use their teleportation to
Speed 7 (9 while bloodied) Aftereffect: Balance is dominated by the target until the prevent adventurers from falling back. The mangler
Traits end of Balance’s next turn. moves around the fight to gain combat advantage. It
Combat Advantage favors attacking characters who damage it.
The mangler deals 2d6 extra damage against any creature Donjon: This ogre feels a strange bond with Ogres: Donjon delays until he can catch a few ene-
granting combat advantage to it.
Maluriath’s dark mirrors. He is the only ogre mies in the cave-in—see the “Development” section.
Mangler’s Mobility
The mangler gains a +5 racial bonus to AC against opportu-
remotely interested in the dragon’s efforts, although Then he uses his donjon power. Balance and Euryale
nity attacks provoked by movement. he doesn’t understand the ritual. He protects the prefer to open with their ranged special powers, each
Standard Actions mirrors in this area ferociously. When he uses his ogre targeting a different foe. After these opening
m Dagger (weapon) F At-Will special power, his eyes and a nearby mirror glow attacks, the ogres engage attempt to block the charac-
Attack: Melee 1 (one creature); +13 vs. AC blue. The target appears to be shackled to the f loor, ters’ progress, bottlenecking them in narrow passages
Hit: 2d4 + 7 damage. but no shackles are apparent in the world. if possible.
R Thrown Daggers (weapon) F At-Will
Attack: Ranged 5 (one or two creatures); +13 vs. AC
R Donjon (psychic) F Recharge if the power misses
Hit: 2d4 + 4 damage.
M Dagger Dance F Recharge when first bloodied
Attack: Ranged 5 (one creature); +9 vs. Will Development
Hit: 2d8 + 8 psychic damage, and the target is restrained At his first opportunity, Donjon uses the following
Effect: The mangler uses dagger four times and can shift 1
until the end of Donjon’s next turn. terrain power. A marked area on the map indicates
square after each attack.
Skills Athletics +10, Stealth +12 the area he prefers to target with this attack.
Str 13 (+5) Dex 17 (+7) Wis 6 (+2) Euryale: Accidents and bad luck surround
Con 14 (+6) Int 10 (+4) Cha 14 (+6) Euryale at every turn, but often these tragedies are Donjon’s Cave-In Single-Use Terrain
Alignment evil Languages Deep Speech, visited upon others. At times, he is deeply apologetic Standard Action
telepathy 10 for these turns of fate and can verge on pitiable. If C Cave-In F Encounter
Equipment 8 daggers he has a chance to shed this bad luck on a foe, he Attack: Close blast 3 (creatures in the blast); +10 vs. Reflex
does so in a wave of darkness that sparkles with Hit: 2d8 + 5 damage, and the target is immobilized (save
Special Powers green glyphs. ends).
Miss: Half damage, and Donjon slides the target up to 2
The ogres in this encounter are named Balance, squares to a square adjacent to the blast’s area.
R Euryale (psychic) F Recharge if the power misses
Donjon, and Euryale. Each one’s personality and spe- Attack: Ranged 5 (one creature); +9 vs. Will Effect: The area becomes difficult terrain.
cial power is described below. Each of these special Hit: 2d10 + 8 psychic damage, and the target takes a –2
powers requires a standard action to use. penalty to ability checks, skill checks, and saving throws
Balance: A peculiar ogre with a moody tem- (save ends).
perament, Balance switches sides in arguments and
manipulates others without thinking twice. A silver
mist sometimes wraps around him and a foe when
they’re in combat, making the foe’s thought processes
hazy and subject to Balance’s influence.

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Reflections of Ruin

Features E ncounter 3:


of the Area N
O n the R ight T rack
Illumination: Glowing lichen W
Encounter Level 8 (1,775 XP)
provides dim light. B W
Dark Mirrors: The warped
ground adjacent to the mirrors
E Setup
resembles dragon scales that can W
3 ogres: Rogue (R), Ruin (U), Skull (S)
M
move underfoot. This ground is diffi- 1 foulspawn mockery (M)
cult terrain. A non-aberrant creature 7 foulspawn wretches (W)
that starts its turn adjacent to a dark W

mirror takes 5 psychic damage. The corridor west from Encounter 2 leads deeper into
Attacks can shatter a mirror (AC 5, the old volcanic passages. After a time, the adventur-
Reflex 5, Fortitude 10; hp 20), negat- ➤
To E3 D ers emerge in the ogres’ quarters. This large chamber
ing its effects. also contains piles of the stone that the ogres mined
Wretch Spawn: The first three ➤
From E1
from the area in Encounter 4.
times any character ends his or her Three of the seven wretches indicated above
turn adjacent to a dark mirror, that might appear during the fight—see the dark mirrors
mirror spawns a foulspawn wretch in “Features of the Area.” The other four are on the
that resembles the character in an Arcana DC 16: Maluriath is creating another dark battlefield when the encounter begins.
unoccupied square adjacent to the character or in the mirror similar to those in this area. This new mirror
nearest unoccupied square. Each mirror can spawn could create an effect that twists the landscape for As the heroes arrive, read:
only one such wretch. miles around the caves. The tunnel ahead widens into a torchlit cavern. Heaps of
Support Beams: An ogre must squeeze when- Foulspawn Clues: Any wretch that emerged broken stone rise toward the ceiling, and a crude mine cart
ever its space contains one of these low-hanging from a mirror has a twisted similarity to the adven- sits on a track leading off to the south. Hunkered behind a
structures. turer who spawned it. Especially if the characters few of the haphazard piles, three ogres snarl in anticipation.
Rubble: This debris is difficult terrain. succeeded on the Arcana check above, play up A handful of smaller warped humanoids skulk about.
the horrible potential of the mirrors’ effect being Although more dark mirrors are here, the fearsome
Conclusion unleashed on the countryside. voice of the creature spied in the mirrors emerges not only
If the characters explore this area, they can learn the from their distorted surfaces but also from the southern
following information here. When the heroes pro- corridor, rising in pitch and fervor and punctuated by
ceed into the west corridor, move on to Encounter 3. blasts of multihued light. The cavern floor to the north
Dark Mirrors: The adventurers can learn infor- exhibits the same twisting corruption present near some of
mation similar to that revealed in the first encounter. the mirrors in the room.
In addition, they can discover the following addi-
tional details. As the battle rages, Maluriath’s ritual begins to draw
Perception DC 16: The character discerns a dis- to its close, and ominous tremors are felt in the direc-
torted image of Maluriath performing her ritual. tion of her lair.
Success allows the Arcana check below.

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Reflections of Ruin

3 Ogres
Large natural humanoid (giant)
Level 6 Brute
XP 250 each
Foulspawn Mockery
Medium aberrant humanoid
Level 10 Controller
XP 500
Special Powers
HP 90; Bloodied 45 Initiative +5 HP 104; Bloodied 52 Initiative +8
The ogres in this encounter are named Rogue, Ruin,
AC 18, Fortitude 20, Reflex 17, Will 16 Perception +3 AC 24, Fortitude 19, Reflex 22, Will 20 Perception +9 and Skull. Each one’s personality and special power
Speed 8 Speed 6, teleport 3 Low-light vision is described below. Each of these special powers is
Standard Actions Standard Actions either a triggered action or requires a standard action
m Greatclub (weapon) F At-Will m Bite F At-Will to use.
Attack: Melee 2 (one creature); +11 vs. AC Attack: Melee 1 (one creature); +15 vs. AC Rogue: Rogue enjoys sowing discord, and he
Hit: 2d10 + 6 damage. Hit: 3d6 + 6 damage.
frequently places stolen items in the packs and bed-
R Rock (weapon) F At-Will r Mind Harrier (psychic) F At-Will
Attack: Ranged 10 (one creature); +11 vs. AC Attack: Ranged 5 (one creature); +13 vs. Will
ding of others. In combat, Rogue tries to see if he
Hit: 2d6 + 5 damage. Hit: 2d6 + 6 psychic damage. At the end of the target’s can cause a foe to attack another of his enemies by
M Grand Slam (weapon) F Encounter next turn, if it is not adjacent to any of its allies, it takes mistake. When that happens, the air around Rogue
Attack: Melee 2 (one creature); +11 vs. AC 10 psychic damage and ongoing 10 psychic damage glimmers brief ly with red motes of light. He suc-
Hit: 4d10 + 4 damage, and the ogre pushes the target up to (save ends). ceeds often enough to keep him looking forward to
2 squares and knocks it prone. A Maddening Burst (psychic) F Recharge 5 6 the next fight.
Miss: Half damage, and the target falls prone. Attack: Area burst 1 within 10 (enemies in the burst); +13
Str 21 (+8) Dex 14 (+5) Wis 11 (+3) vs. Will
Rogue F Encounter
Con 20 (+8) Int 4 (+0) Cha 6 (+1) Hit: 2d6 + 6 psychic damage, and the target is dazed (save
Trigger: A melee or a ranged attack hits Rogue.
Alignment chaotic evil Languages Giant ends).
Effect (Immediate Interrupt): The triggering attack instead
Equipment greatclub, 4 rocks Str 18 (+9) Dex 17 (+8) Wis 18 (+9)
hits a creature of Rogue’s choice adjacent to him. Rogue
Con 16 (+8) Int 15 (+7) Cha 21 (+10)
can shift 1 square into the new target’s space, sliding the
Alignment evil Languages Deep Speech,
7 Foulspawn Wretches Level 7 Minion Skirmisher new target up to 2 squares to a square he left.
telepathy 10
Small aberrant humanoid XP 75 each
HP 1; a missed attack never damages a minion. Initiative +10 Ruin: Even though he revels in destruction, Ruin
AC 21, Fortitude 19, Reflex 20, Will 19 Perception +5 4 Wraith Figments Level 6 Minion Skirmisher struggles not to smash everything within reach when
Speed 6, teleport 2 Low-light vision Medium shadow humanoid (undead) XP 63 each
he attacks, including Maluriath’s mirrors. He has
Traits HP 1; a missed attack never damages a minion. Initiative +7
Ceaseless Murmurs AC 18, Fortitude 16, Reflex 20, Will 17 Perception +2
caused unintentional damage before. In combat, a
Any enemy adjacent to two or more foulspawn wretches Immune disease, poison; Resist 10 necrotic Darkvision single blow from him can reverberate in his foe’s
takes a –2 penalty to Will. Speed fly 6 (hover); phasing bones, creating a momentary burst of purple light
Standard Actions Standard Actions around his target. That creature’s ability to withstand
m Claw F At-Will m Shadow Caress (necrotic) ✦ At-Will future attacks diminishes for a time.
Attack: Melee 1 (one creature); +12 vs. AC Attack: Melee 1 (one creature); +9 vs. Reflex
Hit: 7 damage, and a foulspawn wretch ally within 6 Hit: 7 necrotic damage, and the target is slowed until the M Ruin (weapon) F Recharge if the power misses
squares can teleport to a square adjacent to the target. end of the wraith’s next turn. Attack: Melee 2 (one creature); +9 vs. Fortitude
Triggered Actions Move Actions Hit: 2d10 + 6 damage.
Screaming Echo (teleportation) Shadow Glide ✦ Encounter Effect: The target gains vulnerable 5 to all damage until the
Trigger: The wretch drops to 0 hit points. Effect: The wraith figment shifts up to 6 squares. end of Ruin’s next turn.
Effect (Immediate Interrupt): The wretch teleports a non- Skills Stealth +10
minion ally within 6 squares of itself to the square the Str 3 (–2) Dex 17 (+5) Wis 10 (+2)
wretch occupies. Con 13 (+3) Int 4 (–1) Cha 15 (+4)
Skull: Brooding and morbid, Skull is remarkably
Str 14 (+5) Dex 20 (+8) Wis 14 (+5) Alignment chaotic evil Languages — pale for an ogre and has a single-minded fascina-
Con 16 (+6) Int 16 (+6) Cha 17 (+6) tion with death. His belongings are littered with
Alignment evil Languages Deep Speech, skulls, bones, and the carcasses of dead wildlife. As
telepathy 10

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Reflections of Ruin

he moves in combat, he leaves smaller, ghostly after­ Tracks: These rails lead to Maluriath’s lair. The Rubble Piles: These piles are difficult terrain tall
images behind. These images persist after he dies. tracks are normal terrain despite passing over diffi- enough to provide cover. Each pile can be toppled by
cult terrain. a creature that uses the following terrain power.
Skull F Encounter Dark Mirrors: The warped ground adjacent to
Trigger: Skull dies. the mirrors resembles dragon scales that can move Rubble Topple Single-Use Terrain
Effect (No Action): Four wraith figments appear, each in a
underfoot. This ground is difficult terrain. A non- Standard Action
square in Skull’s space. These wraiths act on Skull’s turn.
aberrant creature that starts its turn adjacent to a C Rubble Topple F Encounter
dark mirror takes 5 psychic damage. Attacks can Requirement: You must be adjacent to the rubble and suc-
Tactics shatter a mirror (AC 5, Reflex 5, Fortitude 10; hp 20), ceed on a DC 16 Athletics check.
Attack: Close burst 1 centered on a square in the pile (crea-
Foulspawn: The mockery moves to keep melee- negating its effects.
tures in the burst); +10 vs. Reflex
combatant allies between it and the characters. Wretch Spawn: The first three times any character Hit: 2d6 + 4 damage, and the target falls prone.
Wretches focus on keeping the mockery safe. ends his or her turn adjacent to a dark mirror, that Miss: Half damage, and the target is pushed 1 square.
Ogres: These brutes’ primary aim is to block mirror spawns a foulspawn wretch that resembles the Effect: The area becomes difficult terrain.
progress into the dragon’s lair. Ruin and Skull prefer character in an unoccupied square adjacent to the
direct melee combat, and Ruin uses his special character or in the nearest unoccupied square. Each
power at the first opportunity. Rogue moves from mirror can spawn only one such wretch. Conclusion
rubble pile to rubble pile (see “Features of the Area”), Special Mirror: The dark mirror in the northwest If the characters explore this area, they might find
toppling them on enemies with little concern for his wall of this chamber is especially potent, since it’s the treasure here. When the heroes proceed north, move
allies. If Skull is slain and the wraiths appear, the closest one to Maluriath’s lair. As shown on the map, on to Encounter 4.
other ogres take it as an ill omen and might be open the area for several squares around this dark mirror Treasure: Hidden in the bedding are items that
to negotiating. is difficult terrain. Rogue stole from Maluriath’s hoard: a topaz (500 gp),
a gold ring set with garnets (250 gp), and 240 gp.

Features of the Area


Illumination: Torches provide bright light. N


Bedding: These two heaps of debris, cloth, skins,
and other filth are normal terrain.
Cart: This crude wheeled vehicle can provide
cover. A creature can use a move action and a success-
ful Athletics check to shove the cart down the tracks W
(DC 11 to move it up to half the pusher’s speed, DC W U
16 to move it up to the pusher’s speed). The pusher
does not have to advance with the cart.
Getting into the cart is like entering difficult ter-
R
rain. A single Medium or Small creature can fit easily
into the cart. A Large creature must squeeze to get in,
as must a second Small or Medium creature. The cart W M
can hold up to two Small or Medium creatures, or
one Large creature.
W
S

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Reflections of Ruin

E ncounter 4: Maluriath
Large natural magical beast (dragon)
Level 10 Solo Brute
XP 2,500
M Claw F At-Will
Attack: Melee 2 (one or two creatures); +15 vs. AC. If Mal-
M irror, M irror HP 520; Bloodied 260 Initiative +8 uriath targets only one creature, she can make this attack
AC 22, Fortitude 24, Reflex 21, Will 22 Perception +12 twice against that creature.
on the Wall Speed 6 Darkvision Hit: 2d10 + 11 damage, and Maluriath knocks the target
Saving Throws +5; Action Points 2 prone.
Encounter Level 10 (2,500 XP) Traits C Breath Weapon (varies) F Recharge 5 6
Action Recovery Attack: Close blast 5 (creatures in the blast); +13 vs. Reflex

Setup Whenever Maluriath ends her turn, any dazing, stunning, or


dominating effect on her ends.
Hit: 2d12 + 10 typed damage, or 2d12 + 18 typed damage if
Maluriath is bloodied.
Maluriath, Cursed Red Dragon (M) Instinctive Assault Miss: Half damage.
On an initiative of 10 + her initiative check, Maluriath can Triggered Actions
Maluriath’s ritual is drawing to a close. use a free action to use bite or claw. If Maluriath cannot use C Pained Frenzy F At-Will
a free action to make this attack due to a dominating or Trigger: A melee attack damages Maluriath.
stunning effect, then that effect ends instead of Maluriath Attack (Immediate Reaction): Close burst 2 (creatures in the
When the heroes interrupt Maluriath, read: making the attack. burst); +13 vs. Reflex
The cavern broadens and deepens. Across the chamber Roiling Chaos Hit: 1d10 + 6 damage, and Maluriath pushes the target up
from where you entered, an entire wall of obsidian stands At the start of each of Maluriath’s turns, roll a d6 to deter- to 2 squares.
exposed and polished. The stone f loor has been twisted mine a damage type: 1–2, fire; 3, acid; 4–5, cold; 6, lightning. C Bloodied Burst (varies) F Encounter
into a semblance of scaled skin and protruding bone. The Substitute that damage type for the word “typed” in Maluri- Trigger: Maluriath is first bloodied.
f lames in three large braziers f licker in time with the ath’s powers until the start of Maluriath’s next turn. Attack (Free Action): Close burst 2 (creatures in the burst);
chants of the twisted draconic creature before the enor- Standard Actions +13 vs. Fortitude
m Bite (varies) F At-Will Hit: 2d12 + 18 typed damage, and Maluriath pushes the
mous dark mirror. Attack: Melee 2 (one creature); +15 vs. AC target up to 2 squares.
Flesh on the creature’s fanged maw is pulled back to Hit: 2d12 + 6 damage. The target is grabbed and takes Miss: Half damage.
expose the jawbones. Ribs stick out from the dragon’s belly, ongoing 5 typed damage, or ongoing 10 typed damage if Skills Arcana +11, Insight +12, Intimidate +14
producing gaping rents in its torso that spill gouts of f lame Maluriath is bloodied, until the grab ends (escape DC 18). Str 22 (+11) Dex 17 (+8) Wis 14 (+7)
onto the scorched floor. Where once the creature had wings, Con 20 (+10) Int 13 (+6) Cha 18 (+9)
it now has two clawlike appendages. Alignment chaotic evil Languages Common, Draconic, Giant
As it pauses to scan the room with dead, milky eyes, the
creature speaks in a hideous gurgle. “Yes, come closer. Share Tactics The Ritual
my pain.” Maluriath maneuvers to avoid being pinned down While the ritual continues, Maluriath has the follow-
In the mirror, the dragon’s image continues to perform and to maximize her attacks. The dragon concen- ing aura.
the ritual, filling the air with chants as the braziers f lare trates on adventurers who interfere with the ritual.
with elemental energy. In response, the mirror glows. The If the party succeeds in halting the ritual, the dragon O Energy Leak (varies) F Aura 3
air is painfully charged, foretelling the release of immense becomes irrational and enraged. Her madness might An enemy that starts its turn in the aura takes 5 typed
magical power. manifest as a belief that someone is a thief who has damage, or 10 typed damage if Maluriath is bloodied.

stolen from her. Or she might believe that an adven-


turer is a servant of the devil who cursed her. In A character who has training in Arcana, Religion, or
either case, she spouts absurd accusations and redi- Nature, or any character who has the Ritual Caster
rects her attacks at that character. feat, realizes the aura’s source and that the image in
the dark mirror is completing the ritual. Integral to
the ritual are the braziers, the mirror, and the dragon.

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Reflections of Ruin

Disrupting the ritual does harm to the dragon, since Nature (trained only; DC 16): A character who to a brazier can extinguish it with a successful DC 16
she is intimately tied into the eldritch energy flow- uses the primal power source can use it in place of Arcana check or can use the following terrain power
ing here. The adventurers have 10 rounds to stop Arcana to manipulate the unnatural energy here. to topple it.
the ritual, possibly using one of the following tactics. Religion (trained only; DC 16): A character who
Using any skill requires a standard action. These tac- uses the divine power source can use it in place of Brazier Topple Single-Use Terrain
tics are a guide—you can allow any creative solution Arcana to manipulate the unnatural energy here. Standard Action
you think might work. Thievery (DC 16): While adjacent to the dark C Brazier Topple F Encounter
Arcana (trained only; DC 16): The character mirror, the character can exploit weaknesses in the Requirement: You must be adjacent to the brazier and suc-
siphons magical energy from the ritual. Success on mirror to harm it. Success on this check deals 2d10 ceed on an Athletics check (DC 16).
Attack: Close blast 3 (creatures in the blast); +10 vs. Reflex
the check can extinguish one brazier or deal the damage to the mirror and 2d10 psychic damage to
Hit: 2d6 + 5 damage of the same type that Maluriath cur-
mirror 2d10 damage, and it deals Maluriath 2d10 Maluriath. A character who fails by 5 or more on this rently deals due to her roiling chaos power.
psychic damage. A character who fails by 5 or more check takes 2d10 psychic damage. Miss: Half damage.
on this check takes 2d10 psychic damage. Effect: The brazier is extinguished.
Athletics (DC 16): The character can topple a Ending the Ritual
brazier (see “Features of the Area”). Toppling a bra- If the characters successfully mar the mirror and Dark Mirror Wall: Damage can mar this enor-
zier also deals Maluriath 2d10 psychic damage. A topple all three braziers, the ritual ends violently, and mous mirror enough to disrupt its part in the ritual
character who fails by 5 or more on this check takes Maluriath takes 3d10 psychic damage. She also loses (AC 18, Reflex 17, Fortitude 17; immune to necrotic,
2d10 damage of the same type Maluriath currently her energy leak aura. poison, psychic, forced movement, all conditions,
deals due to her roiling chaos trait. If the characters do not end the ritual, then at the ongoing damage; 55 hp to disable the mirror as part
start of Maluriath’s turn during the 11th round, the of the ritual). If a character misses the mirror wall by
cursed dragon’s image completes it. If this happens, 5 or more with an attack roll while the ritual is still
Maluriath gains her aura perma- active, that character takes 2d10 psychic damage.
nently, and each character takes Deformed Floor: The enormous dark mirror

N 2d10 psychic damage. actively warps the environment here. Any diago-
nal movement on this warped floor is treated as if
Features the mover is entering difficult terrain. Maluriath is
immune to this effect, which continues until the dark
of the Area mirror is completely destroyed (see “Concluding the
  Illumination: Each brazier pro- Adventure”).
duces bright light in a 15-square Ledge: It is a 10-foot climb (Athletics DC 16) from
radius. It’s clear to the characters the area that has the tracks to the upper cavern floor.
M that these are the only source of light The area at the end of the tracks slopes gently up to
the top of the raised area.
in the room. Once the last one is top-
pled, the area plunges into darkness. Obsidian Rubble: The heaps of jagged obsidian
  Braziers: These basins are 3 feet rubble are difficult terrain and tall enough to provide
high, tall enough to provide cover cover. A creature that unwillingly enters one of these
and prevents creature from being squares takes 5 damage. A creature can take this
forced into them. They burn with damage only once per turn.
the same chaotic energy that leaks Treasure Hoard: Maluriath’s hoard is difficult
from Maluriath. A creature adjacent terrain.

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Reflections of Ruin

Conclusion spends time expanding this foul energy to create a


vile domain for herself.
About the Author
John “Ross” Rossomangno is a freelance writer whose
Once the dragon is defeated, the characters can debut adventure, “The Devil’s Due,” appeared in Dungeon
If Maluriath needs to remain within her lair,
explore this area. 188. He also created “Going Ape!” in Dungeon 192. His days
the adventurers might have enough time to mount
Treasure: Maluriath’s hoard includes 2,000 sp, are spent at the keyboard in an ongoing effort to expand his
a second offensive. But with each passing day, the writing credits.
1,760 gp, 3 gems (500 gp each), a gold statue (1,000
twisted nature of the cavern intensifies, changing it
gp), an empty carved ivory case for holding cards
into a true nightmare landscape. During this time, Developer
(250 gp), and three uncommon magic items (of char-
Maluriath might also have the opportunity to create Chris Sims
acter level + 1d4).
more foulspawn or subjugate other lackeys.
Dark Mirror Wall: If the adventurers have not Editor
You could instead decide that the Chaos Scar itself
destroyed the dark mirror (see “Concluding the Miranda Horner
can power the spreading corruption. If this is true,
Adventure”), they can tell it still contains powerful
the powerful eldritch energy might attract all sorts of Managing Editors
magical potential. This potential makes the charac- Kim Mohan, Jeremy Crawford
monsters to the area. Further, if the mirror was not
ters feel uneasy when they look at the mirror.
already part of the corruption devil’s plans, the object
Producers
might come to the fiend’s attention.
Concluding Christopher Perkins, Greg Bilsland, Stan!

the A dventure Art Directors


Kate Irwin, Jon Schindehette
Only Maluriath has the knowledge to complete the Illustrator
ritual. If the adventurers have any previous experi- Milivoj Ceran
ence with the Chaos Scar, they know it’s a magnet for
creatures of ill intent. Destruction of the final dark Cartographer
Kyle Hunter
mirror, before another evil force discovers it, is a real
concern. Although brute force can disrupt the mir- Graphic Production
ror’s part in Maluriath’s ritual, the mirror requires at Erin Dorries
least 200 damage to destroy.
If you want, however, an effort to destroy the
mirror might not be so simple. You can devise
further adventures for discovering a means of
destroying the mirror. Those means could be as
elaborate as you desire, such as a cleansing ritual,
the need for a blessed hammer, or any other quest
that suits your campaign.
If the adventurers failed to stop the ritual, the
corrupting inf luence of the mirror spreads from the
cave at a pace and with effects appropriate for your
campaign. Perhaps Maluriath must concentrate
while in front of the dark mirror to spread its inf lu-
ence. If she survives and completes the ritual, she

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13
Baba
Yaga’s
Dancing
Hut
A D&D® adventure for characters
of levels 13–15

By Craig Campbell
Illustrations by Noah Bradley
and Bernadette Carstensen
Cartography by Mike Schley

I ntroduction
“Baba Yaga’s Dancing Hut” is more than an
adventure—it’s 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 hut’s characteristics,
capabilities, defenses, and layout, as well as its
inhabitants and visitors.

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

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Baba Yaga’s Dancing Hut

Baba Yaga and her dancing hut have been a part of


the Dungeons & Dragons® game since the early
15th level might get to 17th or 18th level by the time
they clear out the hut.
3. Control the Hut
In this scenario, the adventurers want nothing less
days. They are referenced in the 1979 Dungeon Mas- As the characters rise in level, some of the encoun-
than the hut itself. Baba Yaga has been spending less
ter’s Guide and appeared together in “The Dancing ters as written will pose less of a challenge, because
time in the hut than she did in ages past. Her quest
Hut,” an adventure written by Roger E. Moore for they were designed for the levels at the lower end of
to become an archfey and her machinations in the
Dragon® magazine in 1984. Since then, the pair has these ranges. You are encouraged to add a monster or
Feywild (as well as on other planes) have forced her
popped up a number of times, including Nightmare two to some of the later encounters to provide opposi-
to leave the hut in the hands of her servants and put
Realm of Baba Yaga in 1986, Castle Greyhawk in 1988, tion that scales commensurately with the abilities of
a special guardian in charge during her frequent
and Book of Artifacts in 1993. The hut and the hag the heroes.
absences. (For details on this guardian, see “Baba
were reimagined in 1995’s The Dancing Hut of Baba
Yaga’s Simulacrum,” page 24.)
Yaga, a full-length adventure, and they appeared
in several other products and Dungeon® magazine
A dventure Hooks The hut is a construct creature, a vehicle, and a
Below are four adventure hooks you can use to bring demiplane all at once. Think carefully about the ram-
adventures.
the characters into the story. You can craft these ifications of letting the characters have regular access
For 4th Edition, Baba Yaga has been (slightly)
hooks into quests appropriate for your campaign. to and command over the hut in the long term. It
reinvented as an archfey in Manual of the Planes.
should be an arduous task to steal the hut from Baba
Additionally, she is described in detail in the article
Yaga and an even more difficult one to keep it. If the
“Court of Stars: Baba Yaga, Mother of All Witches”
(see this Dungeon issue), the companion piece to this
1. Hostage Rescue characters manage to acquire the hut, the ancient hag
Although Baba Yaga is an archfey and has strong does everything she can to take it back, opening the
adventure.
ties to the Feywild, she travels the multiverse in her door to future adventures.
“Baba Yaga’s Dancing Hut” is a reimagining of the
dancing hut, collecting items of power and abducting
1984 Dragon magazine adventure, updating it for 4th
Edition and incorporating changes that have taken
others for her own purposes. These victims end up as
slaves (the hag calls them servants) forced to perform
4. Approach the Archfey
place with the hut and its inhabitants, primarily Baba Baba Yaga is more than a monster to be defeated. She
backbreaking, mind-bending labor until they die. A
Yaga, Natasha the Dark, and Elena the Fair. is a long-lived and wise collector of lore and knowl-
lucky few manage to escape, but most can only hope
As has always been the case, due to the hut’s edge. The characters might wish to consult her on an
to be rescued. If you use this hook, use people impor-
strange construction, it is larger on the inside than its important matter. They could find her outside the
tant to the characters as the abductees. Place such
exterior would lead one to believe. You should read dancing hut, but it’s a better adventure if the party
NPCs within the hut where you see fit.
the entire adventure and familiarize yourself with the must enter the hut to gain an audience with her. The
hut’s layout and characteristics, as well as its inhabit- characters are unlikely to receive a direct invitation
ants and their tactics and agendas. 2. Treasure Hunt from Baba Yaga, so for this hook, they must find the
This adventure provides just over 150,000 expe- In her travels, Baba Yaga has collected countless pow- hut, gain entrance, and seek her out. Doing so might
rience points for all of the combat encounters and erful items and stored them in various rooms within require them to defeat or kill some of her servants.
skill challenges. This amount does not include her hut. Sometimes she takes these items because The crone does not take issue with such behavior,
quest rewards, random encounters, and roleplaying she needs them. Other times, she takes them because since she considers most of her slaves to be replace-
rewards that you might want to add. The characters they are interesting or unique, and she covets them as able. In fact, she might treat the characters more
can earn the full XP reward only by clearing out the mementos of her travels and accomplishments. In this favorably if they show themselves to be formidable.
hut and taking control of it. If five 13th-level adven- case, the hag has an item the characters need or want. See the companion article “Court of Stars: Baba
turers take on everything in the hut, they likely earn If you use this hook, determine why the hag took the Yaga, The Mother of All Witches” for more informa-
over 30,000 XP each and advance to 16th level by item in and where in the hut she keeps it. tion on the hag, what help or guidance she might
the time they finish. Characters who start at 14th or provide, and what payment she might require.

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Baba Yaga’s Dancing Hut

T he Hut ’s L ocation E1: The Bone Gate The bone gate is a magic construct that acts as the
keeper of Baba Yaga’s domain. It is polite but blunt.
Roleplaying Encounter
Baba Yaga’s dancing hut can be found anywhere on The gate admits the characters if they convince it
any plane or world. That said, it is usually found in a that they have reason to enter the hut. If the charac-
The characters have entered the immediate area
remote or hazardous location, often near or within a ters admit they have come to steal something, rescue
surrounding the hut and must determine how to
large forest. someone, or harm to Baba Yaga, then the gate refuses
approach it.
Natural wildlife, sensing danger, flees the area to open.
Perception DC 20: The character notices that in
around the hut. Magical beasts are instinctively If the adventurers convince the gate that they
each skull, one eye socket glows with a red glimmer
drawn to the region instead. Baba Yaga is known to should be allowed entrance, or if they have an invita-
and the other with a blue spark.
keep some natural beasts within the hut’s fence. tion from Baba Yaga or Elena, the gate opens and lets
Light: Based on the time of day.
Intelligent humanoids residing or traveling in the them pass. If the characters mention Elena by name,
area might notice the absence of natural animals and the gate also says:
When the characters approach, read:
the increased presence of magical beasts. Sensitive
Before you stands the fabled dancing hut. The structure
humanoids might also sense the proximity of some- “Ah, mad Elena. She must have forgotten to alert me to
is a small log cabin, roughly fifteen feet across and fifteen
thing vile and awesome. your pending arrival. Silly girl.”
feet tall. It is hexagonal in shape, with no windows and one
If the characters do not have the ability to travel to
door, and it sports a peaked roof made of wooden shakes. A
the hut magically, they might spend a game session If the gate admits the party, skip Encounter E2 and
small stone chimney juts from one edge of the roof. The hut
journeying to its location and dealing with the multi- proceed to Encounter E3.
is perched on two giant chicken legs, each fifteen feet tall
tude of monsters that have gathered in the area. Gate Statistics: The gate is immune to all damage
and two feet thick at their slimmest. The legs are constantly
and effects, and it has these skills: Insight +15, Per-
in motion, causing the hut to spin rapidly.
E ncounters The hut is in the center of a hundred-foot-diameter
ception +15.
circle formed by a fence. The fence is four feet tall and con-
The adventure’s three opening encounters (E1, E2, The Fence
and E3) are described below. When the characters structed from intertwining wooden posts that seem to have
grown out of the ground. Spaced evenly along the tops of If a character climbs the fence, its posts grow and
enter the hut’s interior, they have the encounter in pickets intertwine up to 15 feet, attempting to prevent
room 1 (page 10). After that episode, the order of the the posts are twelve skulls of various humanoid races. A
five-foot-wide gate made of bleached bones stands between passage (Athletics DC 20 to climb). Using the nearby
encounters in your playing of the adventure depends trees is easier (Athletics DC 10 to climb), but the
on which rooms the characters visit, and in what two of the posts. Bones in the gate are oriented vertically,
but a few of them form a toothy mouth. fence still grows to 15 feet to block passage. In either
order, while wandering the hut’s vast interior. The case, the picket skulls immediately begin attacking
encounters are numbered 1 through 48. Full-page A few trees are interspersed around and within the
fence’s circle. those attempting to bypass the fence.
maps distributed through the adventure display the When an uninvited character first sets foot on the
encounter areas in consecutively numbered groups. ground inside the fence’s perimeter, Encounter E2
The Gate
begins. The gate also speaks.
If the adventurers approach the bone gate, its mouth
begins to twitch. When one of the characters moves
“Please cease your intrusion. Failure to do so will result in
within 2 squares of the gate, the mouth speaks.
serious repercussions. This is your only warning.”
“Welcome to Baba Yaga’s domain. Kindly state your busi-
ness or be on your way.”

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Baba Yaga’s 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 Yaga’s 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 Yaga’s 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 Yaga’s dancing hut cannot leave the fence’s
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 move-
ment adjacent to the fence but with all squares of
the hut’s space within the fence’s 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.

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Baba Yaga’s Dancing Hut

Baba Yaga’s Dancing Hut Level 15 Solo Brute 12 Picket Skulls Level 13 Minion Trap characters can attempt DC 29 Arcana checks or
Huge natural animate (blind, construct) XP 6,000 Object XP 200 each Thievery checks to bypass the ward. (The door cannot
HP 592; Bloodied 296 Initiative +12 Detect Perception DC 20 Initiative +10 be broken open.) Doing so requires three successes.
AC 27, Fortitude 29, Reflex 27, Will 26 Perception +11 HP 1; a missed attack never damages a minion. Each time an attempt fails, the door blasts the area
Speed 7 Blindsight 10 AC 27, Fortitude 25, Reflex 24, Will —
with a burning gaze like that of the picket skull traps
Immune blinded, charm, disease, gaze effects, poison Immune necrotic, poison, psychic, forced movement, all con-
Saving Throws +5; Action Points 2 ditions, ongoing damage
in Encounter E2. This effect cannot be disabled.
Traits Standard Actions
O Flailing Legs F Aura 2 C Burning Gaze (fire, lightning) F At-Will The Chimney
Any enemy that starts its turn in the aura, or makes an Attack: Close blast 5 (enemies in the blast); +16 vs. Reflex If the hut is settled, Small or smaller creatures can
attack during the hut’s turn while in the aura, takes 10 Hit: 8 fire and lightning damage, and the skull pulls the climb down the chimney (Athletics DC 14 to climb
damage. While the hut is bloodied, this damage increases target up to 4 squares.
the hut and the chimney). At the bottom of the inner
to 15. Countermeasures
Long Stride FD isable: Arcana or Thievery DC 20 (DC 29 as a minor
chimney, a stovepipe that connects to the stove in
The hut ignores difficult terrain. action). Failure (15 or lower; 24 or lower as a minor action): room 1 blocks progress. If the pipe is dislodged (Ath-
Shake It Off The skull uses burning gaze as a free action. letics or Thievery DC 29), the chimney allows access
At the start of the hut’s turn, it can make a saving throw to room 1.
against any effect that a save can end. On a save, the effect
E3: Entering the Hut
immediately ends, preventing it from affecting the hut on
its current turn. Exploration Encounter
T he Hut ’s I nterior
Standard Actions Baba Yaga designed the interior of the hut to con-
m Kick F At-Will
Run this encounter if the bone gate allows the charac- found intruders. It is built around a tesseract, a
Attack: Melee 3 (one creature); +20 vs. AC
Hit: 4d10 + 6 damage, the hut pushes the target up to 3
ters to enter the circle or if they defeat the hut. theoretical four-dimensional construct that is a pro-
squares, and the target falls prone. Light: Based on the time of day. jection of a three-dimensional cube into the fourth
M Trample F At-Will dimension. Rooms in the hut lie along different sides
Effect: The hut moves up to its speed. During this move- If the gate allows the characters to enter, the hut spins of the tesseract and are joined to other rooms with
ment, the hut can move through enemies’ spaces, and and dances as they approach. Speaking the command passageways that break the rules of three-dimen-
when the hut first enters a creature’s space, it uses kick phrase (see below) or defeating the hut (Encounter sional space.
against that creature.
E2) forces it to settle. Each map indicates the number of each other
Minor Actions
C Chimney Gout (fire) F Recharge 5 6
The cabin portion of the hut is immune to all room the mapped room connects to. A room can
Attack: Close blast 3 (creatures in the blast); +18 vs. Reflex damage and cannot be affected by rituals. For exam- connect to up to six others, with (at most) one pas-
Hit: 3d6 + 5 fire damage, and ongoing 10 fire damage (save ple, Passwall fails to create an opening in the hut. sageway on each of four sides, one in the floor, and
ends). one in the ceiling. Some rooms contain fewer than six
Miss: Half damage. Command Phrase connections.
Triggered Actions If the adventurers say, “Little hut, little hut, show me
M Berserk Hut F At-Will
Trigger: An attack damages the hut while it is bloodied.
your door,” the hut turns its door toward the speaker,
settles, and opens the door.
“Room” and “Chamber”
Effect (Immediate Reaction): The hut uses kick.
For all encounters that take place within the hut, the
Str 23 (+13) Dex 20 (+12) Wis 18 (+11)
Con 20 (+12) Int 8 (+6) Cha 3 (+3) Arcane Lock term “room” is used to refer to a specific encounter
Alignment unaligned Languages — area. Each room can connect to various other rooms,
If defeated in combat, the hut sits on the ground, its
as described in the encounters and shown on the
door closed. No handle or hinges are apparent, and
maps. Rooms are designated by numbers.
the door is warded (Arcana DC 14 to detect). The

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Baba Yaga’s Dancing Hut

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
Monsters And Treasure fail before components are expended. Further, every
Many rooms in the hut include monsters. However, the when their service ends. Derghodemons here are time a character attempts a divination ritual while
room maps do not have tags showing exact monster bound to Baba Yaga and completely loyal. Most of the within the hut, one of Baba Yaga’s curses (determined
placement. Often, the way the characters encounter a hags in the hut see Baba Yaga as an ideal to be emu- randomly, described below) attacks the character.
monster depends on how they entered the room, the lated and revered. Travel: While in the hut, the characters cannot
function of the room, or the type or role of monster. Diakkas: Ages ago, when Baba Yaga lived on a farm, access any area outside the hut unless an encounter
The lack of placement tags gives you leeway in how she imbued some of her chickens with a tiny bit of her specifically states otherwise. Travel rituals used in an
you introduce the monsters. essence. Over time, these chickens grew and mutated attempt to reach any area outside the characters’ cur-
A great deal of treasure is strewn about the hut, into diakkas. They bred to create more of their kind. rent room fail before components are expended. This
much of it guarded. It includes magic items and wealth Diakkas are small, flightless bird-people with sharp limitation also means that the souls of creatures that
that Baba Yaga has accumulated over the ages. The claws, strong legs, and harsh, squawking voices. They die in the hut can find their way out only through the
encounters describe the monetary rewards and the consider Baba Yaga to be their mother. few rooms that can access the planes.
magic items in each room. Treasures described in the Baba Yaga’s Simulacrum: Baba Yaga created a construct
adventure do not represent everything the party might
find in the hut. You should change or augment the trea-
to watch over her prized home in her absence. Over the
course of thirteen weeks, she toiled away, creating an
Baba Yaga’s Curses
sures to suit your campaign. unnatural version of herself and imbuing it with a bit of Baba Yaga has placed curses on various items and
Special Creatures: Some creatures in Baba Yaga’s her essence. Although the simulacrum is a construct, it areas within her hut. These curses trigger much like
hut are servants and others are guests. A few deserve considers itself to be Baba Yaga. It cannot be persuaded traps. A character can detect the presence of such a
special note. Piscodemons that Baba Yaga has enlisted otherwise. It has all of Baba Yaga’s memories because the curse with a successful DC 31 Arcana check made
into her service worship her and expect to be rewarded crone regularly invests it with her recent experiences. to detect magic. A successful check of this sort sup-
presses 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
The term “chamber” is used to refer to a part of a Special Properties curse statistics blocks below for specific information.
room. Most rooms are composed of multiple cham- When constructing her hut, Baba Yaga called upon
bers. Chambers are designated by letters. ancient magical lore to imbue it with many special
properties. These properties hinder how certain kinds Removing a Curse
Doorways of rituals function within the hut. Unless otherwise The Remove Affliction ritual can be used to remove
The doorways between rooms in the hut might noted in specific encounters, the special properties a curse from a character at any time before he or she
be locked, trapped, hidden, or cursed; or passing described below are in effect throughout the hut. succumbs to stage 4 of the curse. Because Baba Yaga’s
through them might require ingenuity. If a room has Divination: Rituals of this sort can be used within curses are virulent, they impose a –10 penalty on the
such doorways, they are described in a section called rooms in the hut, but each one can reveal only facts Heal check associated with the Remove Affliction
“Special Doorways.” Ordinary doorways with no spe- associated with the room in which it is performed. ritual.
cial properties are described only if important. On Divination effects cannot pass from one room to A character who succumbs to stage 4 of a curse
the room maps, each doorway is numbered the same another. For example, Magic Map can be used to is permanently disabled or transformed. Beyond the
as the room to which it leads. locate a creature within a room but cannot be used reach of mortal rituals, such an unfortunate can be
to locate a creature that is in another room or outside rescued only by specific means you devise. A difficult

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Baba Yaga’s Dancing Hut

quest should be required. For example, a character Curse of Morphing Flesh Level 17 Curse Curse of Fused Bones Level 17 Curse
whom the curse of fused bones has transformed into Your begin changing into a fiendish, amorphous form. Your limbs begin creaking and stiffening.
a petrified skeleton could recover if bathed in the Triggered Actions Triggered Actions
waters of a specific pool deep in the Shadowfell. The C Curse of Morphing Flesh (acid) F At-Will C Curse of Fused Bones (necrotic) F At-Will
rest of the adventurers must transport the petrified Trigger: A creature triggers the curse according to condi- Trigger: A creature triggers the curse according to condi-
body of their compatriot to the pool for the cure. tions specified in an encounter. tions specified in an encounter.
If Baba Yaga dies, all her active curses end. Attack (Immediate Reaction): Close burst 5 (triggering crea- Attack (Immediate Reaction): Close burst 5 (triggering crea-
ture in the burst); +20 vs. Fortitude ture in the burst); +20 vs. Reflex
Hit: 2d8 + 9 acid damage, and the target is subjected to Hit: 3d8 + 12 necrotic damage, and the target is subjected
Curse of the Chicken Foot Level 17 Curse stage 1 of the curse. If the target is already at another to stage 1 of the curse. If the target is already at another
A glowing chicken track appears on your forehead, and you stage of any curse, the target instead remains at that stage of any curse, the target instead remains at that
can’t keep from making intermittent clucks. stage of that curse. stage of that curse.
Triggered Actions Effect: The target is weakened (save ends). Effect: The target is immobilized (save ends).
C Curse of the Chicken Foot (psychic) F At-Will Curse Progression Curse Progression
Trigger: A creature triggers the curse according to condi- Stage 0: The curse is dormant. Stage 0: The curse is dormant.
tions specified in an encounter. Stage 1: The target gains vulnerable 5 all. Stage 1: The target’s speed is reduced by 2 (minimum 1).
Attack (Immediate Reaction): Close burst 5 (triggering crea- Stage 2: As stage 1, and the target’s body becomes softer Stage 2: As stage 1, and the target’s joints become stiff,
ture in the burst); +20 vs. Will and weaker, imposing a –2 penalty to Strength ability imposing a –2 penalty to Dexterity ability checks and
Hit: 3d8 + 12 psychic damage, and the target is subjected checks and Athletics checks. Dexterity-based skill checks.
to stage 1 of the curse. If the target is already at another Stage 3: As stage 1, and the target’s flesh becomes dark Stage 3: As stage 1, and the target’s flesh and bones
stage of any curse, the target instead remains at that and oily, imposing a –5 penalty to Strength ability checks stiffen, imposing a –2 penalty to Strength ability checks
stage of that curse. and Athletics checks, as well as a –2 penalty to Charisma and Athletics checks, as well as a –5 penalty to Dexterity
Effect: The target grants combat advantage (save ends). ability checks and Charisma-based skill checks ability checks and Dexterity-based skill checks.
Curse Progression Stage 4: The target transforms into a slime devil (page 24), Stage 4: The target is permanently petrified, and the curse
Stage 0: The curse is dormant. and the curse ends. ends.
Stage 1: Baba Yaga and her simulacrum can discern the Check: At the end of each extended rest, the target makes Check: At the end of each extended rest, the target makes
target’s location as a free action. In addition, the target an Athletics check or a Religion check. an Acrobatics check or a Religion check.
gains no benefit from partial concealment. 15 or Lower: The stage of the curse increases by 1. 15 or Lower: The stage of the curse increases by 1.
Stage 2: As stage 1, and the target grows chicken feathers 16–22: No change. 16–22: No change.
on one-third of its body. The target takes a –2 penalty to 23 or Higher: The stage of the curse decreases by 1 (if at 23 or Higher: The stage of the curse decreases by 1 (if at
Charisma ability checks and Charisma-based skill checks, stage 0, no change occurs). stage 0, no change occurs).
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 abil-
ity 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.
16–22: No change.
23 or Higher: The stage of the curse decreases by 1 (if at
stage 0, no change occurs).

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Baba Yaga’s Dancing Hut

Curse of the Mad Mind Level 17 Curse R andom ENCOUNTER DETAILS


Roll Encounter Room
Your mind is flooded with myriad strange thoughts that
confound and disturb you.
Triggered Actions
E ncounters 2 Two adventurers seeking a way out; they —
barter for directions and might provide
C Curse of the Mad Mind (psychic) F At-Will The dancing hut is home to many creatures. They useful information
Trigger: A creature triggers the curse according to condi- can be encountered in specific rooms as written, or 3 An escaped prisoner in need of help —
tions specified in an encounter. you can place them in different locations as desired. 4 Ivan, taking a walk 20
Attack (Immediate Reaction): Close burst 5 (triggering crea-
For example, you might want the characters to come 5 Grik, exploring the hut 30
ture in the burst); +20 vs. Will
Hit: 2d8 + 9 psychic damage, and the target is subjected
upon a guard patrol or a particular inhabitant earlier 6 Two night hags disguised as bickering sisters 8
to stage 1 of the curse. If the target is already at another than the encounters specify. The guidelines below 7 A diakka taking a break 34
stage of any curse, the target instead remains at that describe a method for including random encounters 8 A derghodemon on patrol 34
stage of that curse. in the adventure. 9 1 piscodemon and 3 diakkas on the way 34
Effect: The target is dazed (save ends). When the party enters a room that is normally to their next task
Curse Progression uninhabited, look up the room number on the 10 Elena and her entourage, strolling through 17
Stage 0: The curse is dormant.
Encounter Chance table, and roll the die indicated in the hut
Stage 1: The target takes a –2 penalty to Initiative checks.
Stage 2: As stage 1, and the target’s perceptions become
the Chance of Encounter column. A result of 1 means 11 Jayden Thull, on an errand for Elena 17
hazy, imposing a –2 penalty to Wisdom ability checks and that the characters have a random encounter. 12 Natasha, seeking aid in killing Elena 15
Wisdom-based skill checks. If a random encounter occurs, make the roll indi-
Stage 3: As stage 1, and the target’s mind is clouded,
imposing a –5 penalty to Wisdom ability checks and
cated in the Encounter Details column and look up
the result on the Encounter Details table to see what
T he Grand E xpanse
Wisdom-based skill checks, as well as a –2 penalty to
Intelligence ability checks and Intelligence-based skill
creatures are in the room. The Room column shows of the Dancing Hut
where the creatures’ statistics or other information (if
checks.
any) appear in this adventure. The rest of this adventure describes 48 room encoun-
Stage 4: The target is so insane that it is permanently help-
less, and the curse ends.
ters in the hut. A large number of them are combat
Check: At the end of each extended rest, the target makes ENCOUNTER CHANCE encounters. Others are simple exploration or role-
an Insight check or History check. Uninhabited Chance of Encounter playing scenarios that allow the characters to make
15 or Lower: The stage of the curse increases by 1. Room Encounter Details interesting discoveries.
16–22: No change. 5 1 on d10 1d4 + 1 You can change or develop the encounter details
23 or Higher: The stage of the curse decreases by 1 (if at 9 1 on d10 1d4 + 2 into whatever you need for your campaign. A room
stage 0, no change occurs).
10 1 on d12 1d6 + 4 designed for exploration might be developed to
18 1 on d12 1d4 + 1 include a skill challenge that provides the charac-
20 1 on d10 1d6 + 4 ters with useful information. A combat encounter
32 1 on d8 2d6 with Baba Yaga’s slaves might become a roleplaying
33 1 on d12 1d4 + 8 encounter in which the adventurers promise to free
35 1 on d12 1d6 + 3 the slaves in exchange for their help.
36 1 on d8 1d4 + 5
37 1 on d8 2d6
38 1 on d10 1d8 + 1
42 1 on d12 1d8 + 1
43 1 on d10 1d6 + 6

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Baba Yaga’s Dancing Hut

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Baba Yaga’s Dancing Hut

1. Hut Entrance Entry Door: Characters within the hut can open
the entry for those outside the hut.
4 Shadow Puppeteers
Medium shadow humanoid
Level 14 Lurker
XP 1,000 each
Exploration Encounter HP 74; Bloodied 37 Initiative +17
Special Doorways: A trapdoor underneath the
table leads to room 19. A ladder along one wall leads AC 24, Fortitude 25, Reflex 26, Will 26 Perception +9
When the characters enter the hut, they arrive in this Speed 8 Darkvision
up to a ceiling trapdoor that accesses room 7.
room, which is “guarded” by Vladimir, Baba Yaga’s Resist insubstantial; Vulnerable 5 radiant
cat familiar. Traits
Perception DC 20: The character hears the faint 2. Entry Hall Born of Shadows
The puppeteer can make a Stealth check to become
rustling of something moving in the shadows. Combat Encounter Level 13 (4,000 XP) hidden when it has concealment instead of needing total
Light: Candles cast dim light. concealment.
The characters enter a grand hall adorned with stat- Standard Actions
Read: ues and tapestries. The lights in the room cast the m Shadow Touch (necrotic, zone) F At-Will
The interior of the hut looks like the hovel of an old peasant. statues’ shadows onto the floor. These shadows are Attack: Melee 1 (one creature); +17 vs. Reflex
It contains a small wooden table with a wash basin on it the room’s guardians. Hit: 3d6 + 12 necrotic damage, or 3d6 + 17 necrotic
and a single chair next to it. The f loor is packed earth, and damage against a target that cannot see the puppeteer.
Perception DC 29: The character notices that the
Effect: The puppeteer creates a zone in the target’s space
the walls and ceiling are of simple wooden construction. shadow of one of the statues moves and shimmers in and each square adjacent to it. The zone is lightly
A stove stands along one wall, its pipe leading to the chim- an unnatural way. obscured, and it lasts until the end of the puppeteer’s
ney above. A straw-filled mattress and a tattered quilt lie Light: Magic torches give off dim light. next turn.
against one wall. The f loor and the shelves on the walls are Monsters: 4 shadow puppeteers. M Shadow Puppet (charm, necrotic) F Recharge when the
littered with tattered clothing, utensils, and sewing supplies. shadow hits a creature that cannot see it
Several candles glow in various places. Read: Attack: Melee 1 (one creature); +17 vs. Will
Hit: 2d6 + 5 necrotic damage, or 2d6 + 10 necrotic
This room is of fine oak construction, with a wooden
damage against a target that cannot see the puppeteer.
The room has nothing of particular interest aside rafter-and-slat ceiling 20 feet above the f loor. The walls The target is dominated until it starts its turn not adja-
from Vladimir. The creature is a bit skittish and stays are adorned with several old tapestries. Six statues made cent to the shadow.
in the shadows until discovered by the characters. of tarnished silver stand against the walls, two on each Skills Stealth +18
Vladimir is a simulacrum. Baba Yaga’s real cat short wall and one on each long wall. Behind each statue’s Str 12 (+8) Dex 22 (+13) Wis 14 (+9)
died decades ago. Missing her pet greatly, Baba Yaga head, a magic torch glows, casting the statue’s shadow into Con 17 (+10) Int 12 (+8) Cha 19 (+11)
created a simulacrum of the dead cat and left it to the hall. Alignment evil Languages Common
“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
Baba Yaga bound the shadow puppeteers to this room 3. Audience Hall
to serve as its protectors. They stay on the floor when Combat Encounter Level 13 (4,000 XP)
and kills it. If killed, Vladimir comes back to life one the characters enter. If a character moves adjacent
day later. to any of the statues marked A, B, C, or D, the pup- In the past, Baba Yaga met with visitors in this room,
Vladimir speaks Common and Elven and is wary peteers attack. Two shadows rise up at first, and two but she rarely uses it these days. Regardless, a trapper
of the characters at first. If engaged in conversation, others join in on the second round. lies on the floor near the steps to the archfey’s throne.
it is pleasant, but its voice has a sad tone. Vladimir Attempts to remove the tapestries from the walls A pair of nagpa servants tidy up the room.
knows nothing about the rest of the hut but can cause them to fall to pieces. Light: Bright red light throughout.
tell the characters whether it believes Baba Yaga Tactics: The shadow puppeteers avoid bright light Monsters: 1 trapper, 2 nagpa carrion lords.
is present in the dwelling. However, the false cat and create shadows using shadow touch to make best
cannot distinguish between the real crone and her use of their abilities.
simulacrum.

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Baba Yaga’s Dancing Hut

Trapper Level 14 Elite Soldier Double Attack F At-Will 2 Nagpa Carrion Lords Level 14 Artillery
Huge natural animate (construct, shapechanger) XP 2,000 Effect: The trapper makes two basic attacks. Medium elemental humanoid XP 1,000 each
HP 280; Bloodied 140 Initiative +12 Floor Ambush F Encounter HP 111; Bloodied 55 Initiative +9
AC 30, Fortitude 27, Reflex 24, Will 25 Perception +11 Requirement: The trapper must be in floor form, and it AC 28, Fortitude 23, Reflex 25, Will 26 Perception +11
Speed 6 Darkvision must have done nothing but delay or ready during the Speed 6 Low-light vision
Saving Throws +2; Action Points 1 encounter. Standard Actions
Traits Effect: The trapper assumes ooze form and can make a basic m Rotting Staff (necrotic, weapon) F At-Will
Threatening Reach attack against each enemy within its reach. Enemies that Attack: Melee 1 (one creature); +17 vs. Fortitude
The trapper can make opportunity attacks against enemies occupy the trapper’s space are considered to be grabbed Hit: 2d6 + 8 necrotic damage.
within 3 squares of it. by the trapper for the purpose of envelop. Creatures still r Bolt of Putrescence (implement, necrotic) F At-Will
Standard Actions in the trapper’s space and not enveloped after the trapper Attack: Ranged 20 (one creature); +19 vs. Reflex
m Slam F At-Will resolves this power slide up to 3 squares to an unoccupied Hit: 2d10 + 10 necrotic damage.
Attack: Melee 3 (one creature); +19 vs. AC square within 2 squares of the trapper. R Rain of Ruin (acid, implement) F Recharge 5 6
Hit: 2d8 + 13 damage, and the trapper grabs the target Minor Actions Attack: Ranged 10 (two or three creatures); +19 vs. Reflex
(escape DC 21). Shapeshift (polymorph) F At-Will (1/round) Hit: 2d10 + 5 acid damage.
m Envelop F At-Will Effect: The trapper assumes one of the following forms. It A Consuming Shadows (implement, necrotic, zone) F
Attack: Melee 3 (one creature grabbed by the trapper); +17 remains in the chosen form until it uses this power again. Encounter
vs. Fortitude Floor Form: The trapper takes the form of a floor surface, Attack: Area burst 1 within 10 (enemies in burst); +19 vs.
Hit: The target is enveloped and is no longer grabbed. While mimicking its shape, coloration, and texture. A creature Fortitude
enveloped, the target is restrained and takes 10 damage must succeed on a DC 34 Perception check to notice that Hit: 4d6 + 5 necrotic damage, and ongoing 5 necrotic
at the start of the trapper’s turn. The enveloped creature the trapper is a creature. While the trapper is in this form, damage (save ends).
is in the trapper’s space and has line of sight and line of other creatures can enter its space. Effect: The burst creates a zone that lasts until the end of
effect only to the trapper. No creature has line of sight or Ooze Form: While squeezing, the trapper moves at full speed the carrion lord’s next turn. The zone blocks line of sight
line of effect to the target. rather than half speed, it doesn’t take the –5 penalty to for the carrion lord’s enemies.
The enveloped creature can make only melee or close attack rolls, and it doesn’t grant combat advantage for Sustain Minor: The zone persists.
attacks. If the enveloped creature deals 20 damage to the squeezing. Minor Actions
trapper with an attack, the trapper releases the creature Str 23 (+13) Dex 16 (+10) Wis 18 (+11) Ghostly Escape F Encounter
into an unoccupied square adjacent to the trapper, and Con 20 (+12) Int 2 (+3) Cha 4 (+4) Effect: The carrion lord is insubstantial and phasing until
the creature is no longer enveloped. When the trapper Alignment unaligned Languages — the end of its next turn.
dies, the target is no longer enveloped, and is instead Skills Arcana +17, Bluff +17, Diplomacy +17, History +17
prone in the trapper’s former space. Str 12 (+8) Dex 14 (+9) Wis 19 (+11)
Con 21 (+12) Int 21 (+12) Cha 20 (+12)
Alignment evil Languages Common, Primordial
Read: Tactics: The carrion lords lure enemies toward Equipment staff
This is a grand chamber constructed of fine masonry with the trapper. Then they pepper their enemies with
a vaulted ceiling rising 30 feet above the marble-tiled ranged attacks, retreating from melee with ghostly
floor. A set of tiled stairs leads from the main f loor to an escape. The trapper delays until it can use f loor ambush 4. Art Gallery
elevated area that features a throne made of red quartz and or it is attacked, after which it joins the fight fully and Combat Encounter Level 13 (4,400 XP)
engraved with runes. The wall behind the throne glows red, attacks all characters.
illuminating the chamber in an otherworldly light. The characters come upon Baba Yaga’s art repository,
Two bird-men sweep the f loor with wooden brooms. As which contains sundry pieces of statuary, paintings,
you enter, they begin to retreat. and craftworks that the hag has acquired over the
ages. Several creatures guard her prized collection.

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Baba Yaga’s Dancing Hut

Perception DC 29: The character hears the soft Treasure: Various easily transportable paintings, Medusa Venom Arrow Level 12 Artillery
footsteps of at least one creature somewhere beyond etchings, and tapestries worth a total of 10,000 gp. Medium natural humanoid, female XP 700
his or her immediate field of sight. Tactics: This combat can easily range across the HP 96; Bloodied 48 Initiative +12
Light: Bright magical light. room as the monsters dart in and out of the smaller AC 26, Fortitude 23, Reflex 25, Will 23 Perception +14
Speed 6
Monsters: 1 medusa venom arrow, 1 medusa chambers. The medusa venom arrow moves to avoid
Immune petrification; Resist 10 poison
bodyguard, 3 oblivion wraiths. melee, preferring ranged attacks. The medusa body- Standard Actions
guard uses longbow and mind-venom gaze but rushes to m Serpent Hair (poison) F At-Will
Read: the venom arrow’s side when she comes under assault. Attack: Melee 1 (one creature); +17 vs. AC
You enter a multichambered room containing dozens of The oblivion wraiths phase through the interior walls Hit: 2d6 + 6 poison damage, and the target takes a –2 pen-
works of art. Exquisite paintings and tapestries adorn every between chambers to avoid being overwhelmed. alty to saving throws until the end of the medusa’s next
wall, and several statues stand about the chambers. The turn.
r Shortbow (poison, weapon) F At-Will
room is bathed in magical light that illuminates each work Medusa Bodyguard Level 12 Soldier Attack: Ranged 30 (one creature); +19 vs. AC
of art with perfect clarity. Throughout the room, light fog Medium natural humanoid XP 700
Hit: 1d10 + 7 damage, and the target takes ongoing 5
lines the floor to a depth of one foot. HP 123; Bloodied 61 Initiative +11 poison damage and is slowed (save ends both).
AC 28, Fortitude 25, Reflex 23, Will 24 Perception +15 Triggered Actions
This room is brimming with a great variety of fine Speed 6 Petrifying Stare F At-Will
Resist 10 poison Trigger: An enemy starts its turn within 2 squares of the
works of art from dozens of worlds and planes.
Standard Actions medusa.
Although none of them is magical, the characters m Bastard Sword (poison, weapon) F At-Will Effect (Opportunity Action): Close blast 2 (the triggering
might try to claim pieces of art as spoils of their Attack: Melee 1 (one creature); +17 vs. AC enemy in the blast). The target is slowed (save ends).
endeavors. You can use the general treasure below or Hit: 2d10 + 4 damage, and ongoing 5 poison damage (save First Failed Saving Throw: The target is immobilized
determine the number and value of the works. ends). instead of slowed (save ends).
Various statues, some of metal and others of stone, Effect: The bodyguard marks the target until the end of the Second Failed Saving Throw: The target is petrified until
stand throughout the room. A few of them are more bodyguard’s next turn. one of the following conditions is satisfied.
R Longbow (poison, weapon) F At-Will F T he use of an appropriate power, such as divine
detailed than the rest and depict adventurers striding
Attack: Ranged 30 (one creature); +17 vs. AC cleansing.
into battle or cowering in panic and pain. These stat- Hit: 1d10 + 9 damage, and ongoing 5 poison damage (save
ues are the trophies of the medusa venom arrow that F T he willing kiss of the medusa that petrified the crea-
ends). ture (a medusa might do this to gain information or
guards the room. Triggered Actions to luxuriate in the victim’s fear before returning it to
After the characters have explored one or two C Mind-Venom Gaze (charm, poison, psychic) F Recharge stone).
chambers of the art gallery, the medusas attack. After when the bodyguard hits with bastard sword F T he medusa responsible for the petrification is killed
one round of combat, the wraiths join the battle. Trigger: An enemy marked by the bodyguard makes an and its blood is applied to the stony lips of the victim
attack that does not include it as a target.
Special Doorways: In the ceiling of chamber B, a before a full day passes.
Attack (Immediate Interrupt): Close blast 5 (enemies in the Skills Bluff +15, Stealth +17
secret door (Perception DC 29 to find) leads to room blast); +15 vs. Will. The attack must include the trigger- Str 14 (+8) Dex 22 (+12) Wis 17 (+9)
40. In chamber I, a trapdoor in the floor, leading to ing enemy as a target. Con 18 (+10) Int 12 (+7) Cha 19 (+10)
room 46, is covered by an enormous iron statue of Hit: 2d6 + 3 poison and psychic damage, and if the target is Alignment evil Languages Common
Baba Yaga’s hut. Scratch marks in the floor near the the triggering enemy, the target is stunned until the end Equipment shortbow
statue are clues that it has been moved in the past of its turn.
(Perception DC 21 to find the door; Athletics DC 29 Skills Bluff +14, Stealth +14
Str 22 (+12) Dex 17 (+9) Wis 19 (+10)
to move the statue). The trapdoor is cursed. Any char-
Con 19 (+10) Int 12 (+7) Cha 17 (+9)
acter who touches the door is attacked by the curse of Alignment evil Languages Common
morphing flesh. Equipment bastard sword, longbow

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Baba Yaga’s Dancing Hut

3 Oblivion Wraiths Level 14 Brute Standard Actions Special Doorways: In the ceiling of chamber
Large shadow humanoid (undead) XP 1,000 each m Nihil Strike (necrotic) F At-Will C, a secret door (Perception DC 21 to find) leads to
HP 116; Bloodied 58 Initiative +13 Attack: Melee 1 (one creature); +15 vs. Reflex room 33.
AC 26, Fortitude 25, Reflex 27, Will 24 Perception +7 Hit: 3d12 + 8 necrotic damage, and the wraith is invisible to
Speed 0, fly 6 (hover); phasing Darkvision the target until the end of the wraith’s next turn.
Immune disease, poison; Resist 15 necrotic M Obliviate (necrotic) F Recharge 5 6 6. Grand Throne Room
Traits Attack: Melee 1 (one creature); +15 vs. Reflex Exploration Encounter
O Nihil (necrotic) F Aura 2 Hit: 3d12 + 4 necrotic damage, and the target takes ongo-
Any enemy that starts its turn in the aura takes 10 necrotic ing 15 necrotic damage and a –2 penalty to saving throws
(save ends both).
Baba Yaga’s throne room has fallen into disuse in
damage and cannot spend a healing surge until the start of
its next turn. Move Actions recent years due to the hag being away from the hut
Insubstantial Shadow Glide F Encounter for extended periods.
The wraith takes half damage from any damage source. Effect: The wraith shifts up to 6 squares. Light: Dim light provided by the glowing ceiling.
Regeneration Triggered Actions
The wraith regains 10 hit points whenever it starts its turn C Death Blast (necrotic) F Encounter Read:
and has at least 1 hit point. Whenever the wraith takes radi- Trigger: The wraith drops to 0 hit points.
The floor and walls of this room are crafted of black marble
ant damage, its regeneration doesn’t function until the end Attack (Immediate Reaction): Close blast 3 (enemies in the
blast); +15 vs. Fortitude
streaked with gold veins. Glassy purple columns, some
of its next turn.
Spawn Wraith Hit: The target loses two healing surges. starting to crumble, parade through much of its expanse.
When the wraith kills a humanoid, that humanoid becomes Miss: The target loses one healing surge. The vaulted ceiling 60 feet above the floor glows eerily, fill-
a wraith at the start of this wraith’s next turn. The new Skills Stealth +18 ing the room with purple light. A raised dais sits at one end
wraith appears in the space where the humanoid died or in Str 20 (+12) Dex 23 (+13) Wis 10 (+7) of the room, with four giant skulls adorning its surface. In
the nearest unoccupied square, and it rolls a new initiative Con 16 (+10) Int 10 (+7) Cha 18 (+11) the center of the dais is a grand throne made from a single
check. The new wraith acts under the Dungeon Master’s Alignment chaotic evil Languages Common
block of black stone. A stairway leads up to the throne.
control.

If a character speaks Baba Yaga’s name while in this


5. Recreation and Dance Chamber D contains numerous musical instru- room, a ghostly version of the ancient hag appears,
Exploration Encounter ments. A funeral dirge plays in here, but the music seated on the throne. The apparition beckons the
has no identifiable source. adventurer forward, hoping that he or she touches the
This room was built for recreation, dance, games, and Chamber E has a sunken performance area. In the throne. Any character who does so is attacked by the
hobbies. It allows the characters to explore diversions center of the area is a raised stage. curse of the mad mind.
from their normal expeditions. Each chamber is divided from the others by magic Special Doorways: Under one of the giant skulls
Light: Candles and braziers provide bright light. curtains that deaden all sound passing from one is a secret trapdoor (Perception DC 29 to find), lead-
chamber to the next. ing down to room 12.
Read: You can develop the chambers in this room
further to provide the characters with interesting
You enter a well-lit room that is outfitted with the accoutre-
ments of various hobbies. activities. For example, chamber B might be inhab- 7. Attic
ited by a creature that invites the characters to engage Roleplaying Encounter
Chamber A has sewing materials and a small loom. in games of chance, allowing them to place wagers
and perhaps garner information about the hut and its The hut’s attic is mostly what one would expect from
Chamber B contains several chairs around a table
residents. the attic of a wooden cabin, but it also holds a strange
that holds dice and card games.
creature that the characters might befriend and take
Chamber C is a dressing room with costumes and
with them.
a standing mirror.

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Baba Yaga’s Dancing Hut

Perception DC 20: The character notices a Small


black cat peeking from behind a chest.
of the hut to wreak vengeance upon the party and
return the ring to her.
8. Bestiary
Combat Encounter (Varies)
Light: Darkness.
Shelsa, Cat Familiar Level 12 Minion Skirmisher Baba Yaga has imprisoned several strange creatures
If the characters light the room, read: Small fey magical beast XP 175
in this bestiary.
This small, hexagonal room is built of rotting wood. The HP 1; a missed attack never damages a minion. Initiative +14
AC 26, Fortitude 23, Reflex 26, Will 24 Perception +12
Light: Bright light from the glowing ceiling.
floor creaks, and the walls and ceiling show signs of age.
Speed 8, climb 6 Low-light vision Monsters: 2 su alphas, 1 night hag, 1 vampiric
The area is strewn with boxes, chests, and sundry articles of
Immune disease, fear, necrotic, poison mist corruptor, 1 flamekiss hydra, 1 beholder.
clothing and other paraphernalia. In addition to two doors,
Traits
spiral stairs lead up. Nine Lives Read:
Shelsa initially has eight extra lives. While Shelsa has five This large stone room contains numerous smaller cham-
This room contains an assortment of useless gear. extra lives remaining, she gains a +2 bonus to defenses,
bers, each with a doorway of shimmering yellow light. A
Shelsa, a guardian familiar, keeps watch over a spe- attack rolls, and damage. While she has two extra lives
glowing ceiling 30 feet above the floor illuminates the
cific trunk. At first, she hides from the characters, remaining, this bonus increases to +4.
Standard Actions whole room with bright light. The grunts and growls of
but if they coax her out, they might entice her to join
m Bite F At-Will various creatures issue from the chambers.
them in their endeavors.
Attack: Melee 1 (one creature); +17 vs. AC
Special Doorways: Under some tattered clothing Hit: 10 damage. Each chamber magically provides food and water for
is a trapdoor (Perception DC 21 to find). It leads to Mobile Attack F At-Will its captive and magically removes waste. The shim-
room 1. Effect: Shelsa shifts up to her speed and uses bite once
mering doorways are transparent, so the characters
Treasure: A ring of invisibility lies in the bottom of during the movement.
Move Actions
can see inside each chamber.
the chest guarded by Shelsa.
Guardian Jump (teleportation) F Encounter The chamber doorways are made of magical
Effect: Shelsa teleports up to 10 squares. force that is impervious to damage and blocks line
Shelsa, Guardian Familiar
Triggered Actions of effect. Characters can open a door by making a
Shelsa is a guardian familiar that has been in the attic Limited Rebirth (healing, teleportation) F Recharge when DC 21 Arcana check to dissipate the magic or a DC
for many years. If the characters coax her out, she is Shelsa spends one of her extra lives 29 Thievery check to mar the runes containing the
willing to talk and comes across as bored. Trigger: Shelsa drops to 0 hit points while she has an extra
magic. If a door is opened, the creature in the cham-
If pressed for information about herself, Shelsa life remaining.
ber reacts as described below.
laments her years spent in the attic and yearns to see Effect (No Action): Shelsa spends one of her extra lives
and regains 1 hit point. She can then teleport up to 10 If the characters release one or more monsters, dif-
more of the world outside. If the characters invite her ferent combat encounters might occur. Any creatures
squares, and she becomes invisible until the end of her
to accompany them, she does so gladly, latching onto next turn or until she attacks. left behind are fair game for random encounters later.
the one who has the highest Charisma score. Skills Athletics +8, Nature +12, Stealth +17 Chamber A: This chamber imprisons a vam-
If questioned about the chest she is guarding, Str 5 (+3) Dex 22 (+12) Wis 12 (+7) piric mist corrupter. The chamber door is faulty. If
Shelsa states only that it contains “power.” Tired of Con 17 (+9) Int 10 (+6) Cha 19 (+10)
it is opened, two other chamber doors (determined
her role as guardian, she allows the characters to Alignment unaligned Languages Common, Elven
randomly) also open. If released, the vampiric mist
take the ring of invisibility from the chest if they let her corruptor attacks the adventurers.
accompany them. Chamber B: The beholder here has studied the
If the adventurers take the ring but do not let doors for a long time and has discovered their weak-
Shelsa join them, she becomes angry and secretly ness. It tries to convince the characters to release it.
follows them around the hut, staying in the shadows If released, it attacks. Each time it uses eye ray or eye
as much as possible. She calls on the other denizens ray frenzy, instead of making one of the allowed eye

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Baba Yaga’s Dancing Hut

Beholder Level 9 Solo Artillery   7. Terror Ray (fear, psychic): Ranged 10; +14 vs. Will; 2d8 ray attacks, it can use its disintegrate ray on the runes
Large aberrant magical beast XP 2,000 + 5 psychic damage, and the beholder pushes the on other chamber doors. Each use of disintegrate ray
HP 392; Bloodied 196 Initiative +9 target its speed. allows the beholder to make a Charisma check (DC
AC 23, Fortitude 21, Reflex 22, Will 22 Perception +11   8. Petrifying Ray: Ranged 10; +14 vs. Fortitude; the target 21) against the door. If the beholder succeeds, the
Speed 0, fly 4 (hover) is petrified (save ends).
All-around vision, darkvision door in question opens. The beholder also wants
Saving Throws +5; Action Points 2   Aftereffect: The target is immobilized (save ends).
  9. Death Ray (necrotic): Ranged 10; +14 vs. Fortitude;
to attack the characters, so it uses disintegrate ray to
Traits attack a door only once per round.
All-Around Vision 2d8 + 10 necrotic damage. If the target is bloodied
Enemies can’t gain combat advantage by flanking the before or after the attack, it is also dazed (save ends). Chamber C: If released, the su alpha here imme-
beholder.   First Failed Saving Throw: The target is dazed and diately attacks the other su alpha. If it cannot reach
Standard Actions weakened (save ends both). the other su alpha, it attacks the characters instead.
m Bite F At-Will   Second Failed Saving Throw: The target dies. Chamber D: Empty.
Attack: Melee 1 (one creature); 14 vs. AC 10. Disintegrate Ray: Ranged 10; +14 vs. Fortitude; 1d8 +
Chamber E: The night hag here betrayed Baba
Hit: 2d8 + 8 damage. 5 damage, and ongoing 10 damage (save ends).
R Eye Ray Frenzy F Recharge 6 Yaga long ago and was confined as punishment. She
R Eye Rays F At-Will
Requirement: The beholder must be bloodied. hates the ancient crone with a passion and attempts
Effect: The beholder uses two of the following eye rays,
using each against a different target. This attack does not Effect: As eye rays above, except the beholder makes three to coerce the characters into releasing her, promis-
provoke opportunity attacks. eye ray attacks. ing to give them information about Baba Yaga, the
  1. Charm Ray (charm): Ranged 10; +14 vs. Will; the target Minor Actions hut, and its denizens. If the characters release the
is dominated until the end of its next turn. C Central Eye F At-Will (1/round) night hag without making a pact with her, she attacks,
  2. Wounding Ray (necrotic): Ranged 10; +14 vs. Fortitude; Attack: Close blast 5 (enemies in the blast); +12 vs. Will
fighting only long enough to escape.
2d10 + 6 necrotic damage. Hit: The target cannot use encounter or daily attack powers
until the end of its next turn.
Chamber F: Empty.
  3. Sleep Ray (charm): Ranged 10; +14 vs. Will; the target
Triggered Actions Chamber G: If released, the su alpha here imme-
is immobilized (save ends).
  First Failed Saving Throw: The target is knocked uncon- R Random Eye Ray F At-Will diately attacks the other su alpha. If it cannot reach
scious instead of immobilized (save ends). Trigger: The beholder is conscious and an enemy starts its the other su alpha, it attacks the characters instead.
  4. Telekinesis Ray: Ranged 10; +14 vs. Fortitude; the turn within 5 squares of it. Chamber H: 1 flamekiss hydra. If released, it
beholder slides the target up to 4 squares. Effect (No Action): The beholder uses one random eye ray attacks the characters.
  5. Slowing Ray (necrotic): Ranged 10; +14 vs. Reflex; 3d6 against the triggering enemy.
Special Doorways: A noticeable platform sits on
+ 5 necrotic damage, and the target is slowed (save Str 18 (+8) Dex 20 (+9) Wis 15 (+6)
Con 18 (+8) Int 19 (+8) Cha 20 (+9)
the floor near the doorway to room 7. If a creature
ends).
Alignment evil Languages Deep Speech stands on the platform, it descends to room 37. When
  6. Brilliant Ray (radiant): Ranged 10; +14 vs. Will; 1d6 + 5
radiant damage, and the target is blinded (save ends).
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.

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Baba Yaga’s Dancing Hut

2 Su Alphas Level 12 Brute Night Hag Level 14 Lurker Vampiric Mist Corruptor Level 11 Controller
Medium fey beast XP 700 each Medium fey humanoid (shapechanger) XP 1,000 Medium shadow animate (undead) XP 600
HP 149; Bloodied 74 Initiative +11 HP 109; Bloodied 54 Initiative +15 HP 100; Bloodied 50 Initiative +9
AC 24, Fortitude 25, Reflex 24, Will 23 Perception +10 AC 27, Fortitude 28, Reflex 26, Will 26 Perception +10 AC 25, Fortitude 24, Reflex 23, Will 23 Perception +9
Speed 7 (forest walk), climb 7 Darkvision Speed 8 Darkvision Speed 0, fly 5 (altitude limit 2) Darkvision
Standard Actions Traits Immune disease; Resist 10 necrotic, 10 poison;
m Claw F At-Will O Shroud of Night F Aura 10 Vulnerable 5 radiant
Attack: Melee 1 (one creature); +17 vs. AC Within the aura, bright light is dim light, and dim light is Traits
Hit: 3d10 + 7 damage. darkness. O Siphoning Presence (necrotic, psychic) F Aura 1
M Backhand Slam F At-Will Standard Actions Enemies can’t spend healing surges in the aura. When an
Attack: Melee 1 (one creature); +15 vs. Fortitude m Claw F At-Will enemy ends its turn in the aura, it takes 10 necrotic and
Hit: 3d8 + 7 damage, and the alpha pushes the target 1 Attack: Melee 1 (one creature); +19 vs. AC psychic damage, and the mist gains 5 temporary hit points.
square. Hit: 1d6 + 6 damage. If the hag has combat advantage Insubstantial
C Su Howl (psychic) F Recharge when the alpha takes psy- against the target, the target is also stunned (save ends). The mist takes half damage from any damage source,
chic damage M Dream Haunting (psychic) F At-Will except those that deal fire, force, or radiant damage. When
Attack: Close burst 3 (enemies in burst); +15 vs. Will Attack: Melee 1 (one stunned or unconscious creature); +18 it takes fire or radiant damage, it loses this trait until the
Hit: 2d10 + 3 psychic damage, and the target gains vulner- vs. Will start of its next turn.
able 5 to all damage (save ends). Hit: 3d6 + 4 psychic damage, and the hag disappears into Mist Form
Miss: Half damage, and the target gains vulnerable 5 to all the target’s mind. While in this state, the hag is removed The mist can move through openings of any size. It can also
damage until the end of the alpha’s next turn. from play and does nothing on subsequent turns but enter other creatures’ spaces and end its turn there.
Triggered Actions deal 3d6 + 4 psychic damage to the target (no attack Standard Actions
M Flesh-Ripper F At-Will roll required). When the target is no longer stunned or m Bite (necrotic) F At-Will
Trigger: An enemy is pulled, pushed, or slid to a square unconscious, or when the target dies, the hag reappears Attack: Melee 1 (one creature); +14 vs. Fortitude
adjacent to the alpha. adjacent to the target and is insubstantial until the start Hit: 3d6 + 9 necrotic damage, and the mist slides the
Attack (Immediate Reaction): Melee 1 (one creature); +17 of its next turn. target up to 2 squares.
vs. AC C Wave of Sleep (charm, psychic) F Recharge 5 6 R Corrupting Gaze (charm, gaze, psychic, necrotic) F
Hit: 1d12 + 6 damage. Attack: Close blast 5 (creatures in the blast); +17 vs. Will Recharge when no creature is dominated by this power
M Tribal Fury F At-Will Hit: 1d8 + 3 psychic damage, and the target is dazed (save Attack: Ranged 10 (one creature); +14 vs. Will
Trigger: An ally within 3 squares is first bloodied. ends). Hit: The target is dominated (save ends).
Effect (Free Action): The alpha uses claw. First Failed Saving Throw: The target is unconscious Aftereffect: The target takes 2d8 + 10 necrotic and psychic
Psionic Boost (psychic) F Recharge when the alpha takes instead of dazed (save ends). damage.
psychic damage Minor Actions Triggered Actions
Trigger: The alpha hits with claw, flesh-ripper, or backhand Change Shape (polymorph) F At-Will C Deathly Howl F Encounter
slam. Effect: The hag alters its physical form to appear as a crone Trigger: The mist is first bloodied.
Effect (Free Action): The attack deals 2d8 extra psychic of any Medium humanoid race until it uses change shape Attack (Free Action): Close burst 5 (enemies in the burst);
damage. again or until it drops to 0 hit points. To assume a specific +14 vs. Fortitude
Skills Acrobatics +16, Athletics +17, Stealth +16 individual’s form, the hag must have seen that individual. Hit: The mist pushes the target up to 3 squares, and the
Str 22 (+12) Dex 20 (+11) Wis 18 (+10) Other creatures can make a DC 33 Insight check to dis- target can’t spend healing surges (save ends).
Con 19 (+10) Int 2 (+2) Cha 15 (+8) cern that the form is a disguise. Str 7 (+3) Dex 18 (+9) Wis 19 (+9)
Alignment unaligned Languages — Skills Arcana +14, Bluff +16, Intimidate +16, Stealth +16 Con 20 (+10) Int 7 (+3) Cha 11 (+5)
Str 22 (+13) Dex 18 (+11) Wis 17 (+10) Alignment evil Languages —
Con 19 (+11) Int 14 (+9) Cha 18 (+11)
Alignment evil Languages Common, Elven

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Baba Yaga’s Dancing Hut

Flamekiss Hydra
Large natural beast (reptile)
Level 12 Solo Brute
XP 3,500
9. Fungus Gardens d12 Pool Effect
1 The character takes an amount of damage
HP 496; Bloodied 248 Initiative +9
Exploration Encounter
equal to his or her level. This damage cannot be
AC 25, Fortitude 26, Reflex 23, Will 22 Perception +15 lessened in any way.
Speed 5 All-around vision, darkvision This room contains a plethora of strange plants and
2 The character gains a number of temporary hit
Resist 10 fire fungi. A magic pool sits in the center of the room.
points equal to his or her level. These temporary
Saving Throws +5; Action Points 2 Light: Dim violet light throughout.
Traits hit points last until the end of the next combat
All-Around Vision encounter.
Read:
Enemies can’t gain combat advantage by flanking the hydra. 3 The character’s skin turns yellow or green (your
Many Headed
This small room is filled with a strange, violet glow that
choice) until he or she takes an extended rest.
While stunned or dominated, the hydra can take free causes you to squint a bit before your eyes adjust. The walls
4 The character’s eyes gloss over with a murky film,
actions. are covered in moss and fungi. A thick, earthy odor perme-
reducing his or her vision to 5 squares. This effect
Regenerating Heads ates the area. The sound of bubbling water comes from up
lasts until the character is the target of a Remove
The hydra starts an encounter with four heads. When the ahead.
hydra’s hit points first go below 372, 248, and 124, one of Affliction ritual or until the end of the character’s
its heads is destroyed. Whenever a head is destroyed, the next extended rest.
The characters enter this room from one of two side
hydra grows two heads at the start of its next turn unless it 5 The character takes a –4 penalty to his or her
takes cold or acid damage before then.
chambers. Passage to the central circular area is
next check or d20 roll.
Threatening Reach obscured by thick, hanging vines. If the characters
6 The character gains a +4 bonus to his or her next
The hydra can make opportunity attacks against enemies push through the vines, they can reach the center of
check or d20 roll.
within 2 squares of it. the room, revealing the central garden and pool.
7 2d6 squawking chickens appear next to the
Standard Actions The garden contains many strange types of fungi,
m Bite F At-Will character and follow him or her through the hut.
mosses, molds, and plants that Baba Yaga has col-
Attack: Melee 2 (one creature); +17 vs. AC As long as the chickens accompany the party, the
lected from all over the multiverse. The chamber’s
Hit: 3d12 damage. characters cannot gain the benefit of a surprise
C Flame Kiss (fire) F Recharge when the hydra loses a head
violet light allows them to thrive despite the absence
round. An attack against a chicken automatically
Attack: Close blast 3 (creatures in the blast); +13 vs. Reflex of direct sunlight.
hits and kills it.
Hit: 2d8 + 5 fire damage, and ongoing 10 fire damage (save Some of the plant life here is edible, but some is
8 All of the character’s hair falls out.
ends). The hydra pushes the target up to 3 squares. poisonous (a DC 20 Arcana, Nature, or Dungeoneer-
9 The character loses one healing surge.
Hydra Fury F At-Will ing check is enough to tell). If a character eats part
Effect: The hydra attacks a number of times equal to the 10 The character gains one healing surge.
of a poisonous plant, the character loses one healing
number of heads it currently has, using either bite or flame 11 The character takes a –5 penalty to Bluff checks
surge. You can add effects if you wish.
kiss for each attack. If it has only two heads, it gains a +5 until the end of his or her next extended rest.
bonus to damage rolls with the attacks. If it has only one
Chambers A and B contain gardening equipment.
12 A weapon or implement the character
head, it gains a +15 bonus to damage rolls with the attack. possesses gains a semblance of intelligence and
Triggered Actions The Pool
a whispering voice. It constantly praises the
M Snapping Jaws F At-Will The pool in the center of the room is full of bubbling character, which grants him or her a +1 item
Trigger: An enemy ends its turn within 2 squares of the cold water that smells of ripe fruit. The pool’s border
hydra. bonus to attack rolls, ability checks, and skill
is a short earthen wall. checks. This effect lasts until the end of the
Attack (Free Action): The hydra uses bite twice against the
triggering enemy.
If a character drinks from the pool, roll a d12 and character’s next extended rest.
Str 22 (+12) Dex 17 (+9) Wis 18 (+10) find the results on the table below. A creature can
Con 20 (+11) Int 2 (+2) Cha 8 (+5) gain an effect only once per day.
Alignment unaligned Languages —

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Baba Yaga’s Dancing Hut

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10. Grand Museum This room is larger than most of the others in the hut
and has been magically imbued with all the resources
2 Green Hags
Medium fey humanoid (shapechanger)
Level 12 Controller
XP 700 each
Exploration Encounter HP 124; Bloodied 62 Initiative +10
necessary to support forest life.
AC 26, Fortitude 25, Reflex 24, Will 23 Perception +14
This room is a museum of strange items that Baba Speed 8 (forest walk, swamp walk), swim 8 Low-light vision
If the characters reach the room’s center, read:
Yaga has collected over the ages. Resist 10 poison
You come upon a small lake in the forest. Its water glows Standard Actions
Light: Bright light.
red from the moon above. Two humanoids that have slight m Hurl through the Earth (teleportation) F At-Will
builds and long hair bathe in the water. Attack: Melee 1 (one creature); +17 vs. AC
Read:
Hit: 2d6 + 9 damage.
This grand room is lit by magical points of light dotted Effect: The hag teleports the target up to 3 squares.
The humanoids are green hags that have used change
about the ceiling and walls. It is filled with strange items, A Grasping Roots F At-Will
shape to appear as twin female elves. Their disguise
most of which you do not immediately recognize. Attack: Area burst 2 within 5 (creatures in the burst); +15
is a ruse intended to lure the adventurers closer.
vs. Reflex
If engaged in conversation, they are friendly and Hit: The target is restrained (save ends).
The characters might find useful items here. Fill this
attempt to coerce the characters to approach. When Miss: The target is slowed until the end of the hag’s next
room with anything that strikes your fancy. Anything
the characters reach the lake edge, the hags call forth turn.
they find can be odd or unusual in terms of the typi-
their wood woad servants and attack. If the charac- A Rampant Growth (zone) F Encounter
cal medieval fantasy setting. Attack: Area burst 2 within 5 centered on a creature
ters circumvent the lake and continue on, the hags
Beyond whatever you choose to add, the museum restrained by grasping roots (creatures in the burst); +15
follow and attack from the trees.
contains two items of note. A rusted Soviet JS-1 tank vs. Reflex
The hags are close friends of Baba Yaga and
picked up from Earth during World War II sits in Hit: 2d8 + 8 damage.
attempt to take the characters alive, if possible, to Effect: The burst creates a zone that lasts until the end of
the central chamber. Also in this room is a steam-
garner continued favor with the archfey. the encounter. Squares in the zone are difficult terrain
powered war cannon dwarves of another world
Treasure: 8,000 gp in assorted coinage at the for any creature that doesn’t have forest walk, and such
constructed. Neither device is in operable condition.
bottom of the lake. a creature takes 5 damage for each square of movement
Tactics: The hags first use grasping roots, following in the zone.
11. The Lakeland up with rampant growth to make it harder for the char- A Stagnant Miasma (poison, zone) F Recharge 5 6
Attack: Area burst 2 within 5 (creatures in the burst); +15
Combat Encounter Level 13 (4,800 XP) acters to move around. The wood woad juggernauts
vs. Fortitude
fight from the edges of the rampant growth zone. The Hit: 2d10 + 11 poison damage.
The adventurers come upon a vast forest with a small wood woad druid goes after the first adventurer to Effect: The burst creates a zone of lightly obscured squares
lake in its center. This area is home to a pair of green leave the zone. that lasts until the end of the hag’s next turn. Any creature
hags that are among Baba Yaga’s trusted friends. that ends its turn in the zone takes 10 poison damage.
Light: Dim light. Minor Actions
Change Shape (polymorph) F At-Will
Monsters: 2 green hags, 1 wood woad druid, 2
Effect: The hag alters its physical form to appear as a crone
wood woad juggernauts. or a young woman of any Medium humanoid race until it
uses change shape again or until it drops to 0 hit points.
Read: To assume a specific individual’s form, the hag must have
Here is a dense forest full of trees, bushes, and brambles. A seen that individual. Other creatures can make a DC 33
red moon hangs in the night sky, bathing everything in an Insight check to discern that the form is a disguise.
eerie glow. You hear a few creatures skittering in the near Skills Bluff +14, Stealth + 15
Str 21 (+11) Dex 19 (+10) Wis 16 (+9)
darkness. A narrow, well-worn path beckons you forward.
Con 20 (+11) Int 15 (+8) Cha 16 (+9)
Alignment evil Languages Common, Elven

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Baba Yaga’s Dancing Hut

Wood Woad Druid Level 14 Skirmisher (Leader) 2 Wood Woad Juggernauts Level 15 Brute When the adventurers enter the center of the
Medium fey humanoid (plant) XP 1,000 Large fey humanoid (plant) XP 1,200 each vault, read:
HP 145; Bloodied 72 Initiative +14 HP 160; Bloodied 80 Initiative +10 You are in a grand series of chambers made of stone. The
AC 28, Fortitude 27, Reflex 25, Will 25 Perception +17 AC 27, Fortitude 28, Reflex 25, Will 27 Perception +12 ceiling is 30 feet above the floor. Four shimmering doors
Speed 5 Speed 5
of magical force connect to side chambers, within which
Immune immobilized, restrained, slowed Traits
Standard Actions Juggernaut Charge
you can see piles of treasure guarded by monsters. Several
m Cudgel (weapon) F At-Will The juggernaut has resist 15 to all damage while charging. multicolored streams of light connect the force doors to the
Attack: Melee 1 (one creature); +19 vs. AC Standard Actions center of the main chamber’s ceiling, which is etched with
Hit: 3d6 + 11 damage. m Slam F At-Will glowing runes.
M Darting Strike (weapon) F At-Will Attack: Melee 2 (one creature); +20 vs. AC
Attack: Melee 1 (one creature); +19 vs. AC Hit: 3d8 + 15 damage. Magical force doors protect the treasures held within.
Hit: 3d6 + 11 damage. M Nature’s Reign (healing) F Recharge 5 6
Characters can see the following details.
Effect: Before or after the attack, the druid can shift up to Attack: Melee 2 (one creature); +20 vs. AC
2 squares. Hit: 3d12 + 14 damage, and ongoing 10 damage (save
Chamber C (Unsealed): Broken gear is strewn
M Polymorph into Plant (polymorph) F Recharge if the ends). Whenever the target takes this ongoing damage, about this open chamber. A yagnodemon lurks here.
power misses the juggernaut regains 10 hit points. Chamber D (Unsealed): A flesh golem waits in
Attack: Melee 1 (one creature); +17 vs. Fortitude Str 20 (+12) Dex 17 (+10) Wis 21 (+12) this dusty and otherwise empty open chamber.
Hit: The druid alters the target’s physical form to appear as Con 23 (+13) Int 15 (+9) Cha 15 (+9) Chamber E: A yagnodemon guards chests brim-
a plant until the end of the druid’s next turn, or until the Alignment unaligned Languages Common, Elven ming with coins, gems, and interesting baubles.
druid drops to 0 hit points. While in this form, the target
Treasure: 10,000 gp in assorted coinage, as well as
is stunned and has vulnerable 15 fire.
Move Actions 12. The Vaults various gems worth 5,000 gp total.
Earthen Stride F At-Will Skill Challenge Level 15 (3,600 XP) and Chamber F: An abyssal basilisk guards several
Effect: The druid and one ally adjacent to it can each shift Combat Encounter (Varies) wooden crates containing unique trinkets.
up to 2 squares. Treasure: +4 collar of recovery, belt of the witch king.
Minor Actions Chamber G: A death knight guards weapons,
Nature’s Boon F Encounter
The vaults contain some of Baba Yaga’s most prized
possessions, guarded by enchanted servitors. Access- staffs, wands, orbs, and tomes arranged on shelves.
Effect: Close burst 5 (one plant ally in the burst). The target
ing the treasures requires a skill challenge that might Treasure: +4 feyslaughter longsword, +4 staff of the magi.
gains 25 temporary hit points.
Skills Endurance +19, Heal +17, Nature +17 unleash multiple guardians. Chamber H: A flesh golem guards several suits of
Str 17 (+10) Dex 20 (+12) Wis 21 (+12) Light: Bright magical light. armor on stands.
Con 25 (+14) Int 15 (+9) Cha 15 (+9) Monsters: 1 abyssal basilisk, 2 flesh golems, 2 Treasure: +4 hide summoned armor, +3 hide armor of
Alignment unaligned Languages Common, Elven
yagnodemons, 1 death knight. durability.
Equipment cudgel

If the characters enter chamber A or B, read: None of the monsters attack until the characters have
You enter a small room made of stone, unadorned except succeeded or failed on an attempt to open a door. If
for a heavy wooden door opposite you. the characters begin combat by attacking a monster
that has not attacked them, the guardians of two
These chambers are anterooms. The wooden doors chambers, including the open one (if any), teleport
are locked (Athletics DC 29 to break; Thievery DC into the central area to attack alongside the demon
29 to open). A character who opens one of these doors and golem in the unsealed chambers.
is attacked by the curse of fused bones. Tactics: The abyssal basilisk moves around the
edges of the battle, avoiding melee. The flesh golems

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Baba Yaga’s Dancing Hut

team up with other creatures to attack the nearest Abyssal Basilisk Level 13 Artillery 2 Flesh Golems Level 12 Elite Brute
enemy, flanking if possible. If their quarry gets away, Large elemental beast (reptile) XP 800 Large natural animate (construct) XP 1,400 each
they move on to the next nearest enemy. The yagno­ HP 106; Bloodied 53 Initiative +7 HP 304; Bloodied 152 Initiative +4
demons seek to lock down ranged or spellcasting AC 27, Fortitude 26, Reflex 23, Will 23 Perception +13 AC 24, Fortitude 26, Reflex 21, Will 21 Perception +5
Speed 4 Speed 6 (cannot shift) Darkvision
enemies with abyssal harpoon. They use acid breath as
Standard Actions Resist 10 cold
soon as they can catch two or more enemies in the m Bite F At-Will Saving Throws +2; Action Points 1
blast. The death knight favors heavily armored foes. Attack: Melee 1 (one creature); +18 vs. AC Traits
Hit: 2d10 + 5 damage. Primal Fear
Opening the Vault Door A Gaze of Abyssal Horror (charm, psychic) F At-Will When the golem takes fire damage from an attack, it takes
Passing through any of the magic doors is no easy Attack: Area burst 1 within 10 (creatures in the burst); +18 a free action to move up to its speed, and each square it
vs. Will moves must place it farther from the attacker. If it cannot
task. The multicolored streams of light swirling about
Hit: 2d8 + 2 psychic damage, and ongoing 10 psychic move at least half its speed, it grants combat advantage
the main room must be redirected in specific ways damage (save ends). until the end of its next turn.
to open each door. The adventurers can open a single First Failed Saving Throw: The target makes a melee basic Life-Giving Jolt
door by succeeding at this skill challenge. After they attack or a ranged basic attack against its nearest ally When the golem takes lightning damage, it can make a
have done so, they gain enough understanding of as a free action. basic attack as a free action.
the magic to be able to open the other doors without Second Failed Saving Throw: The target takes ongoing 10 Standard Actions
facing this challenge again. psychic damage and is dominated (save ends both). m Slam F At-Will
Skills Stealth + 12 Attack: Melee 2 (one creature); +17 vs. AC, or +19 vs. AC
Level: 15 (3,600 XP)
Str 19 (+10) Dex 12 (+7) Wis 14 (+8) while the golem is bloodied
Complexity: 3 (requires 8 successes before 3 Con 22 (+12) Int 2 (+2) Cha 8 (+5) Hit: 3d10 + 9 damage.
failures). Alignment chaotic evil Languages — M Double Attack F At-Will
Time Frame: Each character can make a check Effect: The golem uses slam twice. Each attack knocks the
once per round as a standard action. History (DC 22): The character remembers a useful target prone if it hits.
Primary Skills: Arcana, Athletics, Thievery. bit of Baba Yaga’s history and the lore surrounding M Golem Rampage F Recharge 5 6
Arcana (DC 30, four successes maximum): The charac- her spellcasting capabilities. Effect: The golem moves up to its speed + 2. During this
movement, the golem can move through enemies’
ter harnesses and redirects one of the magical streams. Insight (DC 22): The character studies the reactions
spaces, and when the golem first enters a creature’s
Athletics (DC 30, four successes maximum): The char- of one of the monster guardians and picks up clues space, it uses slam against that creature.
acter bashes at the magical force door and adjacent about the right way to open the door. Triggered Actions
structure, weakening the door. Perception (DC 22): The character notices strange M Berserk Attack F At-Will
Thievery (DC 30, four successes maximum): The fluctuations in the streams. Trigger: An attack damages the golem while it is bloodied.
character uses mundane means to redirect one of the Success: How successful the characters are Effect (Immediate Reaction): The golem uses slam against a
magical streams. depends on how many failures they accrue while random target within its reach.
Str 20 (+11) Dex 7 (+4) Wis 8 (+5)
Secondary Skills: Dungeoneering, History, succeeding. If the characters succeed with no failed
Con 22 (+12) Int 3 (+2) Cha 3 (+2)
Insight, Perception. primary skill checks, the door opens, and the guard- Alignment unaligned Languages —
Note: Using any of these skills grants no successes ians do not attack. If the characters succeed with one
or failures on the skill challenge, but a successful failed primary skill check, the door opens. However, addition, the guardian of a random chamber teleports
check grants a +2 bonus to the party’s next primary the guardian in that chamber attacks alongside the into the central area to join the fight.
skill check. demon and golem in the unsealed chambers. If the Failure: The door opens, but guardians in the
Dungeoneering (DC 22): The character discovers a characters succeed with two failed primary checks, opened chamber and those in one other chamber
weakness in the vault walls. the door opens, but the guardian of that chamber teleport into the central area to attack the party. The
attacks alongside the demon and the golem. In demon and golem in the unsealed chambers join in.

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Baba Yaga’s Dancing Hut

The additional foe is always the death knight if it was Death Knight Level 17 Elite Soldier M Warrior’s Challenge (necrotic, weapon) F Encounter
not in the targeted chamber. Otherwise, determine Medium natural humanoid (undead) XP 3,200 Requirement: The death knight must be wielding a
the additional foe randomly. HP 324; Bloodied 162 Initiative +11 soulsword.
AC 33, Fortitude 31, Reflex 27, Will 29 Perception +8 Attack: Melee 1 (one or two creatures); +22 vs. AC
2 Yagnodemons Level 15 Soldier Speed 5 Darkvision Hit: 4d8 + 19 necrotic damage, and the death knight pushes
Large elemental humanoid (demon) XP 1,200 each Immune disease, poison; Resist 10 necrotic; the target up to 2 squares. The death knight marks each
Vulnerable 10 radiant enemy within 2 squares of the target until the end of the
HP 147; Bloodied 73 Initiative +11
Saving Throws +2; Action Points 1 death knight’s next turn.
AC 30, Fortitude 29, Reflex 26, Will 27 Perception +16
Speed 8, teleport 4 Low-light vision
Traits Triggered Actions
O Marshal Undead F Aura 10 M Combat Challenge F At-Will
Standard Actions
Undead allies of level 17 or lower gain a +2 power bonus to Trigger: An enemy adjacent to and marked by the death
m Abyssal Harpoon (weapon) F At-Will
attack rolls while in the aura. knight shifts or makes an attack that doesn’t include it as
Attack: Melee 3 (one creature); +20 vs. AC
Hit: 3d10 + 7 damage, and the target is immobilized (save
Standard Actions a target.
m Soulsword (necrotic, weapon) F At-Will Effect (Opportunity Action): The death knight uses soulsword
ends). If the target is already immobilized, this attack
Attack: Melee 1 (one creature); +22 vs. AC against the triggering enemy.
deals 1d10 extra damage.
C Acid Breath (acid) F Encounter Hit: 3d8 + 12 necrotic damage. Implacable F At-Will
Effect: The death knight marks the target until the end of Trigger: The death knight becomes marked, slowed, immo-
Attack: Close blast 3 (creatures in blast); +18 vs. Fortitude
the death knight’s next turn. bilized, dazed, or stunned by an effect.
Hit: 4d6 + 9 acid damage, and the target is blinded (save
M Containing Strike (necrotic, weapon) F At-Will Effect (Opportunity Action): The death knight makes a saving
ends).
Requirement: The death knight must be wielding a throw to end the triggering effect, even if the effect would
Triggered Actions
soulsword. not normally end on a save.
Lightning Discharge (lightning) F Recharge 5 6
Attack: Melee 1 (one or two creatures); +22 vs. AC Str 20 (+13) Dex 12 (+9) Wis 11 (+8)
Trigger: The yagnodemon hits with a melee attack.
Hit: 3d8 + 12 necrotic damage, and the target is slowed Con 18 (+12) Int 13 (+9) Cha 14 (+10)
Effect (Free Action): The triggering attack deals 1d8 extra
until the end of the death knight’s next turn. Alignment evil Languages Common
lightning damage, or 2d8 extra lightning damage if the
Effect: The death knight marks the target until the end of Equipment plate armor, heavy shield
yagnodemon is bloodied.
the death knight’s next turn.
Soul Reaper F At-Will
C Unholy Flames (fire, necrotic) F Recharge 5 6
Trigger: The yagnodemon reduces an enemy to 0 hit points
Attack: Close burst 2 (living creatures in the burst); +20 vs.
or fewer.
Reflex
Effect (No Action): The yagnodemon gains 10 temporary hit
Hit: 6d8 + 12 fire and necrotic damage.
points.
Effect: Each undead ally in the burst deals 2d6 extra fire
Variable Resistance F 2/Encounter
damage with melee attacks until the end of the death
Trigger: The yagnodemon takes acid, cold, fire, lightning, or
knight’s next turn.
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

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13. Astral Hall If the characters enter chamber B from any loca-
tion other than chamber E, read:
Tactics: Baba Yaga’s simulacrum uses subjugation
curse and curse the hut to begin combat, and then stays
Exploration Encounter
You enter a large, octagonal stone chamber that is filled on the move with sweep the battlefield. The night hag
with magical light. The chamber is dotted with a few uses dream haunting as often as possible, focusing on
This room contains a strange magic pit that leads to
articles of furniture, and the walls are adorned with the strongest enemy. The slime devil starts hidden in
the Astral Sea.
magnificent tapestries that depict Baba Yaga engaged the cauldron, emerging to use diabolical engulfment.
Light: Darkness. Even if the adventurers light the
in battle. Four silk curtains separate this chamber from The clay golem protects the simulacrum.
room, the pit remains dark.
others beyond. A large, roughly finished statue stands in
the middle of the chamber, an enormous metal cauldron at Baba Yaga’s Cauldron
Read:
its feet. The large metal cauldron in chamber B is a magic
This room is completely dark, but the pit in the f loor seems
Next to the cauldron are two identical crones dressed in item that Baba Yaga uses to temporarily bolster
to be full of stars.
matching peasant clothes. They speak in one voice. “Who items and heal creatures placed within it. A char-
dares interrupt Baba Yaga?” acter trained in Arcana discerns that the cauldron
Any creature or item that falls into the pit is trans-
Insight DC 33: One of the crones is trying very hard is a magic item. A successful DC 22 Arcana check
ported to a random point in the Astral Sea (Arcana or
to mimic the other. She also appears less imperious and self- reveals one of the special properties of the cauldron
Religion DC 22 to discern this information).
satisfied. Her appearance is likely to be a disguise. described below.
Characters can attempt a DC 30 Arcana check
to manipulate the magical energy of the pit. Success F A magic weapon, implement, armor, or neck-slot
The two crones are the Baba Yaga simulacrum and a item placed in the cauldron for 1 minute has its
means that the pit connects to a specific point in the
night hag that has used change shape to take the arch- enhancement bonus increased by 1 for 24 hours.
Astral Sea for one minute. Thus, if all members of the
fey’s form. The statue is a clay golem. A slime devil Placing an item in the cauldron while it has this
party go through during that minute, they end up in
hides in the cauldron, out of sight at first. benefit removes the benefit. Once six items have
the same place.
gained this benefit, this effect ceases to function
If the party enters from room 46, read: for 24 hours.
14. Baba Yaga’s Chambers You drop down into a square stone chamber illuminated
with magical light. It is filled with the arcane accoutre- F A creature that stands in the cauldron for 1
Combat Encounter Level 17 (8,000 XP)
ments required for crafting magic items. A silk curtain minute regains hit points as if it had spent a heal-
hangs on one wall. ing surge. Any single creature can benefit from
This room contains Baba Yaga’s personal chambers.
this effect only once in 24 hours.
Light: Bright magical light.
Monsters: 1 Baba Yaga simulacrum, 1 clay golem, Chamber C: This chamber is where Baba Yaga
sleeps on a straw-filled mattress on the floor. The cauldron cannot be removed from this chamber.
1 slime devil, 1 night hag.
Chambers D and E: In each chamber, tables and
shelves lining the perimeter hold equipment for craft-
Baba Yaga’s Bed
If the party enters from room 13, read:
This is a small, octagonal stone chamber illuminated with ing magic items. A character who has training in Arcana discerns that
magical light. Chamber F: This chamber contains a large loom this straw mattress is a magic item. Unless a creature
and several crates filled with bolts of heavy thread of is afflicted by one of Baba Yaga’s curses, touching
Leading to chamber B is a secret door (Perception various colors. the mattress for one minute grants the creature the
DC 22 to find). It is locked (Athletics DC 30 to break; Special Doorways: Chamber E contains a trap- benefit of an extended rest. Additionally, the creature
Thievery DC 22 to open). door in the ceiling that leads to room 46. This door gains an extra action point that must be used during
is cursed. Any character who touches the door is the creature’s next combat encounter or it is lost.
attacked by the curse of the mad mind. (The creature can use up to two action points during
that encounter.) Once a creature has gained these

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Baba Yaga’s Dancing Hut

benefits, it cannot gain them again until after it has Baba Yaga’s Simulacrum Level 17 Elite Controller Slime Devil Level 16 Lurker
taken three extended rests. Medium natural animate (construct) XP 3,200 Medium immortal humanoid (devil, ooze) XP 1,400
The bed cannot be removed from this chamber. HP 324; Bloodied 162 Initiative +9 HP 123; Bloodied 61 Initiative +18
AC 31, Fortitude 29, Reflex 31, Will 27 Perception +16 AC 30, Fortitude 28, Reflex 29, Will 28 Perception +13
Speed 6 Blindsight 3 Speed 6, swim 6 Darkvision
Clay Golem Level 15 Elite Brute Saving Throws +2; Action Points 1 Resist 20 acid
Large natural animate (construct) XP 2,400
Traits Traits
HP 368; Bloodied 184 Initiative +9; see also hasty reaction Slippery Mind Mercurial Body
AC 27, Fortitude 28, Reflex 24, Will 26 Perception +11 Any dazing, dominating, or stunning effect on the simula- The slime devil ignores difficult terrain and does not pro-
Speed 6 (cannot shift) Darkvision crum ends at the start of its turn. voke opportunity attacks by moving.
Immune disease, poison, sleep Standard Actions Standard Actions
Saving Throws +2; Action Points 1 m Broomstick (weapon) F At-Will m Caustic Slam (acid) F At-Will
Traits Attack: Melee 1 (one creature); +22 vs. AC Attack: Melee 1 (one creature); +19 vs. Fortitude
O Aura of Misjudgment F Aura 3 Hit: 3d8 + 12 damage, and the simulacrum can slide the Hit: 3d8 + 11 acid damage.
Enemies in the aura cannot shift. target up to 3 squares. M Diabolical Engulfment (acid) F At-Will
Hasty Reaction r Throw Broomstick (weapon) F At-Will Attack: Melee 1 (one Medium or smaller enemy); +19 vs.
A clay golem rolls initiative twice, taking the higher of the Attack: Ranged 10 (one creature); +22 vs. AC Reflex
two results. Hit: 3d8 + 12 damage, and the simulacrum knocks the Hit: The devil grabs the target and shifts 1 square into the
Standard Actions target prone. target’s square. Until the grab ends, the target is dazed
m Slam F At-Will Effect: The broomstick instantly returns to the simulacrum’s and takes ongoing 10 acid damage. While the devil has
Attack: Melee 2 (one creature); +20 vs. AC hand, ready for use. the target grabbed, attacks against the devil deal half
Hit: 3d10 + 13 damage, and the target cannot regain hit R Subjugation Curse (charm, psychic) F Recharge 5 6 damage to it and half damage to the grabbed creature.
points (save ends). Attack: Ranged 5 (one creature); +20 vs. Will When the devil moves, it pulls the target with it. In addi-
M Clay Smash F At-Will Hit: 2d8 + 10 psychic damage, and the target is dazed (save tion, the target remains grabbed, and the devil does not
Effect: The clay golem uses slam twice. ends). provoke an opportunity attack from the target.
Move Actions First Failed Saving Throw: The target is dominated (save M Acidic Tendrils (acid) F Recharge 5 6
Unstoppable F Encounter ends). Attack: Melee 3 (one, two, or three creatures); +19 vs.
Effect: The golem can move up to 8 squares. It can move Move Actions Reflex
through enemy spaces and has resist 10 all during this Sweep the Battlefield (teleportation) F At-Will (1/round) Hit: 1d8 + 7 acid damage, and ongoing 10 acid damage
movement. Effect: The simulacrum teleports up to 5 squares and (save ends). In addition, the devil pulls the target 2
Triggered Actions makes a basic attack. squares.
M Berserk Attack F At-Will Minor Actions Minor Actions
Trigger: An attack damages the golem while it is bloodied. C Curse the Hut F Recharge when the simulacrum spends M Scour the Mind (psychic) F At-Will (1/round)
Effect (Immediate Reaction): The golem uses slam against a an action point Attack: Melee 1 (one creature grabbed by the devil); +19
random target within its reach. Effect: Close burst 10 (one enemy in the burst); one of Baba vs. Will
Str 26 (+15) Dex 14 (+9) Wis 18 (+11) Yaga’s curses (pages 7–8) attacks the target. Until the end Hit: The devil telepathically asks the target a question, and
Con 24 (+14) Int 3 (+3) Cha 3 (+3) of the encounter, the curse remains in the space from the target must answer the question truthfully or else
Alignment unaligned Languages — which it first attacked. While it remains, the curse trig- take 3d8 + 11 psychic damage.
gers and attacks any enemy that enters the space. Skills Bluff +12, Acrobatics +19, Stealth +19
Skills Arcana +20 Str 18 (+12) Dex 22 (+14) Wis 20 (+13)
Str 21 (+13) Dex 12 (+9) Wis 16 (+11) Con 21 (+13) Int 17 (+11) Cha 8 (+7)
Con 18 (+12) Int 24 (+15) Cha 12 (+9) Alignment evil Languages Supernal, telepathy 5
Alignment evil Languages Common, Elven
Equipment robes, broomstick

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Baba Yaga’s Dancing Hut

Night Hag
Medium fey humanoid (shapechanger)
Level 14 Lurker
XP 1,000
15. Natasha’s Chambers creature that touches this energy is wracked with its
worst nightmares, becoming dazed (save ends).
HP 109; Bloodied 54 Initiative +15
Combat Encounter Level 15 (6,800 XP)
Treasure: One set of cat paws and one large gem-
AC 27, Fortitude 28, Reflex 26, Will 26 Perception +10 stone worth 5,000 gp.
Speed 8 Darkvision The adventurers come upon the former chambers of
Traits Natasha the Dark, one of Baba Yaga’s adopted daugh-
O Shroud of Night F Aura 10
Natasha
ters, who left the hut ages ago and is now known as
Within the aura, bright light is dim light, and dim light is Iggwilv. Recently, Elena brought forth a dream ver- Natasha is a nearly perfect replica of Natasha the
darkness.
sion of Natasha that has come to call this room home. Dark as she was when she inhabited the hut. Several
Standard Actions years ago, as Elena spiraled into madness, she unwit-
m Claw F At-Will
Light: Bright magical light.
Monsters: Natasha, dream witch; 2 ruin demons; tingly brought forth a dream version of her “sister”
Attack: Melee 1 (one creature); +19 vs. AC
1 mirror mimic. while in the conjuring hall (room 28).
Hit: 1d6 + 6 damage. If the hag has combat advantage
against the target, the target is also stunned (save ends).
Natasha is much like her inspiration: a striking
M Dream Haunting (psychic) F At-Will If the adventurers enter chambers A, C, G, or I human woman, tall and slim, with long, black hair
Attack: Melee 1 (one stunned or unconscious creature); +18 from other rooms, read: and alabaster skin. Because she is really from Elena’s
vs. Will
You find yourself in a small, square stone chamber illumi- subconscious, she is unable to harm Elena physi-
Hit: 3d6 + 4 psychic damage, and the hag disappears into cally. Her nightmare servitors are also unable to
the target’s mind. While in this state, the hag is removed
nated with magical light.
harm Elena.
from play and does nothing on subsequent turns but
These four antechambers are empty except for the Natasha is vain to the extreme, exuding an air of
deal 3d6 + 4 psychic damage to the target (no attack
roll required). When the target is no longer stunned or spiral staircases in chambers G and I. Each cham- confidence that few can resist. At her core, though,
unconscious, or when the target dies, the hag reappears ber also contains a secret door (Perception DC 23 to she is vile and corrupt. She wants to unbind herself
adjacent to the target and is insubstantial until the start find), as shown on the map. from the hut and believes, rightly so, that Elena’s
of its next turn. death will set her free. To this end, she seeks out
C Wave of Sleep (charm, psychic) F Recharge 5 6 anyone she might manipulate into killing Elena.
Attack: Close blast 5 (creatures in the blast); +17 vs. Will
When the characters enter the large area (cham-
bers B, D, F and H), read: Most of the hut’s inhabitants won’t help her
Hit: 1d8 + 3 psychic damage, and the target is dazed (save
The four alcoves making up this area are crafted from fine because they don’t want to incur the wrath of Baba
ends).
First Failed Saving Throw: The target is unconscious stonework and filled with magical light. Yaga, who still cares for Elena. Thus, Natasha uses
instead of dazed (save ends). every ruse she can devise to convince the adventur-
Minor Actions When the party enters, Natasha approaches them. ers to do the deed. If they resist several manipulation
Change Shape (polymorph) F At-Will
When she first meets the characters, she is friendly, attempts, she tries to lure them into a trap elsewhere
Effect: The hag alters its physical form to appear as a crone in the hut or simply attacks them.
of any Medium humanoid race until it uses change shape
even gracious. However, her kindly demeanor is a
again or until it drops to 0 hit points. To assume a specific ruse to size up the intruders.
Chambers B and D: Each of these parlors con-
Nightmare Servitors
individual’s form, the hag must have seen that individual.
Other creatures can make a DC 33 Insight check to dis- tains several expensive pieces of furniture. Natasha is accompanied by three nightmare crea-
cern that the form is a disguise. Chamber F: This area is empty. tures that she brought with her from the Plane of
Skills Arcana +14, Bluff +16, Intimidate +16, Stealth +16 Chamber H: A large, ornate rug fills the floor in Dream. Each monster appears as an item that she has
Str 22 (+13) Dex 18 (+11) Wis 17 (+10) with her at all times. As a free action, Natasha can
this area.
Con 19 (+11) Int 14 (+9) Cha 18 (+11) call upon the monsters to appear in their true forms
Alignment evil Languages Common, Elven
Chamber E: On the wall adjacent to chamber
H is a secret door (Perception DC 30) that leads to adjacent to her.
this chamber. In the 2-by-2-square area in the center Chitin Pauldrons: These items sit on her shoul-
of the chamber is a swirling miasma of energy. Any ders. Each is a ruin demon in disguise.

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Baba Yaga’s Dancing Hut

Natasha, Dream Witch Level 16 Elite Controller Double Attack F At-Will


Medium aberrant humanoid XP 2,800 Effect: Natasha makes two basic attacks.
HP 310; Bloodied 155 Initiative +10 C Nightmare Wave (illusion, psychic) F Recharge 5 6
AC 30, Fortitude 27, Reflex 29, Will 28 Perception +16 Attack: Close blast 5 (enemies in the blast); +19 vs. Will
Speed 6 Blindsight 5 Hit: 2d8 + 5 psychic damage, ongoing 10 psychic damage,
Immune charm, fear and the target is slowed (save ends both).
Saving Throws +2; Action Points 1 Miss: Half damage, and the target is slowed (save ends).
Traits Effect: Natasha teleports up to 6 squares to a square within
Regeneration or adjacent to the blast area.
Natasha regains 10 hit points whenever she starts her turn Triggered Actions
and has at least 1 hit point. When Natasha takes radiant C Nightmare Jaunt (psychic) F Recharge if the power misses
damage, her regeneration does not function on her next Trigger: An enemy hits Natasha with an attack.
turn. Attack (Immediate Reaction): Close burst 10 (triggering
Action Recovery enemy in the burst); +19 vs. Will
When Natasha ends her turn, any dazing, dominating, or Hit: 2d12 + 5 psychic damage, and the target is removed
stunning effect on her ends. from play until the start of Natasha’s next turn. The target
Standard Actions then reappears in an unoccupied space of Natasha’s
m Dagger (teleportation, weapon) F At-Will choice within 5 squares of Natasha. When it reappears,
Attack: Melee 1 (one creature); +21 vs. AC the target is dazed (save ends).
Hit: 3d8 + 10 damage, and Natasha teleports the target up Skills Arcana +20, Bluff +18, Insight +16, Thievery +15
to 2 squares. Str 8 (+7) Dex 14 (+10) Wis 16 (+11)
r Entrancing Flames (charm, fire) F At-Will Con 19 (+12) Int 24 (+15) Cha 21 (+13)
Attack: Ranged 10 (one creature); +19 vs. Reflex Alignment chaotic evil Languages Abyssal, Common, Deep
Hit: 2d8 + 5 fire damage, ongoing 10 fire damage, and the Speech
target is slowed (save ends both). Equipment robes, dagger
First Failed Saving Throw: The target is also dazed (save
ends all).

Hand Mirror: This item, which she carries in one The ruin demons stays in the midst of enemies as
hand, is a mirror mimic in disguise. much as possible to take advantage of their swarm
Tactics: If Natasha is provoked into combat or if attack aura. They use vile infestation on enemies in
she learns that the adventurers are allied with Elena, melee combat with Natasha.
she attacks. She uses double attack most of the time, The mirror mimic uses body duplication to copy the
focusing on spellcasters and healers as she discovers first enemy that approaches it. It uses body transfer to
the adventurers’ capabilities. She uses nightmare wave stay out of harm’s way.
whenever it is available and she can catch three ene-
mies in the area.

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2 Ruin Demons Level 16 Skirmisher


Medium elemental humanoid (demon, swarm) X P 1,400 each
Mirror Mimic
Medium aberrant magical beast
Level 15 Lurker
XP 1,200
16. Guest Rooms
HP 153; Bloodied 76 Initiative +17 HP 118; Bloodied 59 Initiative +16
Combat Encounter Level 14 (5,200 XP)
AC 30, Fortitude 26, Reflex 30, Will 28 Perception +13 AC 29, Fortitude 27, Reflex 27, Will 27 Perception +13
Speed 4, fly 6 (hover) Darkvision Speed 6, phasing Darkvision, tremorsense 5 Baba Yaga has reserved these guest rooms for hag vis-
Resist half damage from melee and ranged attacks; Vulner- Standard Actions itors. Several hags are here currently and do not take
able 10 against close and area attacks m Slam F At-Will kindly to intruders.
Traits Attack: Melee 1 (one creature); +20 vs. AC Perception DC 20: The character hears voices or,
O Swarm Attack F Aura 1 Hit: 3d8 + 10 damage.
perhaps, chanting.
Any enemy that starts its turn within the aura takes 10 M Body Duplication (conjuration, polymorph, psychic, tele-
damage. portation) F Recharge when the mimic has no duplicates
Light: Dim light provided by braziers.
Swarm Attack: Melee 1 (one Medium creature); +18 vs. Will Monsters: 3 annis hags, 1 night hag.
The ruin demon swarm can occupy the same space as Hit: The mimic assumes the form of the target and tele-
another creature, and an enemy can enter its space, which ports up to 3 squares. The mimic also conjures three Read:
is difficult terrain. The swarm cannot be pulled, pushed, or duplicates of the target within 3 squares of it. The dupli- This area is constructed of simple stone masonry combined
slid by melee or ranged attacks. It can squeeze through any cates can be attacked and have the same defenses as with heavy timber pilasters and rafters. Everything is dimly
opening that is large enough for at least one of the crea- the mimic. The mimic can take a minor action to move
illuminated by regularly spaced braziers containing burn-
tures that comprise it. each of the duplicates up to its speed. A creature must
Standard Actions succeed on a DC 35 Insight check to tell the difference
ing embers.
m Vile Swarm F At-Will between the mimic and the duplicates.
Attack: Melee 1 (one creature); +19 vs. Reflex Each duplicate lasts until it takes any damage, which Nothing of importance is within chambers A and B.
Hit: 1d6 + 7 damage, and ongoing 10 damage (save ends). destroys it. When a duplicate is destroyed, the target Chambers C, D, and E each hold one annis hag, and
M Vile Infestation (charm) F Encounter takes 3d8 + 10 psychic damage. When all the duplicates the night hag occupies chamber F. The hags can be in
Attack: Melee 1 (one creature); +19 vs. Fortitude are destroyed, the mimic reverts to its normal form. other rooms, however, visiting with one another.
Hit: The target is dominated and takes ongoing 10 damage Move Actions As the adventurers progress down the central
(save ends both). The ruin demon enters the target’s Body Transfer (teleportation) F At-Will
square and is removed from play until the effect ends. Requirement: The mimic must have at least one duplicate
hallway, they might come upon the hags venturing
When the effect ends, the ruin demon appears in an created by body duplication. out of their quarters. Each hag has used change shape
unoccupied square adjacent to the target. Effect: The mimic teleports, secretly swapping places with to appear as you choose, hoping to fool intruders.
Str 10 (+8) Dex 25 (+15) Wis 20 (+13) one of its duplicates within 10 squares of it. Its next When engaged in conversation, a hag is friendly but
Con 17 (+11) Int 10 (+8) Cha 16 (+11) attack before the end of the turn deals 8 extra damage. manipulative. Ultimately, the hags want to capture
Alignment chaotic evil Languages Abyssal Skills Bluff +19 (+23 while the mimic is duplicating a crea- the adventurers to gain favor with Baba Yaga.
ture), Stealth +17
Treasure: The night hag has a gemstone
Str 17 (+10) Dex 21 (+12) Wis 22 (+13)
Con 22 (+13) Int 20 (+12) Cha 25 (+14)
(7,500 gp) she intends to give to Baba Yaga as tribute.
Alignment unaligned Languages Common, Deep Speech Tactics: The annis hags boldly move to lock down
ranged or area attackers. The night hag focuses dream
haunting on a strong enemy.

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Baba Yaga’s Dancing Hut

3 Annis Hags
Medium fey humanoid
Level 16 Brute
XP 1,400 each
Night Hag
Medium fey humanoid (shapechanger)
Level 14 Lurker
XP 1,000
17. Elena’s Chambers
HP 188; Bloodied 94 Initiative +13 HP 109; Bloodied 54 Initiative +15
Combat Encounter Level 16 (7,000 XP)
AC 28, Fortitude 29, Reflex 28, Will 27 Perception +12 AC 27, Fortitude 28, Reflex 26, Will 26 Perception +10
Speed 7 Low-light vision Speed 8 Darkvision The adventurers come upon the home of Elena the
Standard Actions Traits Fair, who has fallen to madness. Her consort, a pas-
m Claw F At-Will O Shroud of Night F Aura 10 sion devil posing as a human, manipulates her. Two
Attack: Melee 1 (one creature); +21 vs. AC Within the aura, bright light is dim light, and dim light is ladies in waiting, annis hags disguised as beautiful
Hit: 3d10 + 14 damage, and the hag grabs the target darkness.
elves, work to further corrupt her.
(escape DC 22). Standard Actions
M Rend F At-Will m Claw F At-Will
Perception DC 26: The character hears muffled
Attack: Melee 1 (one creature grabbed by the hag); +19 vs. Attack: Melee 1 (one creature); +19 vs. AC voices emanating from farther inside the room.
Fortitude Hit: 1d6 + 6 damage. If the hag has combat advantage Light: Bright magical light throughout.
Hit: 3d10 + 21 damage. against the target, the target is also stunned (save ends). Monsters: Elena, mad witch; 1 passion devil; 2
Minor Actions M Dream Haunting (psychic) F At-Will annis hags.
Change Shape (polymorph) F At-Will Attack: Melee 1 (one stunned or unconscious creature); +18
Effect: The hag alters its physical form to appear as a female vs. Will
Read:
of any Medium humanoid race until it uses change shape Hit: 3d6 + 4 psychic damage, and the hag disappears into
again or until it drops to 0 hit points. To assume a specific the target’s mind. While in this state, the hag is removed
You stand at the edge of a series of interconnected circular
individual’s form, the hag must have seen that individual. from play and does nothing on subsequent turns but chambers. Magical light permeates the area.
Other creatures can make a DC 36 Insight check to dis- deal 3d6 + 4 psychic damage to the target (no attack
cern that the form is a disguise. roll required). When the target is no longer stunned or All chambers except for chamber E contain assorted
Triggered Actions unconscious, or when the target dies, the hag reappears furniture, tapestries, paintings, statuary, bookshelves,
C Mind Fog (charm, psychic) F Recharge when first adjacent to the target and is insubstantial until the start and so forth. Fill these chambers with whatever you
bloodied of its next turn.
want, including treasure.
Trigger: An enemy hits the hag with a melee attack. C Wave of Sleep (charm, psychic) F Recharge 5 6
Attack (Immediate Reaction): Close burst 2 (triggering Attack: Close blast 5 (creatures in the blast); +17 vs. Will
Chamber E is of special note. It sits at the center
enemy in the burst); +19 vs. Will Hit: 1d8 + 3 psychic damage, and the target is dazed (save of the room and is Elena’s bedchamber. It can be
Hit: 2d10 + 12 psychic damage, and the hag slides the ends). accessed through secret doors (Perception DC 22
target up to 2 squares to a square adjacent to the hag. First Failed Saving Throw: The target is unconscious to find) in chambers B, D, F, and H. Each door is
The target grants combat advantage until the end of the instead of dazed (save ends). locked (Athletics DC 30 to break; Thievery DC 22
hag’s next turn. Minor Actions to open).
Skills Athletics +19, Bluff +14 Change Shape (polymorph) F At-Will
Elena and her retinue start this encounter in the
Str 23 (+14) Dex 21 (+13) Wis 18 (+12) Effect: The hag alters its physical form to appear as a crone
Con 18 (+12) Int 12 (+9) Cha 12 (+9) of any Medium humanoid race until it uses change shape
chamber farthest from where the adventurers enter
Alignment evil Languages Common, Elven again or until it drops to 0 hit points. To assume a specific and might hear the party wandering about. When
individual’s form, the hag must have seen that individual. the characters meet Elena, she is friendly and jovial
Other creatures can make a DC 33 Insight check to dis- at the prospect of having visitors. If the characters
cern that the form is a disguise. want to visit and converse, she does them no harm.
Skills Arcana +14, Bluff +16, Intimidate +16, Stealth +16 If any of them appear hostile in any way, Elena’s
Str 22 (+13) Dex 18 (+11) Wis 17 (+10)
consort whispers in her ear, and all monsters attack
Con 19 (+11) Int 14 (+9) Cha 18 (+11)
Alignment evil Languages Common, Elven
the party.
Treasure: A pair of winged boots and 5,000 gp in
assorted valuables strewn about the chambers.

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Baba Yaga’s Dancing Hut

Tactics: Elena evades melee combat, using poly- Elena, Mad Witch Level 16 Elite Artillery
morphing escape when her aura fails her. The passion Medium natural humanoid, human XP 2,800
devil stays near Elena to protect her. If the opportu- HP 242; Bloodied 121 Initiative +11
nity arises to duplicate one of the characters, the devil AC 30, Fortitude 27, Reflex 29, Will 28 Perception +11
Speed 6
uses change shape to confuse enemies. The annis hags
Immune charm, fear
attack characters who try to avoid melee. Saving Throws +2; Action Points 1
Traits
Elena the Mad O Share Madness (charm, psychic) F Aura 1
Ages ago, Baba Yaga came upon a young girl named Any enemy that ends its turn in the aura takes 5 psychic
Elena and took her in. The girl came to be known as damage, and Elena slides the enemy up to 2 squares.
Action Recovery
Elena the Fair because of her kind nature and pro-
When Elena ends her turn, any dazing, dominating, or stun-
pensity for helping others. She lived in the hut for ning effect on her ends.
years, along with Natasha, her foster “sister,” whom Standard Actions
the old crone took in around the same time. m Staff (weapon) F At-Will
Although Elena and Natasha were both the Attack: Melee 1 (one creature); +21 vs. AC
adopted daughters of Baba Yaga, they couldn’t be Hit: 3d8 + 8 damage.
more different. Elena was happy, friendly, and kind. r Force Bolt (force, implement) F At-Will
Attack: Ranged 20 (one creature); +21 vs. Fortitude
Natasha embraced darkness and enjoyed abusing
Hit: 2d8 + 15 force damage.
Elena emotionally, though she never raised her hand Double Attack F At-Will
against her fairer sister. Effect: Elena makes two basic attacks.
Eventually, Natasha left the hut and became known A Funnel Madness (implement, psychic) F Recharge 5 6
as Iggwilv. Not long afterward, Baba Yaga started Attack: Area burst 2 within 10 (enemies in the burst); +21
spending more time outside the hut, leaving Elena vs. Will
alone there. In addition, Elena has recently fallen in Hit: 2d8 + 15 psychic damage.
love with a passion devil posing as a human named Triggered Actions
C Polymorphing Escape (polymorph, teleportation) F
Jayden Thull. The loss of her family, the weirdness of Recharge when first bloodied
the hut, and the machinations of the devil eventually Trigger: An enemy hits Elena with an attack.
drove Elena mad. Her unhinged mind accidentally Effect (Immediate Reaction): Elena alters her physical form to
brought forth a dream version of Natasha. appear as one Small or Medium ally within 10 squares of
Elena is a young human woman with pale skin her, and she and that ally teleport to switch places. This
and blonde hair. She wears simple white robes that effect lasts until the start of her next turn or until she
drops to 0 hit points. Other creatures can make a DC 36
haven’t been washed in ages, and she carries a walk-
Insight check to discern that the form is a disguise.
ing staff. She presents herself as good and kind, Skills Arcana +20, History +20, Insight +16
though this facade masks her true nature. At her Str 10 (+8) Dex 16 (+11) Wis 17 (+11)
core, she is completely insane and under the thumb Con 19 (+12) Int 24 (+15) Cha 21 (+13)
of Jayden Thull. The characters might find a way Alignment good Languages Common, Elven
to bring her back from her madness, but such an Equipment robes, staff
endeavor is difficult.
If the adventurers release Elena from the passion the character who played the biggest part in revealing
devil’s influence, she offers winged boots as payment to the consort’s true intentions.

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Baba Yaga’s Dancing Hut

Jayden Thull Passion Devil Level 16 Controller 2 Annis Hags Level 16 Brute
Medium immortal humanoid (devil, shapechanger) XP 1,400 Medium fey humanoid XP 1,400 each
Fierna, queen of Phlegethos, sent a passion devil
HP 156; Bloodied 78 Initiative +14 HP 188; Bloodied 94 Initiative +13
named Karik to infiltrate the hut and learn as much
AC 30, Fortitude 27, Reflex 28, Will 29 Perception +12 AC 28, Fortitude 29, Reflex 28, Will 27 Perception +12
as possible about its capabilities and inhabitants. Speed 6, fly 6 (hover) Darkvision Speed 7 Low-light vision
Shortly after the creature came to the hut, it dis- Resist 20 fire Standard Actions
covered Elena, despondent and lonely. It took on Traits m Claw F At-Will
the persona of Jayden Thull, a young male human O Object of Desire (charm) F Aura 1 Attack: Melee 1 (one creature); +21 vs. AC
adventurer of surpassing physical beauty and charm. Enemies within the aura take a –2 penalty to saving throws Hit: 3d10 + 14 damage, and the hag grabs the target
Jayden introduced himself to Elena and claimed against effects that daze. (escape DC 22).
that he could end her loneliness. Desperate in the Standard Actions M Rend F At-Will
m Claws (fire) F At-Will Attack: Melee 1 (one creature grabbed by the hag); +19 vs.
extreme, Elena accepted his words, and the two Attack: Melee 1 (one creature); +19 vs. Reflex Fortitude
began a love affair. Hit: 3d8 + 11 fire damage. Hit: 3d10 + 21 damage.
The passion devil is close to learning everything M Fiery Touch (charm, fire) F At-Will Minor Actions
it needs to wrest from Elena and deliver to Fierna. Attack: Melee 1 (one creature dazed by this devil’s beckon- Change Shape (polymorph) F At-Will
It considers the adventurers a serious threat to its ing whispers); +19 vs. Reflex Effect: The hag alters its physical form to appear as a female
machinations and prompts Elena and her annis Hit: 1d8 + 11 fire damage, and the target is dominated of any Medium humanoid race until it uses change shape
until the end of the devil’s next turn. again or until it drops to 0 hit points. To assume a specific
hag servitors into combat with the party at the
C Beckoning Whispers (charm) F At-Will individual’s form, the hag must have seen that individual.
slightest provocation. Attack: Close blast 5 (enemies in blast); +19 vs. Will Other creatures can make a DC 36 Insight check to dis-
Hit: The devil pulls the target 5 squares, and the target is cern that the form is a disguise.
dazed (save ends). Triggered Actions
C Passion’s Flames (fire) F Recharge 5 6 C Mind Fog (charm, psychic) F Recharge when first
Attack: Close burst 3 (one creature in burst); +19 vs. Reflex bloodied
Hit: The target takes ongoing 15 fire damage (save ends). Trigger: An enemy hits the hag with a melee attack.
If the target is dominated by the devil, the target also Attack (Immediate Reaction): Close burst 2 (triggering
makes a melee basic attack as a free action against a enemy in the burst); +19 vs. Will
creature of the devil’s choice. Hit: 2d10 + 12 psychic damage, and the hag slides the
Minor Actions target up to 2 squares to a square adjacent to the hag.
Change Shape (polymorph) F At-Will The target grants combat advantage until the end of the
Effect: The devil alters its physical form to appear as a hag’s next turn.
Medium humanoid until it attacks, until it uses change Skills Athletics +19, Bluff +14
shape again, or until it drops to 0 hit points. The creature Str 23 (+14) Dex 21 (+13) Wis 18 (+12)
retains its statistics in its new form. Its clothing, armor, Con 18 (+12) Int 12 (+9) Cha 12 (+9)
and other possessions do not change. To assume a spe- Alignment evil Languages Common, Elven
cific individual’s 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

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18. Bath When the characters illuminate the room, describe


what they see, based on the following information.
If the characters spend more than a few minutes
in the wine cellar, Ivan, a giant mouse who considers
Exploration Encounter
Chamber A is filled with the skulls and bones of the room his personal charge, introduces himself.
animals and humanoids. A DC 15 Heal check reveals Treasure: Several bottles of unique liquors from
The characters come upon the hut’s bath. Although
that some of the bones have been gnawed on. faraway planes and worlds, totaling 4,000 gp total.
this room is often empty, it might contain a random
Chamber B is empty except for the leathery skin of
encounter, likely with one or more hags.
a darkmantle that died here long ago. Ivan the Drunken Mouse
Light: Dim light.
Ivan is a giant white mouse, roughly as big as a cat.
Read: 20. Wine Cellar Despite his size, he is much like a normal mouse,
inquisitive and twitchy. His love of strong drink
This rectangular chamber is outfitted with benches and Exploration and Roleplaying Encounter
clothes hooks. Braziers on the walls fill the area with shows in that he is almost always tipsy.
­f lickering light. Over the time that Ivan has roamed the hut, the
This series of chambers houses shelves filled with
magic of the place has transformed him into a fey
bottles and casks of alcoholic beverages that Baba
Failing illusory doors separate the side chambers magical beast. He can communicate telepathically
Yaga has collected over the ages. Ivan, a telepathic
from the main bath chamber. Discovering the illusion with any creature within 10 squares of him that has
giant mouse, lives here.
requires a DC 22 Arcana check or Perception check. a language. He is impervious to damage, disease,
Light: Darkness.
and aging.
When the party enters the central area, read: In conversation, Ivan is friendly and curious about
Read:
In this large stone chamber, a walkway encircles a pool. The the characters’ intentions in the hut. If the adventur-
You enter a dark, quiet space. The air here is musty but has
pool is filled with calm, dirty water. The ceiling glows with ers befriend him, he proves an excellent source of
subtle hints of fruity sweetness and tangy bitterness—some-
dim white light. information on the hut’s layout and contents, but he
thing like almond mixed with cork.
has no specific details on the capabilities of Baba
This chamber has changeable aspects. The pool, which Yaga, Elena, Natasha, or any of the hags.
When the characters light the room, they see that it
is 5 feet deep, can be magically emptied and filled. If the characters gain Ivan’s trust and later become
has a stone floor, wood-slat-lined walls, and a wood-
The kind of water and its purity can also be changed, lost in the hut, he can appear to help guide them.
raftered ceiling. From each chamber, two stepped
perhaps becoming dirty seawater or pure spring water. corridors lead up and down to other chambers. Two
The light in the room can also be increased to bright of the chambers contain spiral staircases. 21. Warded Caverns
or extinguished. A successful DC 24 Arcana check Chamber A contains fine wines. Chamber B Skill Challenge Level 14 (5,000 XP)
reveals the mutability of these aspects. holds brandies and vodkas. Chamber C holds ales
and beers. Chamber D contains fruity cognacs and Baba Yaga built these caverns as a complex trap to
19. Cellar meads. If the characters search long enough, they can
find almost any beverage they seek.
confound and eventually capture intruders.
Exploration Encounter Light: Darkness.
Space is warped in the wine cellar. The chambers
connect to one another in an endless spiral, so that When the characters illuminate the room, read:
The hut’s cellar is filled with foul-smelling debris.
even though the characters feel as if they are chang- This is an underground corridor of rough rock. You notice a
Light: Darkness.
ing levels as they climb or descend stairs, they loop few stone doors set into the walls. All is silent, and you find
through the same four chambers. For example, if the your mind clouded with thoughts of taking a nap.
Read:
characters start in chamber A and climb the stairs to
You enter a completely dark chamber and feel spongy earth
B, then to C, then to D, the next set of stairs leads up This room is a series of interconnected corridors
under your feet. A putrid odor hangs in the air.
to A again. dotted with doors and rough-hewn stairs. Once the

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adventurers enter the room, they cannot leave until Level: 14 (5,000 XP). successful check grants a +2 bonus to the party’s next
they succeed at the skill challenge. Complexity: 5 (requires 12 successes before 3 primary skill check.
Time is warped here. For every minute the charac- failures). Complications: If the characters fail primary
ters spend in the room, ten minutes pass in the rest of Time Frame: Each character can make a check in skill checks, the mind-clouding magic of the room
the hut (and the world outside). this challenge once per minute. imposes difficulties on them.
Space is also warped here. When characters climb Primary Skills: Arcana, Dungeoneering, Insight. First Failed Primary Skill Check: The mind-clouding
stairs, they might think they have moved to a new Arcana (DC 22, four successes maximum): The char- magic of the room really kicks in. Characters who try
level, but they remain in the room. acter unravels a bit of the enchantments in the room. to use the aid another action to help with skill checks
Special Doorways: The room has three kinds of If the character succeeds on a DC 30 Arcana check, it add 10 to the DC of the aid another attempt.
doors: unmarked, marked with numbers, and marked counts as two successes toward the skill challenge, or Second Failed Primary Skill Check: The mind-cloud-
with letters. it counts as one success and removes one failure. ing magic of the room escalates. In addition to the
An unmarked door is an ordinary door that func- Dungeoneering (DC 22, four successes maximum): effect of the first failed primary skill check, charac-
tion normally. The character gleans a bit of information about the ters take a –2 penalty to all skill checks.
Passing through a door marked with a number room’s true construction and how it interacts with the Success: All staircases and all doors except doors
brings a traveler back into the warded caverns magic present here. A–F operate normally for the characters for 1 hour. In
through one of the other numbered doors, deter- Insight (DC 22, four successes maximum): The char- addition, any complications dissipate.
mined randomly. This effect disappears if the acter uses his or her sharpness to lessen the effects of Failure: The characters fall unconscious. When
characters succeed at the skill challenge, after which the mind-clouding magic. If the character succeeds they awaken, they are in one of the cells in room 31,
a numbered door leads to the correspondingly num- on a DC 30 Insight check, it counts as two successes stripped of all gear except their clothing and armor.
bered room, as normal. toward the skill challenge, or it counts as one success (Their gear has been deposited elsewhere in room
Passing through a door marked with a letter brings and removes one failure. 31.) If the adventurers have previously befriended
a traveler back into the warded caverns through one Secondary Skills: Diplomacy, Endurance, Heal, Elena, Grik, Shelsa, or Ivan, any of these NPCs can
of the other lettered doors, determined randomly. If History, Thievery. arrive in the prison to help free the characters.
the characters pass through the door marked A, they Diplomacy (DC 22): The character helps the party
reenter the caverns through door B, C, D, E, or F,
determined randomly. This effect remains even if the
to focus its efforts. A successful check grants a +2
bonus to the party’s next primary skill check.
22. Smithy and Toolworks
characters succeed at the skill challenge. Endurance (DC 22): The character negates any Combat Encounter Level 15 (6,000 XP)
Spiral Stairs: The two spiral staircases work simi- effects of failed primary skill checks for his or her
larly to the numbered doors. If the characters climb next skill check in the challenge. Here, slaves toil for Baba Yaga, producing all manner
or descend either spiral staircase, they reenter the Heal (DC 22): The character helps an ally, negating of weapons, armor, and other metalwork.
caverns through the other one. This effect disappears any effects of failed primary skill checks for the ally’s Light: Bright light.
if the characters succeed at the skill challenge, after next skill check in the challenge. Monsters: 1 fire giant lavamaster, 1 hell knight, 4
which a staircase leads to the correspondingly num- History (DC 22): The character recalls information fire archons.
bered room, as normal. on documented variants of the enchantments in this
room. A successful check grants a +2 bonus to the Read:
Escape the Warded Caverns party’s next primary skill check. This multilevel room is constructed entirely from metal
Thievery (DC 22): The character uses mundane and lit by the flames of two furnaces. In the main area, the
Characters can escape the warded caverns only by
means to mark doors or pin them closed to help ceiling is 30 feet high. Two elevated areas stand a bit above
successfully completing this skill challenge. The room
lessen confusion. These markers fade over time. A the floor. An oppressive heat fills the room. At each furnace,
is enchanted to cloud and confound the minds of
two fiery beings toil away. A giant with flame-red hair,
those within it.
garbed in chainmail and bearing an enormous greatsword,

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Baba Yaga’s Dancing Hut

4 Fire Archons Level 13 Skirmisher Hell Knight Level 15 Soldier Fire Giant Lavamaster Level 17 Controller (Leader)
Medium elemental humanoid (fire) XP 800 each Medium immortal humanoid (devil) XP 1,200 Large elemental humanoid (giant) XP 1,600
HP 130; Bloodied 65 Initiative +14 HP 146; Bloodied 73 Initiative +15 HP 164; Bloodied 82 Initiative +12
AC 27, Fortitude 25, Reflex 26, Will 23 Perception +9 AC 31, Fortitude 27, Reflex 28, Will 26 Perception +11 AC 31, Fortitude 31, Reflex 27, Will 28 Perception +13
Speed 8 Speed 6 Darkvision Speed 8
Immune disease, poison; Resist 20 fire Immune fear; Resist 20 fire Resist 15 fire
Traits Traits Traits
Guttering Flames Hell’s Rider O Hearthflames (fire, healing) F Aura 2
Whenever the archon takes cold damage, it cannot shift While the hell knight is mounted, its mount can make Ath- Any enemy that enters the aura or ends its turn there takes
until the end of its next turn. letics, Acrobatics, or Stealth checks using the hell knight’s 10 fire damage. Any bloodied ally of the lavamaster that
Standard Actions skill modifiers rather than its own. starts its turn within the aura regains 10 hit points.
m Fiery Scimitar (fire) F At-Will Standard Actions Standard Actions
Attack: Melee 1 (one creature); +18 vs. AC m Mace (fire, weapon) F At-Will m Molten Sword (fire, weapon) F At-Will
Hit: 3d8 + 8 fire damage. Attack: Melee 1 (one creature); +20 vs. AC Attack: Melee 2 (one creature); +22 vs. AC
Move Actions Hit: 2d8 + 9 damage plus 5 fire damage, and the target Hit: 2d10 + 4 fire damage.
Flickering Step F At-Will falls prone. R Magma Lash (fire) F Recharge when no creature is
Effect: The archon shifts up to half its speed. m Flame Lance (weapon) F At-Will grabbed by the lavamaster
Blaze Step (fire) F Encounter Requirement: The hell knight must be wielding a lance. Attack: Ranged 5 (one creature); +20 vs. Reflex
Effect: The archon shifts up to its speed. Each square it Attack: Melee 2 (one creature); +20 vs. AC. When the hell Hit: 2d8 + 10 fire damage, and the lavamaster pulls the
shifts through fills with elemental flames that last until knight charges while mounted, this attack can score a target 4 squares. If the target ends the pull adjacent to
the end of the encounter. Each time a nonfire creature critical hit on a roll of 19–20. the lavamaster, the lavamaster grabs it.
enters or starts its turn in a square filled with these Hit: 2d10 + 12 fire damage. A Magma Burst (fire, zone) F At-Will
flames, it takes 10 fire damage. Minor Actions Attack: Area burst 1 within 10 (enemies in burst); +20 vs.
Str 15 (+8) Dex 22 (+12) Wis 17 (+9) Eyes of the Narzugon F At-Will Fortitude
Con 18 (+10) Int 16 (+9) Cha 9 (+5) Effect: One creature within 10 squares of the hell knight is Hit: 2d6 + 10 fire damage.
Alignment chaotic evil Languages Primordial marked and slowed until the end of the hell knight’s next Effect: The burst creates a zone that lasts until the end of
turn. the lavamaster’s next turn. The zone is difficult terrain.
watches over them. A creature composed of metal and Skills Athletics +17, Intimidate +15, Stealth +18 Any enemy that enters the zone or ends its turn there
Str 20 (+12) Dex 22 (+13) Wis 18 (+11) takes 10 fire damage.
fire stands in the middle of the room and turns its helmed
Con 18 (+11) Int 15 (+9) Cha 17 (+10) Triggered Actions
visage toward you. Alignment evil Languages Supernal M Fiery Vendetta F At-Will
Equipment plate armor, heavy shield, mace, lance Trigger: An enemy grabbed by the lavamaster attacks it.
In this combat encounter, the slaves attack the char- Effect (Immediate Reaction): The lavamaster or one of its
acters immediately, hoping to capture them and offer Furnaces: As a minor action, a creature adjacent allies can make a melee basic attack against the trigger-
them to Baba Yaga. The slaves believe (falsely) that to a furnace door can pull a lever to unleash a gout of ing enemy as a free action.
this tribute will earn them their freedom. Str 24 (+15) Dex 19 (+12) Wis 21 (+13)
flame that fills a close blast 3 immediately in front of Con 20 (+13) Int 15 (+10) Cha 16 (+11)
On the map, the two small chambers marked A the door. Creatures in this area take 15 fire damage. Alignment evil Languages Giant
are furnaces filled with magic everburning flame. Treasure: Pieces from a set of +4 teleporting plate Equipment chainmail, greatsword
Chamber B is a tool room. Chamber D is 10 feet armor are strewn about near one of the furnaces.
above the main floor. Chamber E is 20 feet above the Tactics: The hell knight starts by attacking the as it can with magma burst, ignoring its allies. The fire
main floor. party member who seems the weakest. If one charac- archons swarm around the adventurers who seem the
Dangerous Heat: A bloodied creature that starts ter heals another, the hell knight immediately moves strongest, attempting to use blaze step to fill the area
its turn in this room takes 5 fire damage. to the healer and focuses future attacks on him or her. around those characters with flames.
The fire giant lavamaster attacks as many characters

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Baba Yaga’s Dancing Hut

23. Armor Museum 24. Stables Read:


You enter a long room that has several smaller chambers
Exploration Encounter Combat Encounter Level 14 (5,400 XP)
along each side. The entire area is illuminated by magic
torches set into the ceiling 40 feet above the floor. The smell
This museum houses the armor, shields, and helms of The adventurers enter Baba Yaga’s stables, which
of animal feed mixes with that of brimstone.
combatants that Baba Yaga has defeated in battle. house nightmares that the ancient crone occasionally
Light: Bright light. lends to those she deems worthy. Stable hands watch
Chambers A, C, and F each contain one nightmare,
over the steeds and guard the archfey’s fabled mortar
tended by a diakka.
Read: and pestle.
The monsters are loyal servants of Baba Yaga and
You enter a large area of interconnected chambers. Dozens Perception DC 18: The character hears birds
attack intruders without hesitation. After the charac-
of suits of armor are arrayed about the room, with shields squawking and many hooves stomping.
ters deal with the guardians, they are free to explore
and helmets decorating the walls. Magical light from the Light: Bright light.
the stables in more depth.
ceiling fills the area. You can hear the creaking sound of Monsters: 3 nightmares, 3 diakkas.
This room connects to other planes, allowing
armor movements from somewhere in these chambers.
Baba Yaga and her allies to ride nightmares to other
3 Diakkas Level 14 Skirmisher
Chamber E, the large central chamber, contains suits Small fey humanoid XP 1,000 each
3 Nightmares Level 13 Skirmisher
of armor that Baba Yaga has collected from various HP 140; Bloodied 70 Initiative +15 Large shadow magical beast (mount) XP 800 each
worlds and planes. Chambers A, B, C, and D contain AC 28, Fortitude 26, Reflex 27, Will 25 Perception +11
HP 138; Bloodied 69 Initiative +12
more armor, plus shields and helms. Fill in the details Speed 6 Low-light vision
AC 27, Fortitude 26, Reflex 25, Will 24 Perception +12
of what the characters find to meet the needs of your Traits Speed 10, teleport 10 Darkvision
O Infernal Squawking F Aura 2
campaign. Resist 20 fire
Any nondeafened enemy in the aura takes a –4 penalty to
The creaking sound comes from several magic Traits
attack rolls the enemy makes during another creature’s
Alert
suits of armor that yearn to see battle again. If the turn. While the diakka is dazed, dominated, or stunned,
The nightmare gains a +2 bonus to AC against opportunity
characters investigate, they find a few suits that move this aura ceases to function.
attacks.
slightly but that do not leave their stands or attack. Standard Actions Hell’s Ride (fire, mount)
The doors in chambers A, B, C, and D lead m Claw F At-Will
The nightmare’s rider gains resist 20 fire.
Attack: Melee 1 (one creature); +19 vs. AC
nowhere. Baba Yaga created them as enticements. Standard Actions
Hit: 2d8 + 13 damage.
Any character who touches one of these doors is m Hooves (fire) F At-Will
M Scampering Attack F At-Will
attacked by one of Baba Yaga’s curses (your choice). Attack: Melee 1 (one creature); +18 vs. AC
Effect: The diakka shifts up to its speed and uses claw once
Hit: 2d8 + 2 damage, and ongoing 10 fire damage (save
Treasure: One set of +3 demonscale armor and one at any point during the movement.
ends).
cold iron shield. M Piercing Beak F Recharge 5 6
Hooves of Hell (fire) F Recharge 5 6
Effect: The diakka can jump up to its speed before the
Effect: The nightmare moves up to 10 squares. Each square
attack.
the nightmare leaves is filled with fire up to 2 squares
Attack: Melee 1 (one creature); +19 vs. AC
high that lasts until the end of the nightmare’s next turn.
Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
Any creature that hits the nightmare with a melee attack
First Failed Saving Throw: The target is also weakened
power during this movement, or that enters one of the
(save ends both).
flaming squares, takes 20 fire damage.
Skills Athletics +13
Skills Endurance +19
Str 12 (+8) Dex 23 (+13) Wis 18 (+11)
Str 23 (+12) Dex 19 (+10) Wis 12 (+7)
Con 20 (+12) Int 10 (+7) Cha 10 (+7)
Con 26 (+14) Int 5 (+3) Cha 15 (+8)
Alignment evil Languages Common, Elven
Alignment evil Languages —

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Baba Yaga’s Dancing Hut

locations around the multiverse. The characters can


do the same if you allow it.
25. Divination Hall 2 Mezzodemons
Medium elemental humanoid (demon)
Level 11 Soldier
XP 600 each
Combat Encounter Level 14 (5,200 XP) HP 113; Bloodied 56 Initiative +9
Treasure: Chamber G contains Baba Yaga’s mortar
and pestle—a conveyance that she uses to travel about AC 27; Fortitude 25, Reflex 22, Will 23 Perception +13
Baba Yaga’s divination hall is the only room in which Speed 6 Darkvision
and strike fear into the hearts of others. It consists of a
divination rituals that contact forces outside the hut Resist 20 poison
large stone mortar with an oversized pestle to act as a Standard Actions
can be performed. Several loyal servants stand guard
rudder. A large broom is attached to the side. m Trident (weapon) ✦ At-Will
here to prevent enemies of Baba Yaga from using the
The adventurers might steal this vehicle. Baba Attack: Melee 2 (one creature); +16 vs. AC
room. Enemies that manage to use the room are still
Yaga and her simulacrum know if the vehicle has Hit: 2d8 + 10 damage.
subject to the curse triggered by the use of divination M Skewering Tines (weapon) ✦ At-Will
been stolen. Baba Yaga is so busy that she is unlikely
rituals (see Special Properties, page 6). Requirement: The mezzodemon must be using a trident.
return to the hut right away. The simulacrum might
Light: Dim light. Attack: Melee 2 (one creature); +16 vs. AC
hunt the characters if they remain in the hut.
Monsters: 1 piscodemon, 2 mezzodemons, 3 Hit: 2d8 + 10 damage, ongoing 10 damage, and the
Tactics: The diakkas mount the nightmares and
nagpa carrion lords. target is restrained (save ends both). While the target is
charge into battle. They attack while mounted unless restrained, the mezzodemon can’t make trident attacks.
Read:
it becomes advantageous for them to dismount using C Poison Breath (poison) ✦ Recharge 5 6
You enter a small, rectangular chamber. Across from you
piercing beak. Once a diakka is on the ground, it coor- Attack: Close blast 3 (enemies in the blast); +14 vs.
stands a pair of large doors covered in strange runes. The
dinates with its nightmare to flank the characters. Fortitude
etchings glow, shedding dim light in slow, regular pulses. Hit: 2d6 + 3 poison damage, and ongoing 10 poison
damage (save ends).
Baba Yaga’s Mortar and Pestle When the characters enter the central area, read: Triggered Actions
Large vehicle
The f loor and walls of this large chamber are made of black Variable Resistance F 2/Encounter
HP 120 Space 2 squares by 2 squares Trigger: The mezzodemon takes acid, cold, fire, lightning, or
AC 5, Fortitude 16, Reflex 8
marble streaked with golden veins. A domed ceiling rises
thunder damage.
Speed fly 2 (hover); see also pilot 60 feet overhead. The dome is filled with swirls of light of
Effect (Free Action): The mezzodemon gains resist 10 to the
Pilot every color imaginable. Within the chamber stands a trio triggering damage type until the end of the encounter or
Only a creature trained in Arcana can pilot the vehicle, and of demonic creatures, f lanked by three bird-men. until it uses variable resistance again.
such a creature adds one-third of its Arcana bonus to the Skills Intimidate +11
vehicle’s normal fly speed. The pilot must work the pestle Combat begins immediately. Str 20 (+10) Dex 15 (+7) Wis 16 (+8)
rudder with both hands. Con 17 (+8) Int 10 (+5) Cha 13 (+6)
Tactics: The piscodemon stays close to the mez-
Load Alignment chaotic evil Languages Abyssal
Five Medium creatures (including the pilot); 500 pounds
zodemons so it can heal them with demonic rally.
Equipment trident
of gear. It focuses its attacks on the adventurer who seems
Out of Control to be the leader. When cornered or surrounded by
If out of control, the mortar and pestle comes to a stop at enemies, the piscodemon uses writhing ground. The
the start of its turn. mezzodemons protect the nagpas. They use poison
Cover breath whenever they can catch two or more enemies
The mortar provides partial cover to its pilot and
in the blast. The nagpas stay out of melee as much
passengers.
Elemental Resistances
as possible and pepper their enemies with ranged
The mortar and pestle has resist 25 to all damage. attacks, retreating with ghostly escape when necessary.
Teleportation All monsters fight to the death.
Once per encounter, as a move action, the pilot can tele-
port the vehicle and its contents up to a number of squares
equal to one-half the result of an Arcana check the pilot
makes.

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3 Nagpa Carrion Lords Level 14 Artillery Piscodemon Level 14 Controller (Leader) A Writhing Ground (zone) F Recharge 5 6
Medium elemental humanoid XP 1,000 each Medium elemental magical beast (demon) XP 1,000 Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
HP 111; Bloodied 55 Initiative +9 HP 138; Bloodied 69 Initiative +12 Reflex
AC 28, Fortitude 23, Reflex 25, Will 26 Perception +11 AC 27, Fortitude 25, Reflex 27, Will 25 Perception +13 Hit: 3d10 + 6 damage, and the target is slowed (save ends).
Speed 6 Low-light vision Speed 6, swim 6 Darkvision The burst creates a zone that lasts until the end of the
Standard Actions Traits encounter. Any creature that starts its turn within the
m Rotting Staff (necrotic, weapon) F At-Will O Demonic Rally (healing) F Aura 3 zone is slowed (save ends).
Attack: Melee 1 (one creature); +17 vs. Fortitude Any bloodied demon that ends its turn within the aura Triggered Actions
Hit: 2d6 + 8 necrotic damage. regains 5 hit points. C Bloodied Wail (fear, thunder)
r Bolt of Putrescence (implement, necrotic) F At-Will All-Around Vision Trigger: The piscodemon is first bloodied.
Attack: Ranged 20 (one creature); +19 vs. Reflex Enemies can’t gain combat advantage by flanking the Attack (Free Action): Close burst 3 (creatures in burst); +17
Hit: 2d10 + 10 necrotic damage. piscodemon. vs. Fortitude
R Rain of Ruin (acid, implement) F Recharge 5 6 Standard Actions Hit: 4d8 + 6 thunder damage, and the piscodemon pushes
Attack: Ranged 10 (two or three creatures); +19 vs. Reflex m Claw F At-Will the target 5 squares.
Hit: 2d10 + 5 acid damage. Requirement: The piscodemon must not have two creatures Variable Resistance F 2/Encounter
A Consuming Shadows (implement, necrotic, zone) F grabbed. Trigger: The piscodemon takes acid, cold, fire, lightning, or
Encounter Attack: Melee 1 (one creature); +19 vs. AC thunder damage.
Attack: Area burst 1 within 10 (enemies in burst); +19 vs. Hit: 2d8 + 6 damage, and the target is grabbed. Effect (Free Action): The piscodemon gains resist 15 to the
Fortitude M Writhing Tentacles (poison) F At-Will triggering damage type until the end of the encounter or
Hit: 4d6 + 5 necrotic damage, and ongoing 5 necrotic Attack: Melee 1 (one creature grabbed by the piscodemon); until it uses variable resistance again.
damage (save ends). +19 vs. AC Skills Arcana +22
Effect: The burst creates a zone that lasts until the end of Hit: 2d8 + 6 poison damage, and the target takes ongoing Str 25 (+14) Dex 21 (+12) Wis 23 (+13)
the carrion lord’s next turn. The zone blocks line of sight 10 poison damage and is weakened (save ends both). Con 18 (+11) Int 30 (+17) Cha 27 (+15)
for the carrion lord’s enemies. R Vision of Madness (psychic) F At-Will Alignment chaotic evil Languages Abyssal, telepathy 20
Sustain Minor: The zone persists. Attack: Ranged 20 (one creature); +17 vs. Will
Minor Actions Hit: 3d6 + 6 psychic damage, and the target is slowed (save
Ghostly Escape F Encounter ends). In addition, the target makes a melee basic attack
Effect: The carrion lord is insubstantial and phasing until as a free action against a target of the piscodemon’s
the end of its next turn. choice.
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) 26. Alchemical Storage Read:
Alignment evil Languages Common, Primordial Combat Encounter Level 14 (5,600 XP) You enter a small chamber filled with magical light. The
Equipment staff walls here are lined with wooden shelves containing numer-
The characters venture into Baba Yaga’s alchemical ous boxes, jars, and pots. In front of you, a stairway leads
storage chambers. Here, they come upon several ser- to another chamber. A mixture of earthy and floral smells
vitors conducting inventory. fills the room.
Perception DC 20: The character hears the
squawking of birds. This room is filled with alchemical items stored in
Light: Bright magical light. various vessels. Given enough time searching the
Monsters: 1 piscodemon, 2 scarecrow guardians, shelves, alchemists can find nearly any ingredients
3 diakkas. they might want.
A piscodemon and three diakkas are spread
throughout the chambers, conducting inventory.

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Baba Yaga’s Dancing Hut

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Baba Yaga’s Dancing Hut

Piscodemon Level 14 Controller (Leader) A Writhing Ground (zone) F Recharge 5 6 3 Diakkas Level 14 Skirmisher
Medium elemental magical beast (demon) XP 1,000 Attack: Area burst 1 within 10 (creatures in burst); +17 vs. Small fey humanoid XP 1,000 each
HP 138; Bloodied 69 Initiative +12 Reflex HP 140; Bloodied 70 Initiative +15
AC 27, Fortitude 25, Reflex 27, Will 25 Perception +13 Hit: 3d10 + 6 damage, and the target is slowed (save ends). AC 28, Fortitude 26, Reflex 27, Will 25 Perception +11
Speed 6, swim 6 Darkvision The burst creates a zone that lasts until the end of the Speed 6 Low-light vision
Traits encounter. Any creature that starts its turn within the Traits
O Demonic Rally (healing) F Aura 3 zone is slowed (save ends). O Infernal Squawking F Aura 2
Any bloodied demon that ends its turn within the aura Triggered Actions Any nondeafened enemy in the aura takes a –4 penalty to
regains 5 hit points. C Bloodied Wail (fear, thunder) attack rolls the enemy makes during another creature’s
All-Around Vision Trigger: The piscodemon is first bloodied. turn. While the diakka is dazed, dominated, or stunned,
Enemies can’t gain combat advantage by flanking the Attack (Free Action): Close burst 3 (creatures in burst); +17 this aura ceases to function.
piscodemon. vs. Fortitude Standard Actions
Standard Actions Hit: 4d8 + 6 thunder damage, and the piscodemon pushes m Claw F At-Will
m Claw F At-Will the target 5 squares. Attack: Melee 1 (one creature); +19 vs. AC
Requirement: The piscodemon must not have two creatures Variable Resistance F 2/Encounter Hit: 2d8 + 13 damage.
grabbed. Trigger: The piscodemon takes acid, cold, fire, lightning, or M Scampering Attack F At-Will
Attack: Melee 1 (one creature); +19 vs. AC thunder damage. Effect: The diakka shifts up to its speed and uses claw once
Hit: 2d8 + 6 damage, and the target is grabbed. Effect (Free Action): The piscodemon gains resist 15 to the at any point during the movement.
M Writhing Tentacles (poison) F At-Will triggering damage type until the end of the encounter or M Piercing Beak F Recharge 5 6
Attack: Melee 1 (one creature grabbed by the piscodemon); until it uses variable resistance again. Effect: The diakka can jump up to its speed before the
+19 vs. AC Skills Arcana +22 attack.
Hit: 2d8 + 6 poison damage, and the target takes ongoing Str 25 (+14) Dex 21 (+12) Wis 23 (+13) Attack: Melee 1 (one creature); +19 vs. AC
10 poison damage and is weakened (save ends both). Con 18 (+11) Int 30 (+17) Cha 27 (+15) Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
R Vision of Madness (psychic) F At-Will Alignment chaotic evil Languages Abyssal, telepathy 20 First Failed Saving Throw: The target is also weakened
Attack: Ranged 20 (one creature); +17 vs. Will (save ends both).
Hit: 3d6 + 6 psychic damage, and the target is slowed (save Skills Athletics +13
ends). In addition, the target makes a melee basic attack Str 12 (+8) Dex 23 (+13) Wis 18 (+11)
as a free action against a target of the piscodemon’s Con 20 (+12) Int 10 (+7) Cha 10 (+7)
choice. Alignment evil Languages Common, Elven

Unless the characters take care to be quiet, the mon- can, and then it attacks the adventurer who seems
sters hear them when they arrive. to be the leader. When cornered or surrounded
Chamber E contains two scarecrow guardians that by enemies, it uses writhing ground. The scarecrow
have been magically transformed to look like empty, guardians try to protect the piscodemon, using
ramshackle wooden bookshelves. They animate and luring gaze to keep enemies away from the demon.
take on their true forms only by order of the piscode- The diakkas move boldly around the combat, taking
mon (a minor action). advantage of flanking and other opportunities for
Baba Yaga’s servitors do not like being interrupted combat advantage.
and attack as soon as they pinpoint the location of
the characters.
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

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Baba Yaga’s Dancing Hut

2 Scarecrow Guardians
Medium fey animate (construct)
Level 13 Soldier
XP 800 each
27. Magic Item Storage Special Doorways: A secret door (Perception
DC 30 to find) hides the spiral staircase in the center
HP 107; Bloodied 53 Initiative +10
Combat Encounter Level 14 (5,000 XP)
of the room. The door is also cursed. Any character
AC 29, Fortitude 25, Reflex 23, Will 24 Perception +14 who touches it is attacked by the curse of morphing flesh.
Speed 6 Low-light vision This room stores components required to create
Treasure: One set of hero’s gauntlets and a +4 para-
Immune disease, poison, sleep; Vulnerable 10 fire magic items. A stone golem watches over the area,
Standard Actions
lyzing shortbow, each placed on a high shelf.
aided by three rust monsters.
m Claws F At-Will Tactics: The stone golem attacks the nearest char-
Perception DC 25: The character hears the light
Attack: Melee 1 (one creature); +18 vs. AC acters, favoring double attack to confront multiple
skittering of feet.
Hit: 2d6 + 9 damage, and the target is marked until the enemies whenever possible. The dweomer eaters
Perception DC 30: The character notices that all
end of the guardian’s next turn. are starving and attack the nearest characters wear-
R Luring Gaze (charm, psychic) F At-Will shelves are made of marble. Additionally, metal items
ing magic armor, heedless of provoking opportunity
Attack: Ranged 10 (one creature); +16 vs. Will are relegated to the uppermost shelves.
attacks to do so.
Hit: 1d6 + 5 psychic damage, and the guardian pulls the Light: Bright magical light.
target 5 squares. Monsters: 1 stone golem, 3 dweomer eaters.
Minor Actions Stone Golem Level 17 Elite Soldier
C Horrid Gaze (fear) F Encounter Large natural animate (construct) XP 3,200
Read:
Attack: Close blast 3 (enemies in blast); +18 vs. Will HP 336; Bloodied 168 Initiative +8
Hit: The target is immobilized until the end of the guard-
In front of you lies a maze of shelves. Each shelf is filled with AC 33, Fortitude 31, Reflex 26, Will 26 Perception +7
ian’s next turn. sundry containers of varying sizes and made of different Speed 6 (cannot shift) Darkvision
Triggered Actions materials. Immune disease, poison
Malleable Straw F At-Will Saving Throws +2; Action Points 1
Trigger: An attack damages the guardian. You can provide any details you like about the Standard Actions
Effect (Immediate Interrupt): The guardian takes half components in the room. The shelves might hold m Slam F At-Will
damage from the triggering attack. Attack: Melee 2 (one creature); +22 vs. AC
a few minor magic items, but they have nothing of
Skills Acrobatics +13 Hit: 4d6 + 11 damage, and the golem can push the target
Str 18 (+10) Dex 14 (+8) Wis 17 (+9)
greater efficacy. 1 square.
Con 15 (+8) Int 11 (+6) Cha 10 (+6) All shelves are made of marble. The lower shelves M Double Attack F At-Will
Alignment unaligned Languages Common hold vessels made of wood, stone, and clay. Metal con- Effect: The golem uses slam twice. Each attack knocks the
tainers and objects lie on the upper shelves. target prone if it hits.
In the center of the room, a stone golem stands M Golem Rampage F Recharge 5 6
adjacent to a secret door leading to a spiral staircase. Effect: The golem moves up to its speed + 2. During this
movement, the golem can move through enemies’
If the characters enter this room by taking the stair-
spaces, and when the golem first enters any creature’s
case from room 15, the golem appears as a statue space, it uses slam against that creature.
until animated by the dweomer eaters (see below). Triggered Actions
The dweomer eaters start the encounter around C Death Burst
corners from wherever the characters enter. They Trigger: The golem drops to 0 hit points.
are resting and stir only when the adventurers Attack (No Action): Close burst 1 (creatures in the burst);
come upon them. When a dweomer eater notices an +22 vs. AC
Hit: 2d12 + 10 damage.
intruder, it screeches, alerting the others and animat-
Effect: The golem is destroyed. The area of the burst
ing the stone golem. 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 —

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Baba Yaga’s Dancing Hut

3 Dweomer Eaters
Large natural beast, rust monster
Level 11 Skirmisher
XP 600 each
28. Conjuring Hall out the use of the proper command word (Arcana DC
30 to do so).
HP 110; Bloodied 55 Initiative +13
Combat Encounter Level 15 (6,400 XP)
Tactics: The stone golems move into chamber B
AC 25; Fortitude 20, Reflex 25, Will 23 Perception +9 as soon as one or more characters enter that chamber.
Speed 8 Low-light vision The conjuring hall is where Baba Yaga calls forth
They split their attacks between enemies, favoring
Traits fiendish servants from across the planes. A pair of
Residuum Recovery
those nearest the summoning circle.
stone golems guards the main chamber.
A dweomer eater consumes any item it destroys. The Perception DC 22: The character notices foot-
residuum from any magic items the dweomer eater has
prints in the dust on the floor, leading to the illusory 2 Stone Golems Level 17 Elite Soldier
destroyed can be retrieved from its stomach. The residuum Large natural animate (construct) XP 3,200 each
is worth the full market value of the item.
wall between chambers A and B.
HP 336; Bloodied 168 Initiative +8
Standard Actions Light: Bright magical light. AC 33, Fortitude 31, Reflex 26, Will 26 Perception +7
m Bite F At-Will Monsters: 2 stone golems. Speed 6 (cannot shift) Darkvision
Attack: Melee 1 (one creature); +16 vs. AC Immune disease, poison
Hit: 2d6 + 11 damage, and any magic armor the target is Read: Saving Throws +2; Action Points 1
wearing is decaying. Each time the dweomer eater ren- You enter a stone chamber littered with furniture and cov- Standard Actions
ders armor decaying, the armor’s enhancement bonus m Slam F At-Will
ered in a thin layer of dust. Magical light fills the area.
is reduced by 1, to a minimum of 0. The enhancement Attack: Melee 2 (one creature); +22 vs. AC
bonus returns to normal at the end of the encounter. Hit: 4d6 + 11 damage, and the golem can push the target
M Dissolve Item F Recharge 6 Chamber A is loaded with old pieces of furniture that 1 square.
Attack: Melee 1 (one creature wearing or wielding a decay- have been gathering dust after years of disuse. Elena M Double Attack F At-Will
ing magic item of 15th level or lower); +14 vs. Reflex occasionally comes here, and the characters might Effect: The golem uses slam twice. Each attack knocks the
Hit: The decaying magic item is destroyed. discover her footprints in the dusty floor, leading target prone if it hits.
Miss: The power is not expended. them to find the illusory wall that hides chamber B. M Golem Rampage F Recharge 5 6
Triggered Actions The stone golem guardians stand in chamber C, Effect: The golem moves up to its speed + 2. During this
Magic Consumption F At-Will movement, the golem can move through enemies’
Trigger: The dweomer eater is hit by an attack that uses a
just on the other side of another illusory wall. They
spaces, and when the golem first enters any creature’s
magic implement or magic weapon. can see into chamber B from their side. space, it uses slam against that creature.
Effect (Free Action): The implement or weapon used in the Illusory Walls: Both illusory walls are well Triggered Actions
triggering attack is decaying. Each time a dweomer eater crafted and have stood intact for a long time. Each C Death Burst
renders an item decaying, the item’s enhancement bonus can be discovered by a character who makes a DC 22 Trigger: The golem drops to 0 hit points.
is reduced by 1, to a minimum of 0. The enhancement Arcana check or a DC 30 Perception check. Attack (No Action): Close burst 1 (creatures in the burst);
bonus returns to normal at the end of the encounter. +22 vs. AC
A character who discovers an illusory wall can walk
Str 12 (+6) Dex 23 (+11) Wis 18 (+9) Hit: 2d12 + 10 damage.
Con 14 (+7) Int 2 (+1) Cha 13 (+6)
through it easily. However, any character who passes
Effect: The golem is destroyed. The area of the burst
Alignment unaligned Languages — through the illusory wall between chambers A and B is becomes difficult terrain until cleared.
slowed until the end of his or her next turn. This effect Str 24 (+15) Dex 7 (+6) Wis 8 (+7)
gives the stone golems time to advance past the sum- Con 24 (+15) Int 3 (+4) Cha 3 (+4)
moning circle in chamber B so they can protect it. Alignment unaligned Languages —
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-

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Baba Yaga’s Dancing Hut

29. Grand Library Rakshasa Mage


Medium natural humanoid
Level 16 Controller
XP 1,400
3 Rakshasa Warriors
Medium natural humanoid
Level 15 Soldier
XP 1,200 each
Combat Encounter Level 14 (5,000 XP) HP 153; Bloodied 76 Initiative +10 HP 142; Bloodied 71 Initiative +13
AC 30, Fortitude 26, Reflex 29, Will 28 Perception +11 AC 31, Fortitude 29, Reflex 27, Will 26 Perception +16
This large room contains several chambers filled with Speed 6 Low-light vision Speed 6 Low-light vision
works Baba Yaga has gathered over the ages. Four rak- Standard Actions Standard Actions
shasas serve as librarians and guardians. m Claw (teleportation) F At-Will m Longsword (weapon) F At-Will
Perception DC 30: The character hears whispers Attack: Melee 1 (one creature); +21 vs. AC Attack: Melee 1 (one creature); +20 vs. AC. The rakshasa
Hit: 3d6 + 10 damage, and the rakshasa teleports the makes two attack rolls and uses either result.
from the chambers beyond.
target up to 3 squares. Hit: 2d8 + 7 damage, and the rakshasa marks the target
Light: Bright magical light. Miss: The rakshasa can teleport the target 1 square. until the end of the rakshasa’s next turn.
Monsters: 1 rakshasa mage, 3 rakshasa warriors. A Misleading Visions (illusion, psychic) F At-Will m Claw F At-Will
Attack: Area burst 1 within 5 (enemies in the burst); +19 Attack: Melee 1 (one creature); +20 vs. AC
Read: vs. Will Hit: 2d6 + 6 damage, and ongoing 10 damage (save ends).
You enter a large square chamber that is obviously a Hit: 2d10 + 11 psychic damage, and the rakshasa slides the Minor Actions
library. Wooden bookshelves line the walls, containing target up to 4 squares. Deceptive Veil (illusion) F At-Will
Miss: The rakshasa can slide the target 1 square. Effect: The rakshasa disguises itself to appear as a Medium
hundreds of tomes and scrolls. Multiple passageways, some
A Visions of Terror (fear, illusion, psychic) F Recharge 5 6 humanoid until it uses deceptive veil again or until it drops
with stairs, connect to other areas beyond. Attack: Area burst 1 within 5 (enemies in the burst); +19 to 0 hit points. Other creatures can make a DC 35 Insight
vs. Will check to discern that the form is an illusion.
Each chamber in this room holds bookshelves brim- Hit: 3d10 + 13 psychic damage, and the target is immobi- Illusory Ambush (illusion) F Encounter
ming with tomes and scrolls. If the characters search lized (save ends). Effect: The rakshasa becomes invisible, and an illusion of
the shelves, they find histories, spellbooks, ritual Miss: Half damage, and the target is slowed until the end of it appears in its square. The transition is indiscernible
books, maps, and works of fiction gathered from the rakshasa’s next turn. to observers, and the illusion lasts until the start of the
dozens of worlds and planes. Minor Actions rakshasa’s next turn or until a creature attacks the illu-
Deceptive Veil (illusion) F At-Will sion. After the illusion appears, the rakshasa shifts up to
Space is warped here. The stairs leading from Effect: The rakshasa disguises itself to appear as a Medium its speed.
chamber A to the four side chambers go up or down. humanoid until it uses deceptive veil again or until it drops Triggered Actions
Characters who travel between the chambers might to 0 hit points. Other creatures can make a DC 36 Insight M Tiger Pounce (teleportation) F At-Will
feel as if they have moved up or down a level, but they check to discern that the form is an illusion. Trigger: An enemy marked by and within 5 squares of the
remain in the room. Persistent Image (illusion) F At-Will rakshasa shifts or makes an attack that does not include
Four rakshasas are spread throughout the library, Effect: The rakshasa creates an illusion of a Medium or it as a target.
smaller object or creature in an unoccupied square Effect (Immediate Reaction): The rakshasa teleports up to its
appearing as wizened scholars of various races and
within 10 squares of it. The illusion can be animate, but speed and uses claw against the triggering enemy. If claw
genders. The rakshasas are not immediately hostile and it does not produce noise. The illusion lasts until the end hits, the target also falls prone.
help the characters find specific books. If an adven- of the rakshasa’s next turn. A creature that succeeds on a Str 20 (+12) Dex 18 (+11) Wis 18 (+11)
turer is offensive or tries to steal or damage a book or DC 22 Insight check can see through the illusion. Con 14 (+9) Int 12 (+8) Cha 14 (+9)
scroll, the guardians take their true forms and attack. Sustain Minor: The illusion persists until the end of the rak- Alignment evil Languages Common
Treasure: Several unique tomes totaling 6,000 gp shasa’s next turn, and the rakshasa can move the illusion Equipment scale armor, heavy shield, longsword
in value. up to 6 squares.
Str 12 (+9) Dex 14 (+10) Wis 16 (+11)
Tactics: When combat begins, the rakshasa mage
Con 17 (+11) Int 24 (+15) Cha 21 (+13)
uses persistent image to make it appear as if additional Alignment evil Languages Common
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.

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Baba Yaga’s Dancing Hut

30. Alchemical Laboratory and gladly answers questions about the alchemi-
cal laboratory and the rooms connected to it. If the
Fire Demon Level 18 Elite Skirmisher
Large elemental humanoid (demon, fire) XP 4,000
Roleplaying Encounter HP 344; Bloodied 172 Initiative +18
adventurers are friendly to him, Grik can accompany
them as they continue exploring the hut. AC 32, Fortitude 31, Reflex 32, Will 29 Perception +13
The adventurers come upon Grik, a kobold ghost that Speed 8, fly 10 (hover)
Grik is immune to all damage, and he is bound to
haunts Baba Yaga’s alchemical laboratory. Resist 15 fire; Vulnerable 5 cold
the hut unless he leaves through a room that allows Saving Throws +2; Action Points 1
Perception DC 22: The character notices the face
access to other planes. Although he appears to be Standard Actions
of a kobold peering out from within one of the cham-
corporeal, Grik is a ghost and can hide in the walls m Fiery Touch (fire) F At-Will
ber’s walls.
of any room he occupies. He cannot pass through the Attack: Melee 1 (one creature); +21 vs. Reflex
Light: Bright magical light. Hit: 2d10 + 8 fire damage.
walls since the hut’s rooms are not physically adjacent
to one another. Despite his immunities, Grik is too M Lashing Flame F At-Will
Read: Effect: The fire demon shifts 5 squares. Once during this
cowardly to scout for the party. He believes anything
You enter a well-lit laboratory filled with tables, upon which shift, the demon can use fiery touch.
can happen inside the hut, including something that Move Actions
sit flasks, pots, and utensils. The f loor is strewn with debris.
could harm him. Drawn to Fire (teleportation) F At-Will
Effect: The fire demon teleports 10 squares to a square
The tables are filled with equipment required for
creating alchemical compounds. If the characters 31. Prison adjacent to a fire that fills at least 1 square, or adjacent to
an enemy that is taking ongoing fire damage.
investigate the items, provide them whatever details Combat Encounter Level 16 (8,200 XP) Minor Actions
you want. If the adventurers fail to notice Grik hiding C Inferno Blast (fire, zone) F At-Will (1/round)
within a wall, the kobold ghost eventually emerges. The hut’s prison is guarded by a lone jailer watching Attack: Close blast 3 (creatures in blast); +21 vs. Reflex
over various captives. Hit: 2d6 + 8 fire damage.
Grik, Vengeful Kobold Light: Dim light from torches in chamber A; Effect: The blast creates a zone that lasts until the end of
the fire demon’s next turn. Any creature that enters or
Long ago, Baba Yaga came upon Grik, a kobold sor- bright magical light in all other chambers. ends its turn within the zone takes 10 fire damage.
cerer. Grik, sensing the old crone’s evil nature, did the Monsters: 1 fire demon, 1 piscodemon, 1 hell Triggered Actions
only thing he could to avoid being killed—he made knight, 2 diakkas. Vengeful Fire (fire) F At-Will
her laugh. Grik’s pratfalls and jokes amused the hag Trigger: A creature misses the demon with a melee attack.
enough that she took him back to her hut, magically Read: Effect (Opportunity Action): The triggering creature takes 5
charming him and placing him “in charge” of her You enter a stone chamber filled with magical light. A fire damage.
Str 17 (+12) Dex 25 (+16) Wis 19 (+13)
alchemical laboratory. Grik has since lived in the hut shimmering doorway stands in one wall. You hear several
Con 20 (+14) Int 8 (+8) Cha 14 (+11)
for years, magically prevented from aging. voices coming from the other side of the portal. Alignment chaotic evil Languages Abyssal, Common
A few months ago, the passion devil Karik (see
room 17) came upon the laboratory. For some reason, Chambers B and D are empty. Chamber C contains The fire demon jailer can open a cell door as a
perhaps exposure to alchemical reagents, Grik is able empty armor and weapon stands. Chamber A is the minor action.
to see Karik’s true form when the passion devil is in prison, containing a central guard chamber and When the characters enter chamber A, the fire
its human guise. The devil slew Grik and went on its twelve small cells. Each cell is separated from the demon attacks them. It has grown bored watching
way, leaving the kobold to haunt the laboratory he main hall by a shimmering wall of force. To deacti- over the prisoners and welcomes a fight. If the adven-
had guarded for so long. If the characters have Grik vate one cell door, an adjacent character can attempt turers are formidable, the demon starts releasing
in tow when they meet Jayden Thull, the kobold ghost a DC 30 Arcana check or Thievery check as a stan- captives, promising to put in a good word with Baba
quickly points Jayden out as the devil he is. dard action. Yaga for any prisoners that help him in the battle.
When the characters come upon Grik, he is happy
to have visitors. He invites them to examine his home

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Baba Yaga’s Dancing Hut

Hell Knight Level 15 Soldier Piscodemon Level 14 Controller (Leader) A Writhing Ground (zone) F Recharge 5 6
Medium immortal humanoid (devil) XP 1,200 Medium elemental magical beast (demon) XP 1,000 Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
HP 146; Bloodied 73 Initiative +15 HP 138; Bloodied 69 Initiative +12 Reflex
AC 31, Fortitude 27, Reflex 28, Will 26 Perception +11 AC 27, Fortitude 25, Reflex 27, Will 25 Perception +13 Hit: 3d10 + 6 damage, and the target is slowed (save ends).
Speed 6 Darkvision Speed 6, swim 6 Darkvision The burst creates a zone that lasts until the end of the
Immune fear; Resist 20 fire Traits encounter. Any creature that starts its turn within the
Traits O Demonic Rally (healing) F Aura 3 zone is slowed (save ends).
Hell’s Rider Any bloodied demon that ends its turn within the aura Triggered Actions
While the hell knight is mounted, its mount can make Ath- regains 5 hit points. C Bloodied Wail (fear, thunder)
letics, Acrobatics, or Stealth checks using the hell knight’s All-Around Vision Trigger: The piscodemon is first bloodied.
skill modifiers rather than its own. Enemies can’t gain combat advantage by flanking the Attack (Free Action): Close burst 3 (creatures in burst); +17
Standard Actions piscodemon. vs. Fortitude
m Mace (fire, weapon) F At-Will Standard Actions Hit: 4d8 + 6 thunder damage, and the piscodemon pushes
Attack: Melee 1 (one creature); +20 vs. AC m Claw F At-Will the target 5 squares.
Hit: 2d8 + 9 damage plus 5 fire damage, and the target Requirement: The piscodemon must not have two creatures Variable Resistance F 2/Encounter
falls prone. grabbed. Trigger: The piscodemon takes acid, cold, fire, lightning, or
m Flame Lance (weapon) F At-Will Attack: Melee 1 (one creature); +19 vs. AC thunder damage.
Requirement: The hell knight must be wielding a lance. Hit: 2d8 + 6 damage, and the target is grabbed. Effect (Free Action): The piscodemon gains resist 15 to the
Attack: Melee 2 (one creature); +20 vs. AC. When the hell M Writhing Tentacles (poison) F At-Will triggering damage type until the end of the encounter or
knight charges while mounted, this attack can score a Attack: Melee 1 (one creature grabbed by the piscodemon); until it uses variable resistance again.
critical hit on a roll of 19–20. +19 vs. AC Skills Arcana +22
Hit: 2d10 + 12 fire damage. Hit: 2d8 + 6 poison damage, and the target takes ongoing Str 25 (+14) Dex 21 (+12) Wis 23 (+13)
Minor Actions 10 poison damage and is weakened (save ends both). Con 18 (+11) Int 30 (+17) Cha 27 (+15)
Eyes of the Narzugon F At-Will R Vision of Madness (psychic) F At-Will Alignment chaotic evil Languages Abyssal, telepathy 20
Effect: One creature within 10 squares of the hell knight is Attack: Ranged 20 (one creature); +17 vs. Will
marked and slowed until the end of the hell knight’s next Hit: 3d6 + 6 psychic damage, and the target is slowed (save
turn. ends). In addition, the target makes a melee basic attack
Skills Athletics +17, Intimidate +15, Stealth +18 as a free action against a target of the piscodemon’s
Str 20 (+12) Dex 22 (+13) Wis 18 (+11) choice.
Con 18 (+11) Int 15 (+9) Cha 17 (+10)
Alignment evil Languages Supernal
Equipment plate armor, heavy shield, mace, lance
Tactics: The fire demon uses drawn to fire to tele- The piscodemon and the hell knight welcome the
port within or adjacent to the zone created by inferno opportunity to prove themselves to Baba Yaga. The
Cells: In addition to the prisoners described blast. As soon as the fight proves difficult, the fire diakkas join the fight at first but hesitate as combat
below, you can include other captives (hostile or demon releases the piscodemon and the hell knight. progresses. A few well-timed words and interaction
friendly) in the cells. If the adventurers have come to If they still cannot overcome the characters, the skill checks by the characters might sway the diakkas
the hut to rescue someone, that person might be here. demon also releases the diakkas. to switch sides and help against the other monsters. If
One of the cells holds a piscodemon that is being this happens, allow the players to control the diakkas
punished for past transgressions. Another cell holds a with your oversight.
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 demon’s belt.

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Baba Yaga’s Dancing Hut

2 Diakkas Level 14 Skirmisher as cattle, pigs, sheep, and deer. Chamber C contains sister is not what I hoped for. Perhaps one day I will find
Small fey humanoid XP 1,000 each meat from unusual or magical creatures, such as grif- her again. Iggwilv is an ugly name that bites at my heart.
HP 140; Bloodied 70 Initiative +15 fons. Chamber D contains meat from sentient beings,  Elena
AC 28, Fortitude 26, Reflex 27, Will 25 Perception +11 including humans, dwarves, and elves.
Speed 6 Low-light vision
Stranger foodstuffs and containers might be found The floor of chamber B is littered with bits of wood,
Traits
O Infernal Squawking F Aura 2
in this room. For example, chamber D might contain cloth, glass, clay, and so forth. If the characters sift
Any nondeafened enemy in the aura takes a –4 penalty to mind flayer tentacles in a bowl shaped like a brain. through the debris, they discover that the floor has
attack rolls the enemy makes during another creature’s The characters might find wandering monsters been etched with Rellanic script. These runes spell
turn. While the diakka is dazed, dominated, or stunned, seeking a snack in these chambers. out a single sentence.
this aura ceases to function.
Standard Actions
m Claw F At-Will 33. Natasha’s Laboratory Look in the deep, dark well.
Attack: Melee 1 (one creature); +19 vs. AC Exploration Encounter
Hit: 2d8 + 13 damage. 34. Guardians and Servants
M Scampering Attack F At-Will
Natasha the Dark’s laboratory has fallen into disuse, Combat Encounter Level 15 (6,400 XP)
Effect: The diakka shifts up to its speed and uses claw once
at any point during the movement.
but it contains a hidden item that can flesh out the
M Piercing Beak F Recharge 5 6 hut’s history. In this chamber, several monsters await further
Effect: The diakka can jump up to its speed before the Light: Dim, flickering magical light. instructions and tasks from Baba Yaga. They are rest-
attack. less and spoiling for a fight.
Attack: Melee 1 (one creature); +19 vs. AC When the characters enter chamber A, read: Light: Dim light from torches.
Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends). You come upon a square chamber with a large well in the Monsters: 1 derghodemon, 1 piscodemon,
First Failed Saving Throw: The target is also weakened
center. The well is filled to the brim with still, black water. 4 diakkas.
(save ends both).
Skills Athletics +13
Magical light f lickers throughout the chamber.
Str 12 (+8) Dex 23 (+13) Wis 18 (+11) Read:
Con 20 (+12) Int 10 (+7) Cha 10 (+7) When the characters enter chamber B, read: You enter a large chamber with sturdy stone walls and a
Alignment evil Languages Common, Elven You enter a large stone chamber littered with debris. Flick- wood-rafter ceiling. Torches affixed to the walls illuminate
ering magical light fills the chamber. the area with flickering light, revealing several creatures in
32. Food Storage Lockers After Natasha left the hut, Elena removed most of
the room.

Exploration Encounter the furniture and decorations from the room in sad- This is a basic combat encounter. As soon as the char-
ness over the loss of her foster sister. Recently, while acters enter the room, the monsters attack.
The adventurers come upon the hut’s meat storage. Elena was sleepwalking in the lab, her subconscious Tactics: Baba Yaga’s servants use this room as a
Light: Bright magical light. took over, and she left a note regarding her feelings private refuge when they do not want to return to
for her foster sister and her accidental summoning their quarters (room 48), and they fly into a frenzy
Read: of the false Natasha. The note is in a watertight scroll when disturbed. Their attacks are uncoordinated,
A stone hallway with several side doors extends before you. tube weighted with stones at the bottom of the well in and they do not hesitate to use powers that might
All is quiet. chamber A. The well is 20 feet deep. endanger their allies. The derghodemon focuses on
the strongest enemy while the piscodemon goes after
Four side chambers each contain various kinds of The parchment reads: the party’s apparent leader. The diakkas attack cha-
meat and are enchanted to keep the food fresh. Cham- My sister is gone, and I miss her. My mind brought forth a otically, taking advantage of flanking.
bers A and B contain meat from normal animals, such new sister, seeming to be my old sister, but not true. My new

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Derghodemon Level 12 Elite Soldier Piscodemon Level 14 Controller (Leader) A Writhing Ground (zone) F Recharge 5 6
Huge elemental magical beast (demon, earth) XP 1,400 Medium elemental magical beast (demon) XP 1,000 Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
HP 254; Bloodied 127 Initiative +10 HP 138; Bloodied 69 Initiative +12 Reflex
AC 26, Fortitude 26, Reflex 22, Will 24 Perception +11 AC 27, Fortitude 25, Reflex 27, Will 25 Perception +13 Hit: 3d10 + 6 damage, and the target is slowed (save ends).
Speed 6, burrow 6 Darkvision Speed 6, swim 6 Darkvision The burst creates a zone that lasts until the end of the
Saving Throws +2; Action Points 1 Traits encounter. Any creature that starts its turn within the
Traits O Demonic Rally (healing) F Aura 3 zone is slowed (save ends).
All-Around Vision Any bloodied demon that ends its turn within the aura Triggered Actions
Enemies can’t gain combat advantage by flanking the regains 5 hit points. C Bloodied Wail (fear, thunder)
derghodemon. All-Around Vision Trigger: The piscodemon is first bloodied.
Standard Actions Enemies can’t gain combat advantage by flanking the Attack (Free Action): Close burst 3 (creatures in burst); +17
m Claw F At-Will piscodemon. vs. Fortitude
Attack: Melee 3 (one creature); +17 vs. AC Standard Actions Hit: 4d8 + 6 thunder damage, and the piscodemon pushes
Hit: 1d8 + 5 damage. m Claw F At-Will the target 5 squares.
M Flailing Assault F At-Will Requirement: The piscodemon must not have two creatures Variable Resistance F 2/Encounter
Effect: The derghodemon uses claw four times, no more grabbed. Trigger: The piscodemon takes acid, cold, fire, lightning, or
than twice against a single target. If a single target is hit Attack: Melee 1 (one creature); +19 vs. AC thunder damage.
with claw twice, the derghodemon grabs the target. Hit: 2d8 + 6 damage, and the target is grabbed. Effect (Free Action): The piscodemon gains resist 15 to the
Move Actions M Writhing Tentacles (poison) F At-Will triggering damage type until the end of the encounter or
M Earth Furrow F At-Will Attack: Melee 1 (one creature grabbed by the piscodemon); until it uses variable resistance again.
Effect: The derghodemon moves its burrow speed below +19 vs. AC Skills Arcana +22
the surface of the ground, avoiding opportunity attacks Hit: 2d8 + 6 poison damage, and the target takes ongoing Str 25 (+14) Dex 21 (+12) Wis 23 (+13)
as it passes underneath other creatures’ spaces. As it bur- 10 poison damage and is weakened (save ends both). Con 18 (+11) Int 30 (+17) Cha 27 (+15)
rows beneath the space of a Large or smaller creature R Vision of Madness (psychic) F At-Will Alignment chaotic evil Languages Abyssal, telepathy 20
on the ground, the derghodemon makes the following Attack: Ranged 20 (one creature); +17 vs. Will
attack against that creature. Hit: 3d6 + 6 psychic damage, and the target is slowed (save
Attack: Melee 3; +15 vs. Fortitude ends). In addition, the target makes a melee basic attack
Hit: The target falls prone. as a free action against a target of the piscodemon’s
Minor Actions choice.
M Death Hook F At-Will (1/round)
Requirement: The derghodemon must not have a creature
restrained. 4 Diakkas Level 14 Skirmisher M Scampering Attack F At-Will
Attack: Melee 3 (one creature grabbed by the derghode- Small fey humanoid XP 1,000 each Effect: The diakka shifts up to its speed and uses claw once
mon); +15 vs. Fortitude HP 140; Bloodied 70 Initiative +15 at any point during the movement.
Hit: 2d8 + 5 damage, and the target enters the derghode- AC 28, Fortitude 26, Reflex 27, Will 25 Perception +11 M Piercing Beak F Recharge 5 6
mon’s space, is restrained, and takes ongoing 10 damage Speed 6 Low-light vision Effect: The diakka can jump up to its speed before the
(save ends all). If the derghodemon moves, the restrained Traits attack.
creature moves with it. O Infernal Squawking F Aura 2 Attack: Melee 1 (one creature); +19 vs. AC
Triggered Actions Any nondeafened enemy in the aura takes a –4 penalty to Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
Variable Resistance F 2/Encounter attack rolls the enemy makes during another creature’s First Failed Saving Throw: The target is also weakened (save
Trigger: The derghodemon takes acid, cold, fire, lightning, turn. While the diakka is dazed, dominated, or stunned, this ends both).
or thunder damage. aura ceases to function. Skills Athletics +13
Effect (Free Action): The derghodemon gains resist 15 to the Standard Actions Str 12 (+8) Dex 23 (+13) Wis 18 (+11)
triggering damage type until the end of the encounter or m Claw F At-Will Con 20 (+12) Int 10 (+7) Cha 10 (+7)
until it uses variable resistance again. Attack: Melee 1 (one creature); +19 vs. AC Alignment evil Languages Common, Elven
Str 27 (+14) Dex 14 (+8) Wis 20 (+11) Hit: 2d8 + 13 damage.
Con 23 (+12) Int 5 (+3) Cha 13 (+7)
Alignment chaotic evil Languages Abyssal, Supernal

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35. Fountain of Life 36. Servants’ Chambers 38. Meeting Hall


Exploration Encounter Exploration Encounter Exploration Encounter

This room is one of the few in Baba Yaga’s hut that This room contains the personal chambers for some Baba Yaga’s meeting hall has fallen into disuse lately,
is entirely beneficial to visitors. The most important of Baba Yaga’s servants. but Natasha sometimes comes here, and diakkas and
feature is the large pool and fountain in the center. Light: Torches on the walls provide dim, flicker- nagpas can sometimes be found here tidying up.
The adventurers can drink from these waters to gain ing light. Light: Dim magical light.
significant benefits.
Light: Dim magical light emanates from the foun- Read: Read:
tain’s water. You enter a winding room with several doors. Torches You enter an enormous room with stone masonry walls
mounted on the walls illuminate the area with f lickering and a tiled floor. Through the dim light, you make out sev-
Read: orange light. eral doors and stairways as well as bas-reliefs depicting
A large, circular chamber stands before you. The walls are Baba Yaga and her conquests.
covered in vines, and the f loor is packed earth. The center Four chambers lie off the main hall, each filled with
of the room is dominated by a cruciform pool, its sides ratty straw sleeping pallets and a few trinkets that the In the past, Baba Yaga used this large hall to address
composed of white marble. A fountain in its middle throws old hag’s servants have gathered over the years. her guests, celebrate victories, and show off the spoils
bright liquid into the air, filling the pool with luminous Most likely, the chambers are empty because the of her conquests. Nowadays, the room is rarely used
water that bathes the room in a soft glow. servants are engaged in tasks in other parts of the hut. and is lit just enough to allow easy passage.
However, you can place monsters here. If the characters detect magic here, a DC 25
If a character makes an Arcana check to detect magic Arcana check reveals that tables and chairs can be
within the room, a jolt of magical light stuns him or
her momentarily. The character then realizes that the
37. Food Storage created in the room at a visitor’s whim.

Exploration Encounter
pool’s water is imbued with strong, beneficial magic.
Any creature that drinks from the pool immedi-
39. Garden Maze
ately “hears” these words. This room is full of shelves and tables that hold fruits, Exploration and Roleplaying Encounter
vegetables, grains, bread, and sweets.
“Welcome, mortal. Embrace the waters and choose.” Light: Bright magical light. The adventurers enter a large hedge maze that might
contain encounters or interesting discoveries.
The creature immediately regains all its hit points, as Read: Light: Bright light.
well as its choice of one of the following benefits. You enter a large chamber featuring a wood-plank f loor,
wood-slat walls, and a domed wooden ceiling. Magical light Read:
F Regain the use of one daily power. permeates the room, illuminating shelves and tables cov- You come upon a large outdoor area filled with a hedge
F Regain 1d4 healing surges. ered with bowls and baskets of foodstuffs. maze. The hedges are fifteen feet tall and thick, composed
FG
 ain the effects of a Remove Affliction ritual of intertwining bushes, vines, and berries of many varieties.
with a Heal check result of 30. The room is enchanted to prevent food from spoiling. A bright noonday sun shines overhead. The calls of birds
FG
 ain one action point that must be spent before
A denizen of the hut might be here seeking a snack. and the buzzing of insects fill your ears.
the recipient’s next extended rest or it is lost. Special Doorways: A trapdoor in the center of
the ceiling leads to room 8. The trapdoor is a plat- The room is only as tall as the hedges; the sky and
Once a creature has gained a benefit, it cannot gain form that is lowered by pulling a lever set in the floor sun are illusory. A character who climbs the side of
another until after it has taken three extended rests. directly below it. a hedge (Athletics DC 22) to survey the maze from

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above bumps into the hard ceiling and cannot reach


the top of the hedge.
behind an illusory wall. The wall is inscribed with
the following line of Rellanic text.
41. Kitchens
Combat Encounter Level 15 (6,300 XP)
The maze is a blank slate, intended for you to
populate with plants, animals, monsters, encounters, Enter only if you wish to face your greatest nightmare.
Servants slave over hot stoves in the hut’s kitchens.
or whatever else suits your campaign. Suggestions
Light: Torches provide bright light.
include: Dispelling the illusion requires a DC 22 Arcana
Monsters: 1 frost witch harpy, 4 annis hags.
F T he hedges might animate and attack. Fill out check. If a character successfully dispels the illusion,
such an encounter with plant monsters. he or she is attacked by the curse of morphing f lesh.
Read:
F T he plants might bear fruits and berries that the Chamber C: This area contains a large pool of
You come upon a large kitchen illuminated by torches hung
characters can eat. Some might be poisonous or still water that is highly reflective. If a character looks
on the stone walls. The tiled floor is spotted and stained.
have other effects. into the pool such that his or her image is reflected,
The entire area is dotted with counters, tables, shelves, and
F T he characters might come upon Ivan the a duplicate of the character rises out of the water
crates. Three wood-burning stoves stand against one wall,
mouse, taking a break from his duties in and attacks. Multiple duplicates might attack at the
and the aroma of cooking food hangs in the air. A white-
room 20. same time if multiple characters look into the pool
haired, purple-winged female wearing ice-blue vestments
F Several diakkas might be playing a game of simultaneously.
barks orders to a quartet of young, beautiful female elves.
hide-and-seek while they wait for more tasks Duplicates: A duplicate has the same ability
from their mistress. scores, skills, and defenses as the duplicated charac-
Baba Yaga’s servitors busily prepare meals for the
F Elena might be here, alone or with her entou- ter. It has the character’s maximum hit point total,
inhabitants of the hut. The tables, counters, and
rage, seeking solace from her troubles. but it has no healing surges and cannot benefit from
shelves are filled with bowls, pots, pans, and cooking
healing. A duplicate also has all the character’s
utensils, including a wide variety of knives. The crates
40. Crystal Grotto racial traits, at-will powers, and encounter powers.
Although a duplicate appears to wear gear identical to
contain foodstuffs brought from storage.
Combat Encounter Level (Varies) When the characters enter, the harpy and the
the source character’s, it has no actual magic items. A
hags, consumed by their duties, are not immediately
duplicate is chaotic evil. If killed, a duplicate explodes
The adventurers discover caverns, one of which con- hostile. If not bothered, they allow the adventurers to
into red vapor.
tains a mystical pool. pass through the area freely. If the characters request
Tactics: A duplicate’s main goal is to kill the
Light: Bright magical light. food, the harpy assumes they are guests of Baba Yaga
character it duplicates. However, it makes opportu-
and serves a quick, simple meal at one of the tables.
nity attacks and uses close and area attacks to hit
Read: If engaged in conversation, the kitchen workers
multiple enemies.
You enter an underground cavern. Dozens of crystals jut are polite but answer in quick bursts while tending
If the adventurers leave any duplicates alive,
from the surface of the rough rock that makes up the f loor, to their duties. If the characters do anything to make
the duplicates can travel to other rooms in the hut.
walls, and ceiling. The air is dry and stale. Magical light the frost witch harpy suspicious, it orders the hags to
However, a duplicate cannot leave the hut while the
fills the area. attack and make the adventurers the next dinner.
duplicated character is alive. Each duplicate knows
Tactics: The frost witch harpy uses chilling screech
this and seeks to destroy its counterpart. If it does so,
Chambers A and B contain several doors to other as soon as it can hit multiple enemies without endan-
it gains healing surges and the ability to heal. It takes
rooms. In addition, a secret door to room 4 is in the gering its allies. It then falls back on icy stare or frost
the slain character’s gear, leaves the hut, and takes
floor of chamber A, and a secret door to room 14 is in claw as appropriate. The annis hags pair up to focus
on its new life as if it were the duplicated character,
the ceiling of chamber B. Discovering either of these on the two strongest-seeming enemies.
albeit a chaotic evil version.
doors requires a DC 29 Perception check. Treasure: Various valuables worth 4,000 gp are
Treasure: 8,000 gp in assorted valuables at the
A “secret” door connects chambers A and C. stored here.
bottom of the pool in chamber C.
The door is not readily noticeable only because it is

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Baba Yaga’s Dancing Hut

4 Annis Hags
Medium fey humanoid
Level 16 Brute
XP 1,400 each
Frost Witch Harpy
Medium fey humanoid
Level 12 Controller
XP 700
42. Formal Dining Hall
HP 188; Bloodied 94 Initiative +13 HP 123; Bloodied 61 Initiative +9
Exploration Encounter
AC 28, Fortitude 29, Reflex 28, Will 27 Perception +12 AC 26, Fortitude 23, Reflex 23, Will 25 Perception +13
Speed 7 Low-light vision Speed 6 (ice walk), fly 8 (clumsy) The hut’s dining hall retains its elegance despite
Standard Actions Resist 10 cold, 10 thunder; Vulnerable 5 fire seeing little use these days.
m Claw F At-Will Traits Light: Bright magical light.
Attack: Melee 1 (one creature); +21 vs. AC O Frost Aura F Aura 2
Hit: 3d10 + 14 damage, and the hag grabs the target Enemies have vulnerable 5 cold while in the aura.
Read:
(escape DC 22). Standard Actions
M Rend F At-Will m Frost Claw (cold) F At-Will
You come upon a grand dining hall, flanked by a small
Attack: Melee 1 (one creature grabbed by the hag); +19 vs. Attack: Melee 1 (one creature); +17 vs. AC antechamber, both areas illuminated by bright magical
Fortitude Hit: 3d8 + 4 cold damage. light. The walls of the dining hall are lined with bookshelves
Hit: 3d10 + 21 damage. R Icy Stare (cold) F At-Will filled with tomes and curiosities. The hall’s vaulted ceiling
Minor Actions Attack: Ranged 5 (one or two creatures); +15 vs. Will is 40 feet high at its apex; an enormous chandelier hangs
Change Shape (polymorph) F At-Will Hit: 3d6 + 2 cold damage, and the target is slowed until the from its center. Four large windows look out on a pastoral
Effect: The hag alters its physical form to appear as a female end of the harpy’s next turn.
countryside. An immense dining table is carved from a
of any Medium humanoid race until it uses change shape C Chilling Screech (cold, thunder) F Encounter
again or until it drops to 0 hit points. To assume a specific Attack: Close burst 2 (creatures in the burst); +15 vs.
single piece of rose quartz. A grand chair stands at one end
individual’s form, the hag must have seen that individual. Fortitude of the table.
Other creatures can make a DC 36 Insight check to dis- Hit: 4d8 + 2 cold and thunder damage. If the target is
cern that the form is a disguise. slowed or immobilized, it takes ongoing 10 cold damage The bookshelves are filled with tomes on mundane
Triggered Actions (save ends). topics gathered from countless worlds and planes.
C Mind Fog (charm, psychic) F Recharge when first Skills Arcana +15, Bluff +17, Diplomacy +17, Nature +13 The characters might find books on history, politics,
bloodied Str 16 (+9) Dex 17 (+9) Wis 15 (+8)
geography, and the arts, as well as works of fiction.
Trigger: An enemy hits the hag with a melee attack. Con 19 (+10) Int 19 (+10) Cha 22 (+12)
Attack (Immediate Reaction): Close burst 2 (triggering Alignment evil Languages Common, Elven,
Interspersed among the books are various trinkets
enemy in the burst); +19 vs. Will Primordial and bric-a-brac that the archfey has stolen during her
Hit: 2d10 + 12 psychic damage, and the hag slides the travels. Provide whatever details you wish.
target up to 2 squares to a square adjacent to the hag. The windows are magical. Their pastoral scenes
The target grants combat advantage until the end of the seem real but are illusory.
hag’s next turn. The large chair at the end of the table belongs to
Skills Athletics +19, Bluff +14
Baba Yaga and is cursed. Any creature other than the
Str 23 (+14) Dex 21 (+13) Wis 18 (+12)
Con 18 (+12) Int 12 (+9) Cha 12 (+9)
crone or her simulacrum that touches the chair is
Alignment evil Languages Common, Elven attacked by the curse of the mad mind.

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43. Curio Rooms Read: The Planar Gate


You come upon a large chamber that has several side cham- The portal at the top end of the map connects to
Exploration Encounter
bers. The walls are composed of a mishmash of stone, wood, several planes, including the Abyss, the Elemental
metal, plants, and the flattened bodies of various monsters Chaos, the Astral Sea, and various astral dominions.
The characters venture into a set of chambers filled
and humanoids. The ceiling is 40 feet high. The area is illu- The planar gate is guarded by an adult volcanic
with skeletons that Baba Yaga has collected.
minated by multicolored streams of light arcing between two dragon that Baba Yaga brought from the Elemental
Light: Bright magical light.
swirling miasmas of energy located on either end of the long Chaos many years ago. The dragon is surly to the
main chamber. A large dragon, seemingly composed of living extreme. The slightest misstep in conversation causes
Read:
lava, stands near one of the swirls and looks at you as you it to become furious and attack.
This large room is broken up into four chambers. Magical
enter. Two sallow-skinned dwarves with sunken eye sockets
light illuminates dozens of skeletons that have been set on
stand next to the other swirl. One of them speaks to the other The World Gate
stands in various poses.
in Common, saying, “Friends or foes, do you suppose?” The portal at the bottom end of the map connects to
In chamber A, the skeletons of a dozen humanoids every world known to Baba Yaga, including Athas,
When the adventurers enter this room, the guardians Faerûn, Eberron, and Earth. This gate can also access
are arranged to appear as if they are fighting one
are not hostile immediately. They assume that if the the Shadowfell and the Feywild of those universes.
another. Several wear armor and brandish weapons.
characters have journeyed so far into the hut, they The world gate is guarded by a pair of oath wights
Chamber B contains skeletons of strange and
must be guests of Baba Yaga and have a good reason the archfey brought from Athas when she attuned the
monstrous creatures, some of which hang from the
for being here. portal to access that blistering desert world. The oath
ceiling. They include a displacer beast, a beholder, a
If the characters ask to use either gate, the guard- wights are a strange pair of brothers who were trans-
six-armed snake-bodied creature, and a manticore.
ians question them about their intentions. If the formed into undead creatures on Athas and believe
Chamber C contains the skeleton of an enormous
adventurers keep their answers short and peaceful that they are guarding their homeworld from intrud-
dragon, along with the skeletons of several kobolds
and are not caught in a lie, they are allowed to use the ers. If the characters say that they want to travel to
bowing down to it.
gate (see below for details). Athas, the wights become extremely wary and ques-
Chamber D contains several incomplete skeletons,
The guardians have been enchanted to be able tion the party rigorously.
along with various bones, skulls, and tools.
to detect lies. If the adventurer speaks dishonestly If the characters ask to travel to any other world,
Chamber E contains a large pile of assorted bones
in any way, have that character make a DC 30 the oath wights ask for the characters’ reasons and let
and skulls.
Bluff check. Failure means the guardians attack them pass if the responses seem reasonable.
immediately.
44. Hall of Gateways Keep the interactions with the guardians tense. Using the Gates
Combat Encounter Level 15 (6,400 XP) The volcanic dragon and the oath wights examine the
Discerning the specific capabilities of either gate
adventurers’ responses closely. If the characters say
requires a DC 30 Arcana check. To use either gate, a
This room contains two magic portals that connect to anything that does not seem fully honest, the guard-
creature must speak the name of the desired location
every location in the multiverse. The area is guarded. ians grow hostile and attack unless the characters
and then step into the swirling miasma. If the named
Perception DC 22: The character notices that quickly reassure them.
location is not specific enough, the portal’s magic
some of the flattened bodies in the walls seem to be Tactics: If the adventurers provoke combat, all
transports the creature to the best possible location
alive and in great pain. three guardians attack. The volcanic dragon cares little
that fits. For example, if a creature says “Waterdeep”
Light: Bright magical light. for the oath wights and does not hesitate to use powers
and steps into the world gate, it is transported to
Monsters: 1 adult volcanic dragon, 2 oath wights. that might affect them. The wights fear the dragon and
the center of that city. If it says “Blackstaff Tower in
stay away from it as much as possible, focusing their
Waterdeep,” it is transported adjacent to the front
attacks on characters far from the magical beast.
door of the place.

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Baba Yaga’s Dancing Hut

Adult Volcanic Dragon Level 15 Elite Brute 2 Oath Wights Level 14 Elite Controller Minor Actions
Large elemental magical beast (fire, dragon) XP 2,400 Medium natural humanoid (undead), dwarf XP 2,000 each R Accursed Gaze (charm) F At-Will (1/round)
HP 362; Bloodied 181 Initiative +12 HP 140; Bloodied 80 Initiative +11 Requirement: The wight must be bloodied.
AC 27, Fortitude 28, Reflex 26, Will 27 Perception +13 AC 27, Fortitude 25, Reflex 24, Will 26 Perception +7 Attack: Ranged 5 (one creature); +18 vs. Will
Speed 8, fly 8 (clumsy) Darkvision Speed 6 Darkvision Hit: The target is dominated until the end of the wight’s
Saving Throws +2; Action Points 1 Immune disease, poison; Resist 10 necrotic; next turn.
Traits Vulnerable 10 radiant Triggered Actions
O Noxious Fumes (poison) F Aura 1 Saving Throws +2; Action Points 1 C Oath’s Agony (necrotic) F At-Will
Any enemy that ends its turn within the aura takes 5 Traits Trigger: An enemy within 2 squares of the wight takes
poison damage. O Inevitable Failure F Aura 2 damage.
Standard Actions Enemies within the aura that aren’t dominated by the wight Attack (Immediate Reaction): Close burst 2 (triggering
m Bite (fire) F At-Will take a –2 penalty to attack rolls, skill checks, and ability enemy); +18 vs. Will
Attack: Melee 2 (one creature); +19 vs. AC checks. Hit: 4d6 + 6 necrotic damage, and the target is dazed until
Hit: 2d10 + 5 damage, and ongoing 10 fire damage (save Standard Actions the end of the wight’s next turn.
ends). m Rotting Touch (necrotic) F At-Will Promised Return (healing) F Encounter
m Claw F At-Will Attack: Melee 1 (one creature); +17 vs. Fortitude Trigger: The wight drops to 0 hit points.
Attack: Melee 2 (one creature); +21 vs. AC Hit: 3d10 + 6 necrotic damage, and the target cannot regain Effect (No Action): The wight is removed from play until the
Hit: 2d8 + 5 damage, and the target loses all fire resistance hit points until the end of the wight’s next turn. start of its next turn. The wight then appears with full hit
until the end of the dragon’s next turn. C Frustration’s Fury (charm, psychic) F Recharge when the points in an unoccupied square within 5 squares of its last
M Double Attack F At-Will wight uses promised return location.
Effect: The dragon uses bite and claw or uses claw twice. Attack: Close burst 5 (two enemies in burst); +16 vs. Will Str 12 (+8) Dex 18 (+11) Wis 8 (+6)
Minor Actions Hit: 3d10 + 6 psychic damage, and the target uses a free Con 20 (+12) Int 12 (+8) Cha 22 (+13)
C Growing Heat (fire) F Recharge at the start of any turn action to make an at-will attack of the wight’s choice, Alignment evil Languages Common
when noxious fumes is aura 1 which can include a charge, against a creature of the
Effect: The noxious fumes expands to aura 3. At the start of wight’s choice. If the target’s attack misses, the target of
the dragon’s next turn, the noxious fumes expands to aura frustration’s fury is dominated (save ends).
5. At the start of its following turn, the dragon makes the Miss: Half damage, and the target is dazed until the end of
following attack. the wight’s next turn.
Attack (No Action): Close burst 5 (enemies in burst); +18 vs.
Reflex
Hit: 2d10 + 5 fire damage, and ongoing 10 fire damage 45. Holding Room At first glance, chamber A has nothing of particular
(save ends).
Exploration Encounter interest, but one wall includes a secret door (Per-
Effect: The noxious fumes aura reverts to its original state ception DC 22 to discover) to the hidden holding
and size (aura 1).
The main holding area of this room contains a magic chamber beyond. The door is locked (Athletics DC 30
Lava Vent (fire, zone) F Recharge when first bloodied
Effect: The dragon creates a zone in an area burst 1 within prison cell. In ages past, Baba Yaga used the cell to to break; Thievery DC 30 to open) and cursed. Any
10 squares that lasts until the end of the encounter. Any study the creatures she summoned in her conjuring character who opens the door is attacked by the curse
creature that enters the zone or starts its turn there takes hall (room 28). of fused bones.
10 fire damage.
Light: Bright magical light.
Triggered Actions When the adventurers enter chamber B from
Sudden Flare (fire) F At-Will chamber A, read:
Trigger: The dragon is hit by a fire attack. Read:
You enter a small, rectangular chamber that contains a few The door opens, revealing a corridor leading to a large
Effect (Free Action): Each enemy in the dragon’s noxious
fumes aura takes 10 fire damage. doors and stairways. Nothing seems to be stirring. octagonal chamber. Its walls are made of white marble with
Str 23 (+13) Dex 20 (+12) Wis 22 (+13) black and red veins running throughout. In the center of the
Con 21 (+12) Int 17 (+10) Cha 19 (+11) chamber is a field of shimmering light 30 feet across.
Alignment unaligned Languages Common, Draconic,
Primordial

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Baba Yaga’s Dancing Hut

A magic prison made of raw force occupies the center creature in the room is attacked by the curse of the skulls, and the gate left behind immediately crumble
of chamber B. Creatures can see through the walls of chicken foot. to dust.
the force prison, but they cannot move through them Skill Checks: Baba Yaga and her simulacrum Plane Shift (DC 30 Arcana or Religion): The charac-
and do not have line of effect through them. A char- can control the hut without making skill checks, as ter causes the hut to plane shift (similar to the Plane
acter can deactivate or reactivate the force prison by can anyone the crone deems worthy. Other creatures Shift ritual) to any location on any world or plane
making a DC 30 Arcana check. A successful DC 22 must make the skill checks described below to acti- other than the one where it currently resides. The
Arcana check allows a character to make the field vate the capabilities of the control room. Each check location must be known to the character and must
opaque from both sides or opaque from one side, takes a standard action. be large enough to accommodate the hut and its
as well as to manipulate the level of light inside the View (DC 22 Arcana or Perception): The character surrounding fence. When the hut arrives in its new
prison (darkness, dim light, or bright light). speaks the name of or visualizes the room of the location, a new fence, picket skulls, and gate imme-
Special Doorways: The ceiling in chamber hut that he or she wants to view. (This ability can diately form around the hut. The fence, the picket
B is enchanted. Anyone in the chamber can tele- also be used to view the area around the outside of skulls, and the gate left behind immediately crumble
port creatures in the cell to and from the conjuring the hut.) The mirror shows the designated room or to dust.
hall. Activating this teleportation effect requires a area, and the character can mentally manipulate Special Doorways: A trapdoor in the floor leads
DC 30 Arcana check. Refer to room 28 for more the view to see any part of a selected room in detail to room 14, and a trapdoor in the ceiling leads to
information. and can automatically detect the presence of any room 4. Each trapdoor is cursed. Any character who
secret doors. touches the door leading to room 4 is attacked by the
46. Control Room Speak (DC 22 Arcana or Perception): The mirror
must already be viewing an area. The character’s
curse of morphing flesh. Any character who touches the
door leading to room 14 is attacked by the curse of the
Exploration Encounter voice can be heard in the viewed area. Creatures mad mind.
in the viewed area can be heard by those in the
The control room is the nerve center of the hut. Here,
the characters can learn how to control the hut, caus-
control room.
Control (DC 30 Arcana or Intimidate): The charac-
47. Guest Rooms
ing it to move, attack, and travel to other places. ter gains control of the hut for 1 hour. During this Exploration Encounter
Light: Dim magical light emanates from time, he or she can make the hut move, dance, and
the mirror. perform any action described in the hut’s statistics The characters come upon guest rooms that are made
block (page 5). The character cannot move the hut available to all visitors, not just hags.
Read: beyond the borders of the fence that surround it. Light: Bright magical light in chamber A; cham-
You enter a small hexagonal room with stone f loors and If a character fails the check to control the hut, he bers B and C are initially in darkness.
wooden walls. The wooden ceiling is fifteen feet high. A or she cannot attempt the check again until 1 hour
large, ornate rug lies on the f loor in the center of the room, has passed. Read:
and a large mirror giving off a dull glow hangs on one wall. Teleport (DC 30 Arcana or Nature): The character A long, wide corridor permeated by magical light stretches
causes the hut to teleport to any location in the same before you. Several doors and a stairway lead to other
The characters can discover how to control the hut by world or on the same plane it currently occupies. areas.
making a DC 30 Arcana check focused on the rug or This location must be known to the character and
the mirror. Success reveals basic information on the must be large enough to accommodate the hut and its This room contains guest chambers for visitors to
control room’s capabilities. surrounding fence. When the hut arrives in its new the dancing hut. The central corridor (chamber A)
The controller of the hut must sit on the rug in location, a new fence, picket skulls, and gate imme- is nondescript.
the center of the room and concentrate on the magic diately form around the hut. The fence, the picket Chambers B and C each contain a variety of beds,
mirror. The rug is cursed. If a creature other than tables, desks, chairs, and bookshelves. If no guests are
Baba Yaga or her simulacrum sits on the rug, every

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Baba Yaga’s Dancing Hut

present, these chambers are dark, but they contain 2 Derghodemons Level 12 Elite Soldier Minor Actions
lamps and candles that can be lit. Huge elemental magical beast (demon, earth) X P 1,400 each M Death Hook F At-Will (1/round)
If the characters have come to the hut as guests of HP 254; Bloodied 127 Initiative +10 Requirement: The derghodemon must not have a creature
AC 26, Fortitude 26, Reflex 22, Will 24 Perception +11 restrained.
Baba Yaga, chamber B includes furniture and other
Speed 6, burrow 6 Darkvision Attack: Melee 3 (one creature grabbed by the derghode-
items that have been personalized for their stay. For mon); +15 vs. Fortitude
Saving Throws +2; Action Points 1
example, if one of the adventurers is an elf warrior, Traits Hit: 2d8 + 5 damage, and the target enters the derghode-
chamber B contains a feather bed, a weapon rack, All-Around Vision mon’s space, is restrained, and takes ongoing 10 damage
and a painting depicting a beautiful forest landscape. Enemies can’t gain combat advantage by flanking the (save ends all). If the derghodemon moves, the restrained
The characters might be able to discern the nature derghodemon. creature moves with it.
of some of the hut’s current guests by examining the Standard Actions Triggered Actions
m Claw F At-Will Variable Resistance F 2/Encounter
furniture and decorations in chambers B and C.
Attack: Melee 3 (one creature); +17 vs. AC Trigger: The derghodemon takes acid, cold, fire, lightning, or
Hit: 1d8 + 5 damage. thunder damage.
48. Servants’ Quarters M Flailing Assault F At-Will Effect (Free Action): The derghodemon gains resist 15 to the
triggering damage type until the end of the encounter or
Effect: The derghodemon uses claw four times, no more than
Combat Encounter Level 15 (6,800 XP) until it uses variable resistance again.
twice against a single target. If a single target is hit with
claw twice, the derghodemon grabs the target. Str 27 (+14) Dex 14 (+8) Wis 20 (+11)
These chambers are the personal quarters of the hut’s Move Actions Con 23 (+12) Int 5 (+3) Cha 13 (+7)
servants and guardians. The monsters here don’t take M Earth Furrow F At-Will Alignment chaotic evil Languages Abyssal, Supernal
kindly to intruders. Effect: The derghodemon moves its burrow speed below
Light: Dim magical light. the surface of the ground, avoiding opportunity attacks
Monsters: 2 derghodemons, 4 diakkas. as it passes underneath other creatures’ spaces. As it bur-
rows beneath the space of a Large or smaller creature on
the ground, the derghodemon makes the following attack
Read: against that creature.
You enter a large room dotted with ratty cots and broken Attack: Melee 3; +15 vs. Fortitude
bits of furniture. The area is filled with f lickering magical Hit: The target falls prone.
light and the stench of decay. You hear footsteps and gut-
tural voices nearby.
4 Diakkas Level 14 Skirmisher M Scampering Attack F At-Will
When the adventurers enter this room, they see Small fey humanoid XP 1,000 each Effect: The diakka shifts up to its speed and uses claw once
no immediate threats. Allow them to explore the HP 140; Bloodied 70 Initiative +15 at any point during the movement.
AC 28, Fortitude 26, Reflex 27, Will 25 Perception +11 M Piercing Beak F Recharge 5 6
separate chambers a bit before running into any mon-
Speed 6 Low-light vision Effect: The diakka can jump up to its speed before the
sters. The guardians have retired to their quarters in Traits attack.
between duties, and they attack characters on sight. O Infernal Squawking F Aura 2 Attack: Melee 1 (one creature); +19 vs. AC
Treasure: Three gemstones, each worth 1,000 gp, Any nondeafened enemy in the aura takes a –4 penalty to Hit: 1d8 + 13 damage, and ongoing 10 damage (save ends).
are strewn about the room. attack rolls the enemy makes during another creature’s First Failed Saving Throw: The target is also weakened (save
Tactics: The monsters take the characters’ intru- turn. While the diakka is dazed, dominated, or stunned, this ends both).
sion as an affront to their safe haven. Their attacks aura ceases to function. Skills Athletics +13
are uncoordinated, and they do not care if their Standard Actions Str 12 (+8) Dex 23 (+13) Wis 18 (+11)
m Claw F At-Will Con 20 (+12) Int 10 (+7) Cha 10 (+7)
actions endanger their allies. The derghodemons Attack: Melee 1 (one creature); +19 vs. AC Alignment evil Languages Common, Elven
attack the nearest enemies. Diakkas attack from Hit: 2d8 + 13 damage.
flanking positions that the demons provide.

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Baba Yaga’s 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 he’ll 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
Monster Manual Update:
Choker
By Logan Bonner
Illustration by Izzy

The greedy chokers hide in caverns and them as sentries or assassins, feeding them slaves
when necessary. Other drow frown on this practice
among trees, attacking and strangling because chokers aren’t as predictable as more intelli-
victims with their flexible arms. gent slave races.
Climbers and Cave Dwellers: A choker lair can
A choker is ideally suited to hunting in the Under- be reached only by climbing. Cavern chokers inhabit
dark, preying on intelligent creatures of significant cracks in underground cave walls or alcoves and cor-
size. Its undulating, fluid body has a cartilaginous ners of ceilings in dungeon rooms. Such lairs connect
frame that allows its limbs to flex and coil so the to small, twisting tunnels that are difficult for other
creature can squeeze into small spaces and hide creatures to find. Feygrove chokers make their homes
easily. Its mottled skin can change color and texture in the boughs of giant trees, whether in a natural
to resemble its surroundings. Thus, a choker might crevice or an arboreal hut built from fallen branches.
spring unexpectedly out of a chimney, a large urn, or All chokers are extremely protective of their lairs,
a treasure chest. These traits help the choker ambush and they attack anyone who invades their territory.
victims, while its muscular, malleable appendages Feeders on the Fringes: Chokers stay close to
give it the means to choke the life from them. humanoid settlements so they can hunt their favorite
Murderous and Greedy: Chokers don’t feel any prey—those spindly, fragile necks are too attractive
sympathy for the creatures they kill. They live and to resist. Outcasts, stragglers, and hermits make
hunt alone because they see even other chokers as choice targets. The massive cities of the Underdark,
prey. After a choker strangles a victim, it loots the particularly those of the drow, the duergar, and the
body for any baubles it can find before consuming svirfneblin, have to contend with nearby cavern
the meal. Glittering gems draw a choker’s eye. The chokers. Feygrove chokers menace eladrin cities and
creatures like to hoard such treasures, which they
sometimes take out to fondle and admire. Chokers
aren’t particularly intelligent, but they can be bribed.
For the promise of beautiful gems it can keep forever,
“You go on ahead. I’ll keep watch back
a choker might pass up a meal that would feed it for here. Hey, is that a—Hkkgrggll....”
only a few days. Chokers might work with other crea-
tures, but only if compensated. Some drow employ —Tamryn Hawkseye, last words

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
1
Monster Manual Update: Choker

the sprawling tunnels of fomorian domains in the Feygrove Choker Level 12 Lurker About the Author
Feydark Medium fey humanoid XP 700 Logan Bonner’s credits include The Slaying Stone™ and
Chokers stay aware of what’s going on around HP 91; Bloodied 45 Initiative +14 Monster Vault™. He lives in the Seattle area and works as a
AC 26, Fortitude 24, Reflex 24, Will 21 Perception +7 freelance game designer, writer, and editor. You can follow
them, looking for opportunities to make an easy kill.
Speed 8 (forest walk), climb 8 (spider climb) Low-light vision him on Twitter, where he’s @loganbonner.
During a heated battle, a choker might slip away
Traits
unnoticed to throttle an archer or a mage standing Chameleon Hide Editor
beyond the fray. The choker gains total concealment as long as it is not Jennifer Clarke Wilkes
grabbed by or grabbing a creature.
Standard Actions Managing Editors
Cavern Choker Level 4 Lurker
m Choking Tentacle ✦ At-Will Kim Mohan, Christopher Perkins
Small natural humanoid XP 175
HP 42; Bloodied 21 Initiative +9 Requirement: The choker must not have two creatures
Producers
AC 18, Fortitude 16, Reflex 16, Will 14 Perception +3 grabbed.
Christopher Perkins, Greg Bilsland, Stan!
Speed 6, climb 6 (spider climb) Darkvision Attack: Melee 3 (one creature); +17 vs. AC
Traits Hit: 2d8 + 11 damage, and the choker grabs the target Digital Services Consultant
Chameleon Hide (escape DC 28). Until the grab ends, the target takes Dan Helmick
The choker gains total concealment as long as it is not ongoing 15 damage.
grabbed by or grabbing a creature. A Vine Fetter ✦ Recharge 6 Art Directors
Standard Actions Attack: Area burst 3 within 10 (enemies in the burst); +15 Kate Irwin, Jon Schindehette
m Choking Tentacle ✦ At-Will vs. Reflex
Requirement: The choker must not have a creature grabbed. Hit: The target is restrained (save ends). Illustrator
Triggered Actions Izzy
Attack: Melee 2 (one creature); +9 vs. AC
Hit: 1d8 + 7 damage, and the choker grabs the target Body Shield ✦ Recharge when the choker hits with choking
tentacle Graphic Production
(escape DC 21). Until the grab ends, the target takes
Requirement: The choker must have a creature grabbed. Erin Dorries
ongoing 10 damage.
Triggered Actions Trigger: The choker is hit by a melee or ranged attack from
Body Shield ✦ Recharge when the choker hits with choking an enemy other than the grabbed creature.
tentacle Effect (Immediate Interrupt): The triggering attack targets
Requirement: The choker must have a creature grabbed. the grabbed creature instead of the choker.
Trigger: The choker is hit by a melee or ranged attack from Skills Stealth +15
an enemy other than the grabbed creature. Str 19 (+10) Dex 18 (+10) Wis 13 (+7)
Effect (Immediate Interrupt): The triggering attack targets Con 13 (+7) Int 6 (+4) Cha 6 (+4)
the grabbed creature instead of the choker. Alignment unaligned Languages Elven
Skills Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
Alignment unaligned Languages Common

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