emer ee)
it
x Eantion odTABLE 1: PASSWORDS AND SECRET KNOCKS
pocks to enter Areas FL-4
enter Areas G14
knocks to enter Areas Hts: from D.
Sequence of knocks to enter Areas N
Password to enter Are
CLUE: relly a5 sever
as the one that you ean eet
see things you've not seen before,
he doer
's died before
SOLUTION: The flowerin a sunflower. Trace a circle
(the sui) upon the door, either with one
of the cravelitiy claws found in Area For
with thelhand of any character who-has
been raised from the dead. reinc
d
Password to enter Areas G3e< from G2
CLUE: Like a king in the land of
So enter h my gate
And if you would travel far,
In your pocket. carry a star:
SOLUTION: — The complete saving is; "In the land of
the blind the one-eyed man is king." The
solution is ta enter this room with one
eve closed. In addition. the character
must carry a drawing of a star. One way
of satistying this candifion would be te
use one of the-star charts in Room 2 af
Area H. But atthe DM's discretion, a
hand-drawn star will do,
he blind,
Password to ente
CLUE:
G3ac from Gt
eos upon my WoO
Apd I'll become your handsome prince
TH take-you to a place th
yu it
SOUSTION: The
the quasit
form
lovers do
“ 18° —vither
real frog o
pa it Area M in- their ansmal
tel
ne dows. Entering “as
rs do refers to the Eaee that
ters passing through this
hands as they eroas the
single chacacter is
the second
Uhreshhe
attempting thi
LEGEND
FOR ALL MAPSDungeon
24 Edition
The Dancing Hut of
Baba Yaga
by Lisa Smedman
Introductio Re .
Adventuring Inside the Hut .
The Deaully Dance
Concluding the Adventure
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Credits
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USA od KingsThe Dancing Hut of Baba Yaga is an adventure
designed to challenge highslovel player charac-
ters (PCs), It has been structured for levels 7
through 20 and can be played with a variety of
character’ classes. Characiers below level 7 should
ot go adventuring in this module.
‘The adventure pits the PCs ina battle of wits
against Baba Yaga-an anciont and powerful sar-
-ceress-and against the extremoly powerful, semi-
sentient artifact she has created: her “dancing
hut.” It contains a mixture of problem-solving,
sombat, tricks and traps, and role-playing
While higher-level characters might be
tempted to try to kit! Baba Yaga and steal her but,
this is not the focus of the adventure. Instead,
Baba Yoga is intended as a nonplayer charactor
(NPC) who can havea recurring role in a cam-
Paign.
The adventure is broken down into four
parts, The first section, Story Background, gives
the history of Baba Yago-boih as she is described
in Russian folklore and in AD&D* campaign
terms.
‘The second section, Adventuring Inside the
Hut, gives gencral information on how the hut
changes from world ta world-and how magie i
warped within the hut and what effect this wil
awe on the PCs,
‘The third section, The Deadly Dane, is the
actual adventure. In it, the hut's exterior and each
‘of its 36 interior areas are mapped and described,
This section opens with a number of “hooks” that
the Dungean Master (DM) can use to entice the
PC into the hut, and concludes with ideas for
fature Baba Yaga encounters.
The fourth section, Baba Yaga, contains the
Statistics needed to run Baba Yaga as an NPC,
Because this adventure makes heavy use of
spells and magical items from the Tame of Magic,
it is recommended that the DM havea copy of
this book.
In Russian folklore, Baba Yaga was a powe
ful “ogre” (a generic Russian term for an evil
female wizard, rather than the AD&D game mon-
ster) who traveled about the countryside in a fly-
auldran, searching for human victims to
co0k in her oven, She used a magical broom to
sweep away all races of her passage, and lived in
8 peculiar hut that stood on two giant bird legs.
‘The falktales deseribe Baba ‘Yaga as a withe
cred hag, with a long nose, messy haie, and false
teeth farged of iron. She was so thin that she
‘amed the derogatory title “Bony Logs.” She hob-
bled around her Inut on squeaky shoes, and her
eyes flashed witha keen int
Baba Yaga bad a number of fantastic magical
powers, She could cause thunder to grumble or
‘the winds to havl, could command the sun to
ise and tact, and could detect a person's nallane
ality by sniffing him, Inside her hut was a foune
thin that contained the “woters of life,” a treasure
trove of magical herbs and teas, and a vast horde
of precious metals, When there was housework
to be done, she stummoned a pair of floating
ands te tidy up.
Attimes, Baba Yoga acted in a benevolent
fashion, rewarding with magical gifts the young
rls who were sent to heras servants, But she
also had a more fearsome aspect. Baba Yaga, it
was said, accompanied Death as he made his
rounds, greedily devouring the spirits of those
whom Death dispatched.
This ancient sorceress ("Baba means “ok”
would ansiver the questions of those who came
to petition her, but paid a price for doing so-each
question made her age one year. “Your endless
questions make my old bones ache,” she would
complain,
‘There are hints that the petitioner also paid a
price, In Baba Yaga's own words, “Peaple who
know too much grow old before their time”
Baba Yaga’s Quest
In the AD&D multiverse, the hut of Baba Yaga
travels from ane world to the next, “dancing”
(plane shifting) its way through the planes. From
her eantrol room deep within its eore, Baba Yoga
directs the hut to areas where she can collect
‘Magical items to add to her trove of treasures.Although Baba Yaga is one of the most pow-
erful wizards in existence, she has not yet suc-
eceded in her most ambitious goal-immortal
While she has perfected a number of spells andl
magical devices that ean either prolong her life or
snatch hee back from Death's icy grip, she still
fears that, ane day, one of these might fail
For several years now, Baba Yaga has accom:
panied the minions of Death-minor beings whe
conduct Death’s business on the Prime Material
Plane. She has learned from them the art of feed-
ing upon the spirits af the dying, utterly destroy-
ing them in a magical process that transfers the
energy of life inta sustenance for herself (for
details, see the description of Baba Yaga at the
end of this book).
Baba Yaga has recently captured several of
these Minor Deaths, and hopes to use them as a
Ture to capture Death itself. Once she has cap-
(ured Death, Baba Yaga plans to exact a promise
that Death will never come taclaim her.
In practice for this ambitious plan, Baba Yoga
has tested her trap an a number of other arch:
(ypes-personifications of those primal energie
that priests call forces, She has already captured
and released an entite trilogy of forces: Light,
Darkness, and Twilight, As ransom, Baba Yaga
has gained the power to call upon any of three at
will.She naw has complete control over the da
tion of daylight and darkness an any of the
worlds she visits, and can control the arrival of
dawn and dusk on any of the worlds her hut
inhabits, She can extend daylight when searchin;
for something, oz draw down darkness when she
needs to conceal her actions,
The Companions of Death
‘The Complete Priest's Handbook describes thee dif-
ferent powers a priest can worship and draw
magical potwers from: a god, a force, or a philoso-
phy. A force is described as a mystical povver that
stvongly affects the warld, but which probably
doesn't have a mind.
For the purpases of this adventure, it is not
‘important shat these forces are, & farce could be
more powerful than a deity-and several gods
might draw their own powers from these forces.
“The reverse might also be true; several gods might
work together to create and maintain the force. in
any easg, itis asstimed that a force can assume a
‘physical form, similar (o adeity’s avatar.
‘One of the most powerful forces is Death,
whose avatar is a hooded, skeletal figure. When
inavotar form, Death rides a “pale” or greenish:
yellow horse, Death docs not appear in this
adventure, but the DM may choose to have it
make anappearance at a later point if the sugges
tions found in the Concluding the Adventure
section are used,
The three lesser forces that appear in this
adventure are Light, Darkness, and Twilight
During, this adventure, the FCs may occasionally
glimpse theavatats of these three forces (a white
night mounted on a white horse; a black knight
on a black horse; and aed knighton a red horse).
The avatars that Death makes use of are
known as Minor Deaths, their task is to dispatch
those whom, Death wants to claim permanently:
Death is not all powerful, and sometimes loses a
victim as a result of a ratse dend, resurrection or
reinceruntion spell; however, any creature slain by
Minor Death is permanently destroyed (no
I can interfere where death itself take
and).
‘While there can be literally thousands of
Minor Deaths on any given world they are fairly
weak creatures (soe description page 28).
‘Note: If this adventure takes place in a cams
paign world with a well-defined and rigid cos:
mology, the DM ean alter the descriptions of the
forces accordingly. Instead of using forces, the
id use the gods of death, darkness or
ht or sun, and dawn, Wherever a
descrip ‘ghostly horseman” appears, the
shoulel substitute a teseription of a ghostly
ppropriate deity, The DM might
also wish to change Area Gi (the stables) of the
hut to something more appropriate for those
gods" forms of conveyanee,
acti
———_BCU Ua CRU g
The Hut's Changing Appearance
Baba Yaga’s hut has been described a number of
times in previous TSR products. In the
Buncrons &« Dracons® supplement Eldritch Wiz
dry, it was deseribed as a hovel, 10 to 15 f.
1 interior that was larger by
tress the Unusual property of being impervious to
metal which possed through her withouteffect.
al hardeover Duxcrox Mastin®
ed as being just 10 feet
high+but containing within it some 39 roomsan
three separate floors, The guide gave the DM the
option of choosing between dozens of different
powers, malevolent effects, and side offects for
thisantif
Bracox* Magazine fssuc 83, the hut con:
tained dozens of rooms, grouped into 48 areas
that were organized in the form of a tesseract.
Wherever the hut stood, wilklife in a five-mile
radius fled from it, A gate made of bones and
magical sku
‘The
w pre-programmed defer
actions andl movements were contra
‘Yaga fram a contol roam deep will
rior. Due to its extroplanar construction, the hut
scauld both plane shi part.
In the ADE&D 2nd Edition Hook of Artifacts
the hut was described as “quasi It could
see and h
cally witha its mas
than 30 rooms: within them, on
could use summoning, interdimer
‘or teleportation spells
the years, the hut was si
deseribed as circular, other times as hexay
Ench description gave slightly different statistics
for the hut’s legs, as well as different movement
tes, attack statistics, andr
kewwise, the distance over wi hut could
‘be summoned varied, as diel the command phrase
used toentee it
Baba Yaga herself has also been described in
more than ane TSR product. One of the earliest
descriptions can be fund in Daacow® Magazine
Issue 53, Each time, her powersand attributes
were slightly different,
Why the Changes Occur
‘The hut is a powerful artifact, created ages ager by
Baba Yaga-one of the mest powverfl wizards ofall
time. This ancient crone built her hone s6 that
‘was climensionally folded; higher levels af the hut
occupy the same throe-dimensional space as lower
levels. The result isan artifact whose interior com-
prises a discrete demiplane. Due to this unique
form of construction, thehut only partially touches
upon the known planes oF existence,
Because the laws governing magic in a demi-
plone are determined by the creator of that demi-
plane fin this case, Bala Yaga), the hut is
impervious toa mimber of mundane attacks and
magical effects. Within is walls, magie is warped
ina number of unusual ways, (See the sections
Magical Immunities of the Hut, and Magi¢
Inside the Hut)
Each time the hut enters a different workd ils
exterior undergoes subtle changes. This is why ils
general appearance and attributes are slightly
dlifferent in each campaign world,
tthe same tire that fhe Ivut changes, Baba
2 herself undergoes minor changes. While her
basic appearance and general alributes remain
thesame, she experiences slight alterations in her
powers from one world tothe next,
Baba Yoga is aware of these changes, and
always careful ta shift her hut only to those
worlds where the changes will (ork to her
advantage. There are some worlds Baba Yaga
sefuses 10 visi
Layout of the Hut’s Interlor
Uecause the interior of Baba Yaga’s hut
sionally folded, its layout is dramatically tecon-
jgured each time the hut entersa different work,
This change is instantaneous. The number ofPU ee emt ls
rooms changes, as does their size and shape, as
the hut's interior conforms to a pattem based on
a different geometric figure, At the sate time, the
contents of the hut automatically rearrange them-
selves to suit the new Iayaut. The anly constant is
that the interior walls, which are made of stone,
always remain five fect thick,
During a rearrangement, some inanimate
objects disappear, while others mianitest them-
selves, Creatures that have taken tip permanent
residence inside the hut are also altered, Crea-
tures or characters who are merely visiting the
hut when it steps into another plane, however,
remain the same. They siriply find themselves in.
new surroundings of a similar natue (for exam-
ple, if they were confined in eells before, they are
still confined in colls-butt their prison has a
slightly different shape!
Fortunately for Baba Yoga, het memory of
the Hur's interior changes at the same time that
the layout changes, She instantly knows all
roam shapes and sizes, the locations of all can-
necting doorways and secret passages, and any
magical properties or abilities that the hut has
gained or lost
Note: It isnot recommended that Baba Yaga’s
hut step into another world while the PCs are
inside it, since this will require the DM to com:
pletely sedrait the interio
The interior of Haba Yaga's but alyvays con-
figures itself around a precise geomettic shape. In
some worlds, it takes the form of a tesseract (a
al figure composed of eight nor-
mal cubes joined along their faces) and has 48
areas; each “area” can be composed of several
rooms. In other worlds, it takes the form of a
re with 3Dareas
he hut's interior is config
11a series of equilateral triangles nested
together in groups that share the same three-
nal space, similar to a geometric fractal.
Fe a fatal of éareas on
thrve levels (16 areas on Level 1, 16 areas on Level
and four areas on Level 3). Level 1 should
peove a survivable challenge for PCs of levels as
PCs of levels 1317 can venture Into
the more dangerous territory of Level 2. Level 3
should be attempted anly by PCs of levels 15-20.
Mapping
Because the hut is dimensionally folded, map
ping is difficult; the areas-will not fit together
properly if mapped ona single sheet of graph
Paper
For this reason, each area in this module is
mapped separately. A letter besidea door or por-
tal indlieatos the area(s) that it leads te.
Diagram 1: Areas of the Hut (found on the
inside front cover) provides a visual representation
of how the areas relate to one another. Any two
‘es that share a common boundary are connected
by eloors oF portals (some of them concealed).
Level 1 includes Arcas A-P, Level 2 is made
up of four “quadrants” (FL-4, G1-4, HI-4, Ml-#)
cach of which contains four areas. Level 3
ineludes Areas Gaa-d.
Each of the higher levels has been dimen-
sionally folded to occupy the same three-dimen-
sional space asthe level(s) “below” it, To gain
aceess to these higher levels, the PCs must either
use a specific combination of knocks (to enter
vel 2) o7 must use a “passivord” (to enter
Entering Level 2
Each quadrant (a group of four rooms with the
same letter designation)}-on Level 2 is entered by
«using a different combination of knocks, One com-
bination of knocks opens a passage to Areas F1-4,
another combination is used to open a passage to
G14, thid opens the way to H1-4, anvta fourth
to MI-t, Here’s an cxample of how it wor
Normally, a character leaving Ares B would
only be able to-enter anather Level 1 area—Area C
cor Area F. But if the correct sequence of knocks is
used, the character can use the door that nor-
mally leads to Area ad enter Areas Flt
The area to which the randomly
enPee aurea
determined by rolling 1c,
Suppose the character winds up in Area F2
From here, she may pass into.any of the other
areas in the quadrant (F1, F3, of FA), As soon as
she leaves the quadrant, however, she returns to
Level I-unless she knows the correct combina-
fon af knocks to access the adjacent quadrant on
Level 2.
If, for example, she knows the combination
‘of knacks that gives access to Areas G1-4 from
‘Agea F she can pass from the Flt quadrant to the
G1-4 quadrant by using an appropriate door (for
‘example, from Arca F3 to Area GI)
Nate: Characters stepping from one quac-
ranton Level 2 to another do not enter a ran-
domly determined area. A door leads to
randomly determined area within a quadrant
canly when a creature is entering Level 2 from
Level
There is only one combination af knecks per
quadrant of arcas, but the sequence af Knacks
within this combination is changed, depending
upon which direction the quadrant is being
entered from. FI-4, for example, requires the fol-
loving combinations: 3/5/4 fram Area Bi 4/3/5
from area E;and 5/4/3 from. Area G. The DM
should encourage players ta knack on the table
when trying combinations,
Entering Level 3
Level 3 can only be entered fram Areas Gl, G2, oF
Gilby a character who uses the appropriate “pass
word” (performs a specifie series of actions) while
passing through a door that noranally leads to Area
‘G3. ILis not possible to enter Level 3 from Level f
‘Those usinga door leading to Level 3 from
Level 2 will find that it leads to-an agea that i
delermined randomly: (Roll a 1d3: 1= Area G33;
25 Area Gab; 3=Area G3c,) These three areas are
interconnected, ane! form the trap: that Baba
hopes to use against Death. Each has a secret
door leading to the central control roam (Area
G3d). The control room can not be entered fain
Level 2ar from Level 1,
——
6
A character leaving any of the outer rooms
‘an Level 3 (G3a, GSb, or G3) automatically steps
hack down to the adjoining area on Level 2 (for
‘example, character inG3cexits either into either
‘G2or Gi, depending upan which door is used).
Magical Immunities of the Hut
Baba Yaga’s hut has a number of intrinsi
nities to magic. The hut as a whale is impe:
to all magical attack forms, whether by spell,
psionic power, ar magical item.
The only magical items that could cone
ably harm the hut (except its legs, which can be
temporarily damaged by magical weapons or
spelle) are a sphere of annthitation, an extraepowwer*
fal diutensional mine, or a disintegration chamber
lange enough to encompass the entire hut.
‘Should someone attempt to use any of these
magical ilemsagainst thehut, it either maves awa
from them at the greatest speed possible or plate
shifts to another warld, Even if unable to escape,
the hut can still atiempt asaving throw vs, spells as
a 25th-lovel wizard. If the hut fails the saving
thro it is destroyect, The resulting implosion tears
hole in space, leaving a gaping portal (about the
same size as the hut) that opens directly onto the
Astral Plane, This opening, closes after 1d4 days. If
the save succeeds, the hut is unharmed.
Magical Resistances
All materials that are integral to the hut’s
construction (such as floors, walls, ceilings,
doors, windows) radiate strong magical aura
and are impervious to the following spells: age
object, dispel magic, enchant ar iter, enlarge,
-glassee, linted soish, meld into stone, passwall,
phase door, soften, spike stones, slone shape, stone
to flesh, transimide metal 10 wood, turn waned, and
wish, and to the psionic powers disintegrate,
molecular agitation, and molecular rearrange:
ment.
They are also completely unaffected by the
following magical items: raatfock of the titans; mauof Ue titans; rad of cancelation; cand of negation
itn f ice aleralion,
‘ivaddition, the huts structural components
can subvert a number of spells. Anyone trying to
force a portion of te ut to serve as an alarm or
make noise (for example, by using the spells
alarm, ruagie mouth, shrieking walls, or squcaking
floors) finds that it has “mind of its owe” and
can produce these sounds in eandam fashion.
PCs trying to mark ane of the tut’s surfaces: mage
ically (for exaruple, with the spells wizard mark,
slyph of wseding, ar symbol) finds that the marks
disappear and become ineffetiveas soon as they
ane inscribed. Surfaces can, however, be marked
by mundane means-with nonmagical chalk or
paint, for example,
Baba Yaga, however, cam use her magic to
mark the walls, These markings, since they are
not an integeal part ef the hut, can be dispensed
‘with in the usual ways (for example, with erase or
afispe! maagic spells
Note: All furnishings, portable objects, and
non-structiral magical items within the but do
not share the but’s immuntties. They can be
affected by spells, psionics, andl magical items.
Spell Stealing
‘The hut’s structural components also can take
control of the following spells: crushing walls;
Evard's black tentacles, Maxtmitian’s stony grasp;
stone ship tentacle walls; transmit rack to sad.
any of these spells are cast on one of the hat’s s
faces, the Init ean choose to store the spell energy
and use it against the intruclers. Fortunately, this
ability is not transforable from ane avea of the hut
to another; the spell can be manifested only
within the avea in which it was east-albeit within
any room af that area
The huit effectively “memorizes" the spell,
which it can “east” without having to resort to
Verbal, somatic ar matertel components (which
awere provicied by the wizard or priest when the
spell was first cast), The spell remains in the huts
memory for up to 24 hours
ee)
Adventuring Inside the Hut
Lies and Half-Truths
Finally; the hut's semi-sentiont status conveys:
he ability to lie, Should it be subjected to
fell, the only truc answer
will give is its:name: “the daneing hut of Baba
Yoga." The DM is frce to fabricate Bes or half-truths
for any other questions the hut is asked.
Maglc Inside the Hut
Because this adventure takes place w
crful magical artifact, spells and magi
not have their usual results when cast or used
inside the hut
General Limltations.
Becnuse of the dimensional folding used in its con-
steuction, na magical spell, psionée power, ar spell-
Te effect proxluized by a magical item will function
‘beyond the range ofa single area-even if the areas
are within the same quadrant. For example, any
spell enst from Area A to Area B (or from Area FI
to Area F2,0¢ from Area Gla to GIb) disappears
into another dimension as it passes through a con
necting dooriray oF portal, and is wasted. The
samae thing happens to aspel east fram the interior
of the hut ta the exterior (oF vice versa). A spell
‘may, however, be-east fram one room to another, as
Jong as both reonts are within asingleanea.
‘Within the lust, magic affects any the area in
which it is east. Spells or magical effects that fila
volume of space expand to the limit of the space
available in an.aeea; the rest seeps off into another
dimension. Spells that produce a wall or sphere
are even more limited, The wall or sphere can
‘expand no further than the limits of a particular
does not expand into ar through the
ut itself,
There are two exceptions to this rule:
If magic is cast directly upon a creature or
object, the magical effect can mave with the crea
ture ar abject from ong area to the next. A charace
fer who is invisible, for example, maintains this
—invisibility while passing from Area A to Area B.
‘The second exception is that Baba Yaga can
cast magic from one area to the next. Because the
hut isaltuned to her magi¢, hee spells are not lim
ited to a single area and may pass through door
ways or portals With ease. She is not able,
however, lo use magical items in this fashion; the
cffects of a magical item-even one in Baba Yaga’s
hhands-are still Timited toa single anea,
Teleportation
It is possible to feleport or blink within the hut, but
only within a single area (for example, from one
room in an area to another, of ene part of a room
to another). Spells that allows other forms of teles
portation (such as dimension door, transport via
plants, or ewiish) ane similarly limited.
So that she and her most trusted minions
might teleport from one area 16 another inside the
5 constructed five magical
nensional keys” that make this possible. Each
looks like a bronzed chicken’s foot, and allows
the person carrying it to teleport without restcice
tion within the hut. Each key has been treated
ecl Nystl’s nulgien! aa spetl to give
appearance of a non-enagical trinket. This
ue spell hasbeen created by Baba: Yaga and
od irvane of hee spell books, Ifthe DME
may be wrilten up and made available
tothe PCs
Baba Yaga wears one of these keys on a thong
around her wrist. The other four have been
entrusted to the pit fiends in Area GI.
Jeleport in toany area to deal harshly’
‘and vandals.
Should one of the keys fall into the wrong
hands (and should Baba Yaga become aware of
this) she will send one of these pit fiends to
recover it. If there are no pit fiends left, she will
send a clay golem from Area D ar a quasit imp:
from Area M.
APC using one of the keys musthaveat least
viewed the area he wishes to travel to; ifthe PE
feleports to.an unknown destination, the spell
PRM yO CULL
backfires, with one of the results described in the
“Dimensional Disasters” section. The key dacs
not allow its holder to escape the hut or access
another plane-only to move freely between areas,
Planar Contact
Baba Yaga has constructed the hut so thal crea~
tures inside it cannot contact any of the known
planes of existence-ineluding the Prime Material
Plane that exists just outside its door, Creatures
cor ebjects from another plane can neither be sum-
moned nor banished.
The following spells have no effect when
used within the Rut-even by Baba Yaga
herself-execept in those areas that are specifically
stated to be in contact with a particular plane, or
where the creature the caster [s attempting to
summon occupies another raom within the same
area (in which ease the creature is merely sum
moned from one rom to ancther)
‘Wizard spells: asteal spells banishment;
saints; coajure elemental; conjure spell compo-
ismissal; dispel coll
istance distortion; Drawmij’s instant sunnmons;
cuergir drain cnsnarenrent; estate transference: frat
familias; gate; Hornung's random dispatcher:
imprisonment; fittensify summoning; invisible
stalker; Khuzid’s procuremiett; Leomund’s secret
chest; major creation; minor éreation; monster sunte
mowing (-¥IE; motel; prismatic sphere, prismatic
spray and prismatic wall (violet layer cannot
send creatures (o another plane); rope trick;
‘sales; shadow ead; shadote form; skadote magic:
shadow monsters shadow watks summon tycar=
thropes summon shadow; stimmon swasim; cant
(no link to Ethereal Plane) vision.
erfal servant; abjure; animal hionte;
imimal summoning F-11 astral spell; astral windows,
call woodland keings; chariot of Sustarre; conjure
animals; conjure eartt elemental; conjure fie elemes-
tal; courtact ather plane; creeping doonr; dispel evils
dust devik elemental stoarm; etferwalk; gate; holyPUNO em Comte Ly
words insect plague; join swith astra? travefer; mind
read, mind trackers planar quest; plane shift; shindoro
engines: speak with astral inrvcler: stalker; succor;
siimmon inscchs; undead plague; ward matrix; wolf
spirits; wond of recall.
Pstonic powers: a
dream travel; probab
creature.
1 projection; banishment;
iy travel; summon planar
Magical items: ‘The following items either do
nat function or have limited powers, due to the
lack of planar connections with which to sum-
mon creatures: amulet of the planes: boto! cane-
monding water elementals; Brazier commanding fare
elementals; razier of sleep smoke; censer coutrollias,
elementals; eubie gate: deck of many things
(void, flames and skull cards go temporarily
blank while inside hit); efeurendad compass; horn
of the tritons: hors af Valiatla; stirrer of ricutal
prowess (partal ability lost); oil of ethereal ess
pipes of the sears: late mail of etherealaess; ring of
djinni sirmmoning: ring of elemental cavernnaed
{passwol! ability lost); robe of stars, rad af passage
{can only teleport within rooms ina single area);
staff of te elementats (passccall ability lost) staff of
the magi (passwall and plane travel abilities lost);
stone of cantrolling «rth efementals; stoord of te
planes (functions as +1 weapan, except when,
used against opponents from inner or outer
planes) talisman of pure good: talisuran of ultimate
it; Trimia’s calalog ue of outer Plane actifactss
sean of conjuration; eand of wonder,
Note: Powers are lost only while inside the hut
and return when object is again outside the hut ot
when itis inan area with a connection to the
appropriate plane: All properties that do not rely
upon planar contact continue to function nor-
mally inside the hut.
Contact with Deities
Yagga’s hut is on especially dangerous place
for pricsis (including clerics and druids). These
characters are cut off from contact with th
deities. While inside the hut, they-are unable to
use the following spells: augiry; communes com
inuble wilh nature; consequence; divination; divine
inspiration; draw npon holy miight; genius; spirit of
pacer,
In addition, the priest carries into the hut only
that divine energy that is already stored within ber
body. She can use only those spells she has.alrendy
memorized; while inside the hut, her prayers to
have hee spells restored never rench the earsof her
deity, The priest is cut off from contact with the
deity’s plane of existence; only by exiting the hut
(or catering an area with connections to the appra-
priate outce plane can she make contact with the
leily and memarize more spells,
Fortunately, not all links witlva priest's deity
are severed, and. the priest also carries a trace of
divine energy within her boa, & cleric’s a
to turn undead continues to Function. Likewise,
granted powers of priests and druids continue to
function,
Holy symbols, suffused as they are with
divine energy, continue te function normally.
‘Magical items that contain portable chunks of
divine energy (such as a candle of invocation, oF
ingeuse of uteditation) also continue to function
normally.
Dimensional Disasters
Because of its dimensional folting, Baba Yaga’s
hut rencts violently to spells, psionic powers, and
‘magical items that warp dimensional space. It
likewise has a violent reaction te spells or magi«
eal items th cextra-dimensional pockets to
Appear inside it,
‘Those spells that trigger a reaction frome the
wut include: dimensional folding; extradimens
sional manipulation; extradimensional packet;
Leomiumil’s secure shelter;
phys
rp; transfarnnation,
‘The psionic powers dimensional door and
ensian walk also trigger a reaction when
art
9used inside the hut
‘Thase magical items that trigger a reaction
from the hut ineluce: Daera’s irstanit fortress:
porlable hole, wan of prime material packet; warp
‘marble; well of many zoos
If the PCs attempt to use any of the above,
the effectsare disastrous. Roll 1c
1. One of the user’s arms is permanently stuck
another dimension. The characier can still
his arm, but it cannot be touched or
ised. It appears to have been neaily severed
above the elbow; blood can be seen flowing,
and out of the part that accupies the other
ension. The arm can later be returned {0
this dimension by means of a reversed
extrndimensional pocket spell.
2. Ifa magical item triggered the reaetion, the
fem collapses intoa two-dimensional object.
Tthas width and breadth but no dept
can no longer be used int
can Inter be restored by means of a reversed
dho-dimension spell.
If a spell is being used, the spell simply
oes not work. At the moment the spell nor
mally wauld have taken effect, one of the
user's magical items (DMs choice) becomes
two-dimensional, as described abov
3, An explosion tears a small hole in the fabric
of space-time. If this effect was caused by a
magical item, the item disintegrates. All of
those within a 20-foot radius of the magical
temvar the impact area of the spell (or of the
caster, if the range is zero) suffer 10d6 points
burn damage as radiance pours out of the
Plane ina brilliant flash of
light. In addition, all these within 100 feet axe
blinded for 146 rounds. The hole forms (and
Fe-aeals itself) instantaneously,
The user's mind temporarily enters a highce
dimension, The user must save vs. paralyza-
tion with a -6 penalty or be driven insane.
The insanity can be cured by psychlesuegery,
cor by a heal spell.
10
[es sc a 2
PCa ie mL
[ee
Another magical item that pases a danger isa
horn of collapsing. If this horn is sounded inside
‘the walls, the hut must attempt a saving throw:
vs. spells asa 23th-level wizard. A successful roll
means there is no effect If the rol ails, howev
the ceiling does not collapse, Instead, small hole
is torn in the fabrie of space-time, All of those
within a 20-foo! radius of the horn suffer damage
as per effect 3, abo
Spying and Serying
From her cantral room at the center of the hut,
Baba Yaga can spy’ upon the yard surrounding the
hut and the rooms inside the hut. She does this by
means of a series of trans-dimenstonal serying
relays that can transmit sights, saunds, and smel
These one-way serving relays manifest
themselves in this dimension in a variety of dif-
forent formsemirrors, crystals, fonts af water,
and eyes in statues, tapestries or paintings.
Theso can be put out of commission only by
magical means (for example, by the spells disiti-
tegente or dispel neagic, or by a wand of negation
cor rod of cancellation).
fall the scrying relays in anarea are put out of
commission, Baba Yaga suffers 1410 points of dam
age-which she quickly regenerates. Destroying all
the scrying relay’ in an area renders one of the mit=
rors in the control room blank for 24 hours.
Visitors can avoid Baba Yog;
using the spells false visiou, nrind lank, Mor-
denkaten's private sanctun:, non-etection, sequester
or screen, or by more creative means, Such as
enveloping one of the relays in a darkness 15°
radius spell}. An annutet of proof against leteetion
smd location is also useful
Most areas of the hut contain scry
relays. Each time the PCs enter one of these
areas, there sa chance that Baba Yaga will be
monitoring its serying relays {rom her control
room (60% for Level 1; 75% far Level 2; 90% for
Level 3). Ifso, she notes the PCs" actions, con
versations, and aligaments (through her sense
‘of smell, see page 62).Cee Cem elig
The PCs have the same chance of naticing
that they are the subjects of this scrying as are
listed under the description for a crysiad bait (in
Ihe Duxceow Mastei Guide). Nolicing that they
are being spied upon only gives the PCs a sense
that someone is watching-it does not allow them
to immediately pinpoint the relay. Instead, the
DM should say that the sense of being watched
increnses as the PC moves in the general directio
‘of the relay.
Using the spell detect scrying autom:
pinpoints the relay.
Attempts by PCs to Spy or Sery
Unlike Baba Yag;
Due to the hu
itis impossible to use magical means to sce insicle
it from the outside (or vice versa). It is also
impossible to magically sery or send messages
from one area to the next (although it is possible
todo so from one room to the next within a par-
fcular area). The following spells and magical
items ae limited to a single area.
‘Wizard spollsschiraustience;ctairoaynce; demand;
ag rou P; hovering skal focnte crea
vate abject; magic mirror; Rory’ telepatetc
ond; reflectiug pool; serufing:zehispering win; roiz=
tard eye (eye disappears into another dimension
andl is lost if it passes through a doorway or por-
tal from one area to another; it then no longer
transmits information).
Priost spells: find rhe pati; know direction; locate
animals or plats; locate wbjets magic ft
Magical itemss-rysial balls crystal hypnosis bn (user
is no longer under the influence of beings from
another plane while inside the hut); potfow of trastare
ialing; rng of X-ray vision (dows no
see throughany of the walls of the
Starting the Adventure
When Baba Yaga arriveson a world, she typically
sets her hut down in.a secluded clearing in a
dense forest. The first sign of her arrival (for
those close enough to observe it) is a wave of ani
mals that emerge from the forest like wildlife
fleeing a forest fire, All animals (who are much
‘more sensitive to Baba Yaga’s fear aura than intcl-
int creatures) within a five-mile radius of the:
of Baba Yaga’s arrival can be
seen over greater distances. As she travels in her
cauldron, thunder grumbles in a clear sky. Trces
crash over in the forest, but the forest appears nar
mal to anyane who investigates the source of the
disruption. (See the description of Baba Yoga's
ical cauldron and broom.an page 64 for details)
Finally, weird things start happening to time.
One day might be unnatur: hem
incredibly short. ‘The sun might rise twice in a
gle 24-hour period, or night might stretch on for 36
hours, Each time the sun rises orsets at an unuste
y re horse
rs oF night
suddenly descende (without a sunrise or sunset}
ghostly white or black horseman is spatted.
‘These strange happenings should whet the
curiosity of the PCs, To lure them to the hut, the
DMcan use any (orall)of the following scenarios:
* ‘The area's inhabitants ask the PCs to-look
into the strange warping of time. The people
are terrified that the world is coming to an
tend and that the gods have forsaken them,
(This works especially well if significant
calendar event-a festival day, change of sea-
son, oF majora -is approaching}
The PCs" only elues are the sightings of the
ghostly horsemen, which are most frequent
in an isolated forest region, Either by ques-
tioning the forest's few inhabitants or by fol-
lowing the horsemen, the PCs.are led to Baba
‘Yaga’s hut, Their task is to persuade Baba
‘Yagato stop tinkering with time.Adventuring Inside the Hut
$$
12
A young pproachos the
Pes, The gi wed in rags, and she
explains that her tivin sister, Vassilissa, was
sold into servitude two months ago by their
evil stepmother, The buyer was afierce ores.
who lived in a tiny hut deep in the woods,
Marya is terrified that the ogress wi
nd cat her sister if Vasilissa fails in
vamt’s duties oF shows any fear. She begs the
PCs to deliver a rag dll to Vasilissa, so that
she will be comforted by it at night. The doll
appears ondinary and. rather scruffy, but radi-
ates a strong aura of divination magic, Itcan,
give short (one-sentence), sametimes cryptic
answers t0 any three questions per day. To:
aetivate the doll's magic, the user must
address it by its name: Alenka. Marya tolls
the PCs the name only ifthey specifically ask.
Tugarin, a traveling vendarof games, comes to
town (or the PCs meet him along the road) andl
befriends the PCs, This rague’s specialties are
loaded dive, marked cards, and” magical” rune
stones used in fortunctelling. Ashort time lat
the PCs encounter Tagarin asecond time, His
wagon has been smashed, his merchandise
seattered, and Tugatin has been mutilated by
‘what looks like elaw and bite marks, Strangely
enough, all that was stalen was a skull eard
from a deck of many things. The deck, still
elenched in Tugarin’s hand, has lost its magic.
‘The PCs are haunted by a phantom of Tugarin,
‘who urges them to recover the missing eard
from his attacker, whom he describes only as
‘he little grancimather with squeaky shoes.
He haunts the PCs (returning in 1d4 days, if
dispelled) until the eand is recovered.
If the PCs have been laoking for a specific
magical item, their inquiries keep turning up
the same name: Quesirix. This gnome illu-
jonist owns the item, but disappeared ane
manth ago into a mysterious hut that walks
about the countryside on bird legs. Alterna-
tively, the PEs may find a letter written by
x that refers to two wondrous items
ide the hut: the “waters of wander” and
the "black flowers of transformation.”
Even if the DM does not use him as an
adventure hook, Questrix’s name should
turn up frequently in the days preceding this
civenture. He has left a number of clues
inside the hut, and the PCs will be beiter able
fo interpret these if they have heard his name.
Perhaps the local folk (or Marya) are ask=
ing the PCs to help them only after having
first asked Questeix the same thing, only to
have him never return, Or perhaps people
are overheard speculating on the whe:
bouts of, “That funny little wizard,
Quests.”
‘A full description of Questrix can be
found under Area P.
Exterlor of the Hut
The hut isa small, hexagonal log eabin, It is wine
dowless and has a single door in one wall, The
Ihut is 15 fect wide and 15 feet tall Just under its
sloping, thatched roof is a weoden panel, rin-
ygaround the circumference of the hut, that is
decorated with strange symbols (these resemble
the Cyrillic alphabet form Baba Yaga’s home
World) and carved eyes (serying relay’), If trans-
lated, the inseription reads: “Welcome to the
home of Baba Yaga, Seekers of knowledge are
welcome; seckers of wealth, beware!”
‘When first sighted, the hut is motionless
upen the ground, Surrounding it, at a distance of
80 feet, is a fence composed of 64 humanoid
skulls, supported by the upright pillars of thett
own spinal columns, Each has excessively longs
canine teeth, resembling these of vampixes.
“At night, the eyes of these skulls glovy, ill
minating an area 60 fect outward fron the fence
witha soft purple light.
‘The fence is.a circle of nectophiditss galems,
planted in the ground about eight feet apart.
Loyal to Baba Yaga, they let her pass, but attack
‘oncelse. Anyone coming within 60 feet af the
a eee tele ala Manskulls causes them Lo begin their “Dance of
Death.” Those watching this hypnotic swaying
must make a successful saving throw vs. spell or
become immobilized, as if affected by a hypnotism
spell. A half dozen of the necrophislit then slither
forward to attack each helpless vie
Golem, Neerophidius (64 AC2; MV 9 FL18; HD
2: hp 10 each (9 in head, 1 in spinal column);
THACO 19; #AT Leach; Dmg Id8; ALN; SA hyp-
natism, paralyzation; SD immune to poison,
turning, and mind-influencing spells; MR nil ML,
fearless (20); XP 270 each,
Once the fence has been dealt with, there are
other dangers. If anyone not accompanied by
Baba Yaga approaches to within 40 feet of the hut,
it rears up onto its two legs, which are 12 fect
long and about two feet thick, and attacks, See
the Getting Inside section for the logs statisti,
From inside her control room at the center of
the hut, Baba Yaga can ste the area enclosed by
Pe MCR Ue
the skeletal fence ant command the.
legs. Should she choose to flee, rather than attack,
she has three options. By walking, the hut ean
travel 48 miles per day over smooth ground or
water, 36 miles through forest or jungle, and 24
miles over all other terrain types. Her second
option is to cause the hut to feleport in-ane round
to any other location on the plane it currently
occupies, AS a third option, she can cause the hut
to “dance,” On the eighth round of daneing the
hut plane shifis te another world, The lags ean
attack while the Bait dances.
Although the hil appeats to be made of
wood and thatch, it isémmiane to fire, acid, cold,
water lightning, and any form of physical atack.
Itis also completely immune to all forms of
jc. Only its legs may be harmed—and then
only temporarily, (See the Getting Inside section.)
‘Any direct magical attack on the hut eauses a
flurry of downy white chicken feathers toexplode
from its roof, The feathers flutter down like snow
4 NOO-Foot radius. Ht will be 1d4 rounds Before
1Bea aT
Adventuring Inside the Hut
the PCs time to run out of the ara of effect, if
they choose to do so). After that, the feathers are
falling so thickly that they are automatically
deemed to-envelop those within the area of effect.
Anyone enveloped by feathers is affected as
though attacked by a elonAkil spell,
The feathers fall for a total of 4d4 rounds
{including the first 1¢4 rounds mentioned above)
‘They can be blown by the wind, but disappear
upon touching the ground.
Getting Inside
‘There are two eptions for
‘The first is to use the proper command phras
“Hey my strong locks, unlock yourselves. Hey my
sturdy door, let me in.” (It must be spoken In Baba
‘Yaga’s native language, which resembles real-
world Russian.) One way for the PCs to learn itis:
by concealing themselves from Baba Yaga and tis-
fening to her use it as she enters the hut-but they
will need to find a way to comprehend her lan-
guage. And there is a catch-the phrase will not
‘work ifthe hurt has already reared wp on its legs; it
‘will only work if the hut is settled on the ground
{that is, if the PCs are standing more than 40 feet
away from the hut). Alternatively; the PCscan use
a legend lore ot vision spell, or could wish the door
‘open. The dear is ivizant locket, and gives access 10
Room 1 of Area A,
The second option is for the PCs to gain
foreible entry to the hut, which can be done by
defeating the legs in battle (reducing beth of therm,
simultancously in any given round, #9 2ero oF less
bit points). The legs then disap pea and the hut set
Hes to the ground, It remains motionless, its door
‘open, until both of the legs have regenerated back
oat least one hit paint. The dor then slams shut
and the hutsprings back to its feet
AC 0; MY 24; HD 10;hp 45 each; THACO
11; AAT T cach; Dang 346 (claw) / dé (law): SA
crush; SD-can be hit only by magical weapons,
regeneration; MR 100%
i
14
oints a round, In
of any attack
e number of hit
Each leg. regenerates three hit
ion, they absorb the ener
cast at them, gaining 1
points that would normally be inflicted. If the
attack was directed at a single leg, it gains the hit
points; otherwise the poinis are split evenly
between the tivo legs.
Besides attacking wit
hut has the option of drop}
tors beneath it. The legs
then reappear as the hut st
can drop once every three rounds, crushing those
below it for 6d points of damage.
is bworclawed feet the
Interlor of the Hut
‘There are three categories of monsters inside
Baba Yaga’s hut. The first type are Baba Yaga's
companions-magical animals who have lived
swith Baba Yaga for some time. Some are intelli-
gent and know many of the secrets of the hut
{including several of the secret knocks and pass-
swords), while others have only an animal intelli-
ence. Because Baba Yaga sometimes mistreals
them, they may offer assistance to PEs who treat
them well
The sccand type of creature found inside the
hut arethose evil hamanoids, monsters, and planar
creatures that Baba Yaga has sumumoned to serve as
hhonchmen, Some are fanatically loyal, while others
hhate and fear Baba Yaga and must be kept in line
bby threats and powerful magical spells.
‘The third type of creature found inside the
hut are Baba Yaga's visitors. Some ane welcome
quests (for example, the avatars of Light, Darke
noss and Twilight) while others are prisoners.
Still others act as Baba Yaga’s unwilling servants.
Baba Yaga normally teleports from one arca of
the hut to another. But when using a deor, her
touch is sufficient to open any wizard fock. To
move fram one level to the next through a door,
she too must utter passwords or use secret
knocks. When passing through a door from a
lower level to a higher level, she too winds up in
randomly determined area.a ee
Bite Cae ita
Tempo: Lento
Level 1 of the hut can be explored by characters
of 7th level and up. No passwords or secret
knocks are required to move from one area to
another on this first level.
Unless stated otherwise, all walls are stone,
all ceilings are 15 feet high, and all rooms are lit
by lanterns or candelabras that hang from the
ceilings.
Doors are made of wood with the following
exceptions: doors leading to Area F are silver;
doors leading to Area G are gold; doors leading.
to area H are black iron; doors leading to area M
are bronze that has turned green with verdigris.
All maps are at the same scale: one square =
10 feet, except Area A (one square =5 feet).
When the PCs enter the hut, Questrix has
been a captive of Baba Yaga for several weeks. He
is imprisoned in Area P.
Area A: Hut & Cavern
1. The front door of Baba Yaga’s hut leads to a
small, dark, hexagonal room with a plank
floor and ceiling 10 feet high. The room con-
tains a messy bed and a brazier filled with
cold ashes. Pegs on the walls hold ragged
robes, frayed ropes, and dried herbs that have
gone moldy. Worn baskets on the floor hold
chipped pottery cups and empty bottles, and
a ladder leads up to a trap door in the ceiling.
A secret trap door is located in the floor
under the brazier; under it is a rusted ladder
leading down.
2. The attic is also hexagonal. The ceiling is just
five feet high in the center, and rafters slope
down from the peak to a height of three feet
near the walls. Dirty straw covers the floor,
hiding the trap door there.
3, This rough stone cavern contains a jumble of
boxes and barrels that hold stale food and
Area A: Hut & Cavern
barrels
rates & barrels
sour wine. Behind them, a door can just be
seen, The door leads to a dead end, and open-
ing it triggers a symbol of stunning. The other
obvious exit from this room is a rusted ladder,
set into one wall; it leads up to a trap door.
A heavy metal plate in the floor is hot to
the touch. If this is dragged away, PCs find
an apparently bottomless shaft leading to a
flame-filled inferno. Faint, ghostly screams
can be heard echoing up from below.
Just 1d4 rounds after the hatch is opened,
three two-foot-wide balls of flame emerge from
it and hang in the air as if watching the PCs.
‘These are will o' wisps that have mutated toa
ted color and that can imitate humanoid cries.
Will 0” Wisp (3): AC-8; MV F118 (A); HD9; hp 41
each; THACO 11; #AT 1; Dmg 2d8; AL CE; SA
electricity; SD spell immunities, invisibility; MR
special; ML fanatic (17); XP 3,000 each,The Deadly Dance
Inside one of the boxes, only: partially hidden, is
a small Teather pouch of yold coi ring of
jumps a placed the pouch here te
test the honesty of anyanc who enters the Inn,
the box to see It was
‘opened and altack the party if the pouch is
missing,
Hea will o' wisp is reduced to less than five
hit po rs back into the pit-unless
the cover has been replaced, i forced to offer up
. the will 0! wisps direct the PCs to the
nts, it disappe
pouch
FR sins pack (404) of rats inhabits the rhree
rooms that make up this area. They hide in the
straw, bedding and boxes, The rats are normal
fit Dice (1-2 hit points) ereatures except in
reach has ane glass eye, These false
yes serve as Baba Yaga’s scey ing celay’s in this
ess lo Area C is through the pit ir the
floor af the cavern, The flames and heat in the
pit and its bottomless appearance are the result
Of a permaneailfusion spell. The pit actually is
five feet wide, 100 fect deep, and filled with a
chilly wh ore iva small trap door al
the bottom.
The mist b J in from the swamp
1 the Will o” wisps live, Droplet sat p
‘cl are suspended within the cloud of mist
inside tho pit. Anyone ig the pil must
vs. poi 2 penally each rand or sit
points of damage. Failure alse me
ops
wh
we acid must al
The pit basa direct conne
‘wisps’ sivamp. The siya
1 the same world the hut is currently visiting,
The will o” wisps can pass back and forth
he pit and their swamp al will, sear
, ppearing, through is walls. PCS «
so only by means of a spell thal a
tekeporl
js located
z
At the DMs disc
may also he sum
tained within the pit
the ether rooms of Area A.
sisps to rebum.
ip creatures
mist is con:
Area B: Imprisoned Cyclops
This room is utterly dark. When the PCs first
aner, any normal light sources they ave carrying,
extinguish themsolves. Only may
penetrate the darkness: infravisto
‘cyclops that Baba Yaga captured on
another world is imprisoned here, He
of the darkness and is swinging his huge club
findly, smashing the pillars that line the wall:
Dobris flies theaugh the airs there is. 25% hon:
per round (nom-cumulative, rolled separately for
each PC) that a PC in the main part of the
is struck by a splinter of stone that inlicts 2¢
damage.
The room has a ceiling that is 30 fect high
along eacl of the longer walls and that curves
sgracdually inwvarc to reach a height of 50 feet ati
midpoint, A round, three-faotwidle mirror is s
into its ape; this is the serying re
As soon asa magical light s
the room, the PCs sve the cyela
me, they see a ghostly black kaigt
horse (the force Darkness). The eyelops immu
attacks the knight with his club, which
harmlessly through the insubstant
ture. It will appear, howewer, that the cyclops
attack worked; the black knight wheels his horse
‘anal rides through a wall, disappearing into it
The PCs also see pool of water, surroun
by a Keslge one foot high, set inta the flaor mid
between the two doors. The water tastes bit:
ferb cal praperties similar to a ring of
sinstonanee; anyone who takes agood drink can po
for an entite ay without food and needs only
wo how night to be refweshed. The
«alter just 2d6 turns iE
terrified
iis ete
1 the poolThe Deacily Dance
inne moment the black keight disap
Pe he in the farcorner uf the mats roar fills
‘the zoom with light, and the metal doar
‘Area € begins ta glow with a ditn rest lig
red-tol; anyone touching it suffers Ilé pu
damtage. A silver daor opposite it leads ta A
(or toon deen, deteemined randomly, in quadrant
FI if the proper sequence of knocks is ised).
The fire has been burning all this time
Darkness was present it produced heat, but na
ligit. The wood has been treated wi
verbuernitig spell ar
hows,
nt, Cyclops: A
THACOT; WAT 1s
SD nil MR nil; Mel
7 MD 13; hp 64
E:SA thurl stone:
(lo) XP 4,0.
The eyslops carries a club of smashing. a magical
item thal functions in thesame manner asa sword
of dancing. After four rounds of fighting, the
exelops allows it “danee,” attacking opponents
while he huels chunks of the shattered pillars
The club is far tao large tor most PCs to wield
ines a Strength of 18 or
‘The eyclaps is tapped in thisarea because he
is too big to fit through thestoars. He Is furious
with Baba Yaga (sehom he calls"
she stole andl ate his flock of sheep
Hasked about the pool, theeyelops say
“bac water” and the PCs away tran
it-even thougty he ias drunk from it several
times. He kraws little about Ba Ya save that sho
isdangesous, but can describe one or twvo of her
powers. He mistakenly believes his-club is capa.
ble of driving off the black knight. The cy
beliowes the black katiptt (a be
servants,
ne of Ha ¥a's
al days ago, the cyclops used charcoal
to scratch marks of the floor 1
“IIL UITILIIIC™ the seceet Knock ne
Areas Fil), Ble has forgotten what the aiatke
bust he knows that they were important te
iny man” (Questrix).
Area C: Kitchen
1. This storage room,
agically cool, Sheep
ely enters the chamber is aulomatically
1 in place; there is no saving th
‘The tenmporal stasis can be negated an
first breaking all six miesors in a chamb
casting a dispel magic spell, Perfor
actions in the right order ialely eel
any creatures held by'a chamber, If re
‘Minor Death ignotes the PCs, and begins search-
ing fora way’ aut of the hut,
Set into the railing beside each cham
brass frame with @ hinged fron that is engraved
\Wwith the words: "To leata more about the tableau
below, please open.” Underneath this flap is a
bhamk white card (0 skull card from a deck of
Area J: Stasis Chambers
27ree GLa
snany Pings). The first persion te toxic this cal
frteleperted inty the scene below (ne 598i
Throw) and immediately enters single combat
with 9 Mino Bea e this battles 30895
on, athers whe t carl are ne
atic
Characters teleported into a tableau and
forced ta aren their 9H 9S
son as lhw batile begins, anyone attempting ۩
fect its outcome (868th
“hepell, for examplep fins themselves instantly
teleported into one of the ather chambers-and
facing; his of her oven battle.
Teall the chambers are filed with combat-
anis, the west porsan trying, te digcetly affect a
Jos from sight atl is tele
parted inte the tirst-chamber that i fee Up 95 8
fof Minor Daath’s victory Mall the Minor
Deaths are defeated, the character reappears
‘which h sh.
Throwing equipment OF aagical items inte
the chamber for the trapped PC isan indirect
nd of affecting the outcome, ana does net
Canse the Haron UB 8
During, the battle, the PC fighting, the Minor
Death is unable to exit theechamber, Attempts bo
cecape magically (for example, by wsingza dry
Spell) automatically fai, whether cast by the PC
inthe chamber or by anlaoker
Tithe Shinor Death 4s defeated in Battle, it
vanishes and does nist return. The card above its
Chamber abso disappears. At this point, the PC
Weill be able to leave the chamber, Other ehava:
ide thw ehamber, however, remain [raven
est hy breaking the micrars and
Using adispel nuagic spell
1 thee Minor Puathe succeed in killin
isappear. lastead it retarns to
pposifion, The victim fad all
di magical items still on the
dng been utterly destreyes
the spot fra
eqquipme
body vanish,
Minor Deaths AC ~
THACO Special (never misse
HID +1; hp 33;
1 HAT 1: Dag, 208:
————e
AL NIESA allways has initiative; SD can be strck
nly by magical vesypons, immune bo cold fire,
"SHI 25a: ML. Fearless (20); NP? 2,
lectr
‘Minor Deaths are the physical manifestations
fan the Prime Material Plane) of the fone Death.
In effect, they are Death's 26
often encountoresd iy these whe have the il for
tune to abrass skull carcl fromm the dec: of ty
things, They appear holding an implement of exe
tution that, reganfless of its type, inflicts 248
lama
nce it has set out to-kill someone, a MEner
Death fights until either its vietim is dead oF weil
in hos been destroyed. The Minor Death alssays
ive, striking first in cach rounsl and
hover missing its larget. In the ease «if Minor
Deaths armed swith neoses or garrotes, Sar
is automatic; the imple
bbe removed fom the neck wail the M
is defeated.
‘8 Minor Deall can besteuck only b
ypons. Any clatacter Killed by’ 9 Sfinor Death
8 aE
reincarnated, or eaksedl frome th
Minor Deaths are wn
no minds to probe.
‘Minor Heaths are imunuaine to charm, death,
jecbl
mharph_orsivep spells. Haky water has no effect
tom them, and the
by acleric
Because they age inside Baba Yago’s Il
Minar Deaths encountered here eantiot be
pelled or banished.
ars, They are most
hhas init
is utterly destroyed,
rat, hold, insanity, paralyzation, poly
not be turned or controlled
Area K: Laboratory
This wizar’s laboratory is fully stocked with
covery sort af alchemical equipment (glass
be:
pre, measuring scales, miniature bravigts:
edd metal inbes, me ple
ments cover the four L-skaped tables, The T-
shaped table at the center af the room
Wray, ete). These
Hes a
eepurer tae tas
Area K: Laboratory
wl
a
capper samovar (an wen used for boiling water
fortea) that stands three feet tall. This mastieal
siumovar automatically refills itself with fresh
water When emptied-but anly when standing,
upright Its bolted to the table.
I he proper command phrase is used—"Boil, my
little samevan”-the urn aetsas ita eat metal spell
‘had been cast upon it, boiling the water inside.
Asa backup, there is an oil Lamp built inte its
base. A gent set inte the lida the samo\
seas seryig cola
Sitting, on the lable beside the samovag are a
dozen delicately painted teacups, a number of tea
spoons, holding sugar cubes,
hed ¢ insicle of the sugae bow!'s Id
is this
are the for your sweet tooth?
‘Quests,
The ceiling rafters are festooned with
wi
hes of drying herbs, while shelves in cach
comer of the faom hold variaus magical compo.
its, carefully sealed in glass jars and neatly
Jaboled in a script that resembles the Cyrillic
alphabet. Wizards shoulel be able to find just
about any type.af spell companent hero, although
it will ake some searching,
The raom has threeexits. A door with an
excellent lock (-20"% penalty to open lacks
ottempts) leads to Ava I and is inseribed with
symnbal of fw. An wolacked door opens ontaaspl-
sal staircase that winds dows 500 fet to An
jouble doors that bas an
rl lacked. The doves
There is also a set
at lack andl are w
to Awa J.
Opposite the double doors is a lary
cabinet
with Wo doors. Al the center of the cabinet is a
einniny
paygical “keyhole” is impossible to pick by nor-
nal means; the only way to activate this lock is
by pushing a cube of sugar into the bole. The
mouth then a Fwwhich,
‘opens the doors,
Inside the cabinet are a number of perfo-
ated copper ball bout an inch in stiame-
ter and hanging from chains. The spheres
contain dried herbs, chunks of root, withered
berries, seeds-oven spider webs. These are Haba
‘aga’s “potions” -teas that must be browed
before they can be used. None are labeled; Baba
Yaga can identify cach by smell. They include
potions of animal contzol, climbing, diminution,
‘endea eafing, fine resistnace snoiets rts
futity, sped, deetstar finding ater breathing,
clixers of healt, nadness and youth, as well as
teas that mimic the effects ef powder of the
hero's headt andl poster of neagic detection, There
ate Idd servings af each type of tea, and four
poisonous teas! types G, HL |, and J poisons. If
teas are selected randomly there is a 10% chance
of solecting a poison,
Baba Yaga will be angry with any PCs who
phinder this potion treasure trave and will
ampt to prevent the thet,
set af teeth
ith one missing tooth. This
nimates andl chows the su
29TEs
Bie eu
Area Lt Mechantcal Works.
Lt dl
cannot be
xcept for
z Willy them, There are-also
heard, There is no light source here
what the PCs bri
bronze, and the ceili
down from the ceiling ate pis!
each five feet in diameter. Shooting
floar are jels of steam, There is 0 ¥
there isa
ve, rolled
dy for eaely PC) that they will either be
ithe PCs move thrauigh this
20°% chance per round (aon-cumul
struck by ane ofthe pst cof
od by a jet of sieam (6a points of
lage should be rduced by
cod of the pistons or jets is
chy time the
age) or se
by aiscolozation of g
edges. Unfortunately, itis located dircetly
under a pillar that smashes clown in an irregtt-
Jar, unpredictable fashion-cvery 1G rounds.
The rap door opens onto a water-filled space
{the pool in Room 1 af
‘Area MD.
Area L: Mechanical Works
2. This isthe conteol room for the pistons. Its
oar is marked! witha synibal the DM show
deseribeasa three-petalled lower, By pall
oon lovers and pushing; buthons, a character
has a chance of shuilting off the pistons equal
ti» 50% plus the ehavactes’s Intelligence score.
Ifthe roll fails, the pistons either spe
(01-50) or slow clown (51-00), Stoppir
pistons has no effect om the hit
3, This is the eantrol room fi the steam jets. It
operates in the same manner as the piston
nd fas the same symbol on the door.
On the back of the dow sing
Areas M1-d has been written in chalk:
“Bronze is made with one part lead, five
pacts copper. and two prarts tin. Quests,
The interior walls of each control room are
saturated with an invisible, adarless poison
ies anyone who enters {Ie Foor.For every eiuinal a character spends in the room,
thee is4 10% chanee th gradual
Jy that recluces bath Constitut
i by IH per day. The chara
appetite Faces his baie falls ont
Actare disease, heal oF heroes’ feast restores the
aacter to full health
he contracts a
Area M: The Baths
nes as they pass.
ane suddenly at the
Lotion of the poo, They must sivim up through
I feet of water to break the surta
1. The fone and walls of this room are finished in
ceramic tiles that farm a mosaic depicting sea
creatures, The eenterpiece of the room is its
pool, Which isentered through a flight of tony,
wide steps. AL either end of the pool, five
streams of water emerge From the floar and are
> the pool, rippling its surface. cluster of
saving sphenes, (illuminated with comin
tial light spells ancl hele in place by a troflate
effect) hovers a few feet above the starface of
ing the room with a soft light
y around the paol are a
frogs. These are actually quasit imps
Haba Yaga’s henchmen, At the
nl
mber of
n invisible a
n, then attack
ically aug
s them phenomenal
nted these
the normal num
ae three hit points
wey’ cam east insatiakl
thirst once per day, as 5th level wizarl
There are 13quasitsat the beginning of the
adveniuge: Roba Yoga will, from time totime,
-eome to this roo
to deal with PCs who are causing trouble
cebewhere on Level 1 Each quasit has a glass
torder
Beeler
Area M: The Baths
eye that servesasa scry
0 athor areas
that is put o
np, Quasit (131: AC 2; NIV
THACO 11; AAT 3; Da
al weapons; SDrspells;
agg (8); XP-8000 each,
ML aver:
Due to th
cannot use their camara
loyal to Baba Yoga out of
to doto them, but may div
to those whe can frighten them more tha
‘Yagga can (a fare task). Th
of knocks required to access Areas GI-1 from
46/2/4) through a secret doar in-ane of the
pillars. If forced to reveal the seceet knock,
‘unusual consteuction, the quasits
ty They are uterly
‘of what she might
e some inform
polo
atBoece tas
a quasit covers its gh ad merely pan-
tomimes the knock, so that Baba
sr tice what i's up to.
The quasits have been shown some of the
other secret knacks on various occasions. bul
have forgotten then due to their low inlelligence
Any other knack sequences they tell the PCs will
bbe incorrect.
2. This eaomis bined wi
swith rolled-up tow
bathing su
sleeves ancl ley).
the quasits’ tr
wales.
ques
the PC is try
shelves-eranm
js and olel fashion
neo suits with short
on inside the towels is
gems of various
the PCs reaches for a towel.
ely attacks: it assumes that
5 to steal its Lreasure:
Area N: Vasilissa’s Bedroom
stalls sail
32
Area N: Vasillssa’s Bedroom
This aeca is dluminatesd by laniemys made of skulls
shoe ees low’ vite ent inaa ght spells, fe fee
ilvire ineluutes a bed, writing desk and stool, all
painted while wilh pink trim, Thee
pet, Against two of the
“that hal 16 plush stuffed! ani=
mals-but aot the asta cl there
sane if casts, mind flay=
‘ers harpies, hook horrors, scorpions, and
ci Bright chery colors, The conte
the two bichalders are serying relays
This is the bedroom of Vasilissa, ns
1 (0-Lovel humtan) whe bh
Fs. Inst
by het evil stepmether, to Baba Yaga. She must
Baba Yaga for twee full years
Vasilissa misses her home and her twin sister
‘anal frightened! that aba Yaga will cook
herif she does naw follow her every come
‘She sp tela Brox tive (655) im the
1s work roars (Area ©), but can alsa be
cowering under herbed (954%)
Vasilissa is terrifies! of the stuffed toys-and
acl ceases Twi af th ich
scorpion and a ane-foot-bigh gremlin) are dell
xolems. The other 14 (many of them langee-each
Uke dragons és four feet tall} are just stuffed!
ual are urwler the influence of & permanent
rll. AU Baba Y ind they
oat, and scurry ike their reabtife coun:
sn mowement Fale of TZ
can fly,
terparts, with a un
Should Baba. Yaga choose to et
inscombat here, the normal stuffed
characters with a THACO of 11, Hits de no dame
but shoul! distract and impede the PCs,
nposing a -2 penalty on attack rolls for-ane
The stuffed loys are armor class 8 and
ly two hit points each, They’ ean easily be
cut apart by edged weapons, but are not harmed
by blunt weap
he doll golems attackat the same time, rol
jon the eanfusian to ci sneak attacks {ran
below (scorpion bor above and behind (jemi)BUC eee s
Golem, Dall @): AC 4; MY 15; 1419 10; hp 40 each;
THACO 11; HAT A: Ding 246; 41, NSA Titsha’s
wlladle hidkewus tanghter; ST spell inumuin
nil; MIL fearless. (20): XP 6,000 each,
ties: Mh
stairs te
‘its from this a Lf spieal
Jing up to a wooden trapdoor (leadin
to Aren O) and a secret door, made of bronze th
is, Nikkelen bein!
tone of the shelves that halds the stuffed animals
The secret door leads to sea M.
Vasilissa knows about the see
hock that gives access to Are
taught it by a “funny ti
ethan myself" «Q
has turned preen with verdig
a dloor and the
Mb 2/1/5, Sho
te bearded man, no
trix) Who passed
through the workroom nearly a month age. She
tried it once, but was terrified by Whatshe save
behind the door. lf pressed for details, she
describes
hallucination fram Area M2, But singe
area the door heads to (with te knock}
idle domly; the dooe may pen onter
stother of the areas in quadrant 11-1
Vasilis is under strict orders not to wander
through the hut, But she has, over her two
months’ servitude, been teleported by Baba
ind jean up. She cam at least
partially describe the general physical layout of
Room 1 ind Room 2of Arca C (she
nv about the secret trap doorsane has
hot opened th to Room 3); Room 1 and
Room 3 of Area B; Rooms 2-5 of Aen E (she was
sternly warmed not to laawe the bedi she was
cleaning, but te wait for Baba Yaga to telepart her
to the next bedroom); Area F (she was warned
not to go near any of the Wlack floweds};anc Area
M (she cleans up the droppings here, and was
warned not fo touch the towels). Vasilissa has
to any of the areason Level 2
the PCetry to perstade Vasilissa to wander
reas of the hut where she isnot pera
venture fareven to leave the hi
serving pil will protest
will eat my whole family if | go with you!” she
cries. “Iu if [ serve her for tivo fuill years, my
mined eam
nto
family will geta ee
san.
The PCs! best optian for “seseuiny
Vasil
is to buy out her term of service by offering Halsa
Yaga a sullatle payment.
Area O: Wark Roams
Vasilissa has beon given an impossible number of
tasks. She must cook the meals, weave, do the
serving,
u
these tasks. Fortunately,
haw
of the normal animals who inhabit the hi
they be killed, she:
her own! Thus she is strongly: moti
them. If found i
clean the rooms, polish thesilver, Beat the
scrub the tloorstasks that only-an army of
rls could accomplish. Baba Yaga has
ther, should she fail to complete
a's kinds:
g help from a number
ud
have to do these chorus an
Ks Lo protect
chanee) Vasilissa
tened to
resulled in her roceivis
this area (6
awill be directing their actions.
door is set into-each wall of this
room. A trap door in the floor leads toa
flight of spiral stairs (leacting li Arca NLA
splass knob, used to open the trap door, sa
scrying re
A won
This room contains two looms and a spin.
ning wheel, Hags af uncarded wool are
stacked i
‘One of the looms is being operated by a
dozen gray mice who run with brightly col-
red threads in their mouths, weal, the
im and out. These are normal mice with lim
ited intelligence, bust have been treated with
8 permanent speak with animals spell so th
they can talk, They are doing the weaving fer
Vasilissa because she feels them bread and
‘Our mistress only feeds usstale crusts,”
they say.
The eloth on the loc radiates fait magic:
when completed i will be a robe of seintillat
ing colors. I takes the miiee 24 days tosweave
a robe; this one will be finished in tive days,
rane comer,
33SUP ead
ns baskets of pra
‘and berries. Tiny sparrows are
stvooping fron ket tothe neal, pick
ing pebbles out af the geain, shells out of the
gs aut of the berries.
ip through these food!
woul Io Vasilissa’s job. The sparrows (sho
also talk) are doing the chore for her
se she gives them saft wool for their
esis, “Our mistress only gives us thorny
hey sa
je smaller baskets radiates a faint
Veontains 2d¢ berries that have
ted willy goodberry spell.
ing them invalves sorting theo
basket
n, Sune
This rao contains two large enpper tubs of
water fines for hang
dirty ine
steaming bo
oth tuts ra
The water in on
1 soapy: the other is coe!
‘magic: water placed in the
first ane heats up, becomes soapy; and
matically cheans any stom immersed in it
‘Water placed in the second tub becomes cool.
The water ritises away soap and loose dirt,
il it easts a mening spell uponany item
meres AB iL
‘A dog stands on its hind legs. in this to0m.
leis washing linen in the tubs, Doing the
sundry would normally be Vasilissa’s job,
but the dag has aygreeel ta help her because
Je I stew mal. Like the other ani=
alk. “My mistress only
shesays.
ad bons,
A secret dour behind one of the tubs |
to Area |
This magi contains 3 wartety of cleanin
aidls-rooins, mops, buckets, scrub brushes,
rags, powdered seaps, and jars of polish.
mv, Hiern is. jar containing vil of presero
tion on a auop of apres agtack (similar toa
bro of duiinatad 44%, except that it does not
Area 0: Workrooms
sleing host
bonkers
sucks
lakes
ine —
Sur
fly,and that it causes blinclness far 1dé rounds
‘by swabloing soap in the victim's eyes).
{A sceret loot in one corner ai this room
leads fo Area P. thas been treated with am
jdance spel
Area P: Prison Cells
This area is entered through a secret claor hs
from Area ©. Any PCs captured elsovwhese in the
hut by Baba Yaga or her henchmen will be
luposited in on of these cells after fiest being
stripped of all equipment, magical items, holy
symbols, and spell components. These will be
stoned in the tnenstere vaults=Area I
yin front of each cell (the area
jarded with an alrrn
clL that tring lang, which sum:
favs the ante in Room 8,. Each cell is fronted by a siscineh-thick
‘door that blocks all sound; communication
with any prisoner inside must be by gestures
Inside each sell is a plain wooden bed with
straw ticking, a font of tepid water (a scrying,
relay), and a metal slop bucket for waste.
bland but sustaining food appears magically
in the coll on a regula basis, materializing, on
a clented metal phate that hangs in the air For
three rounds before erashing to the floar, The
walls, Fhoor aru ceiling, a9 each colt project a
light that is pinful to look at.
Prisoners inside the cells ate subjected to
ts that cLuplicate the spells suf
hlemont avd feeblomanad, Their Steen
drop to 3 anal heir Inlelligence scores
drop 10 3,
ters eam athempt to use any
spells they have menorized, ut there is 95%
chance of failure. Miscast spolls ave a 50%
chance of harming the castor im some way; the
DM should bere five with the results
Itis possible to enter a cell by using some
sort of teleportation spell, sine
hhallsray ae svithin one area, Bhat those entering
‘cel sulfer the same effects fescribed above,
The glass does of the eells have no han-
dlles, and form peefest seals with the adjoin:
ing, walls, flaoe and ceiling. If touched (from
cillwr side) by an object they omit a sheet of
Al 3420 pointsof damage Ef
creattee, they’ emit a jolt
me elamage:
ss elonrsare an integral part of thee
its magical immunities, They:
cannot be broken -even with magical wi
ons-but they cin be defeated by means of a
shatter oe shoid spell. The drawback is that
any chiara
portal nists
or stafer I
Vietims
be totally
oa
stots
ecells ancl
iastatter spell.
dementia pracces, and will
ate rested in doing anything,
time. Additionally, an alarm
The Deadly Dance
‘Area P: Prison Cells
S.A grven abishai hasbeen assigned to guard
the prisoners held in the cells. 1 slumbers in
this flame-fifled rooms, hanging fram metal
bars its tal
PCS walking Lown the hallwway may notice
thatthe wall aaljacent to this room is slightly
warm to the touchy this also sh
infravision, There # no «loor to this r00m; it
can only be entered by such magical m
as teleportation, Anyone entering has a 20
chanseaf waking the abishai
‘As soon as the alarm sounds, the aisha
Jeleports out to investigate, It is unable to fy
the cramped hallway and cannot use its
ge ability sie the ha
Baatezu, Green Abishai (2): AC 3) MV, HD.
542: hp 34 each; THACO 15; #AT 3; Dmg,
Is FHHA/ 1c+1 A poison; SD.
tion, +1 ar aL weapons to hit; MR
Wh ML ave
35eee eee rad
> fll the cells with humanoid pris
ners from various worlds-arte leave them emply
‘One cell, however, is occupied. Ht holds Qaestebss a
loth level gnome illusionist. (The PCs may be
searching for Questeix, depending, upon which of
powks” Kured them into thisadlventune,)
‘Questrix entered Baba Yoga’s hut one month
aga im search of the fabled “black flowers of trans:
formation” (which he found in Arca F) and the
waters of lie.” But befarehe caulk! find these mag
ceal waters, Questri was capture by Baba Yaga and
imprisoned in Room 7. Ee now realizes how foolish
the was to iy to steal from sucha powerful wizard
Questrix lost everything to Baba Yaga-his
spell books, his magical items, and any treasure
he carried. Despite these losses, he now only
the hut with his life. He will only
h the PCs if they
Wants to ese
agree bo
strong and competent
Questrix hasexplored all
{Level Land if
nost ditect route
the hut, He has alsi visited several of the
rooms of Level 2 (Areas Fl, £2, GLC, 113, ML,
M4pand can give a general description-minus
the tricks, taps and secret doors-of wach of these
He knows the secret knocks required to
as Fl-d from Area 6 (3/5/41) andl Area
E (4/3/39: to access Lovels Gled from Area E
(1/0 /2pamnd Area H (2/4/46); access Arcas EMT
from Ares 1D (7/2/3); and to access Areas MI
from Apa t.(1/5/2) and Area N(2/1/3b
out o
V5 HD 10; bp 28: THACO 17,
mg by weapon; AL NG; SA spells; SD-
t 16, Wis 12, Cha
‘Questri
#AL
spolls; Str WM, Dex 16, Con 13,
15;Ml. unsteady: (7)
When found, Questrix has the following spells
memorigec: Ist ovelechange self spuoks central
2nd Le
itainy we
igor ih Level: rile
patter rafvan ce ibusiow; fats
rision, Heeamnot re-memorize his spells without his
spell book, which isin Room 2 of rea FL
36
‘Tempo: Moderato
Level 2 is intended for characters of at least 13th.
level, No passwords or secret kaucks are neq
Jo move from one area twanather wit
quadrant (four areas with the same
A knock is required to pass
one quadra nether
Ha). A passe
15 an Lowel 3,
all doors are
anternsar cand
Doors leading. to
an be identified as the
Dy the type of metal used in the
All maps are at the same se
Wheel.
Area Fi: Library
1. This roam has floor-to-ceiling book
accessed by two
perimeter of the eoon on tracks set inte the
floor. Two large tables are covered with open
books. Thive plain waoden doors
the roam.
The room is illuminated by
nimmense:
raelier is a seying ro
There are thousands af Books in this oon,
written in a multitude of languages. M
ave from other worlds
are incamprehens
phy:
ares, eles)
papyrus scrolls, clath-bound books, ebay
Tablets-even computer sisks!
The vast majaeity of the books at
ay af alien crea.
east Nystil'S ueatgdeal aura ony several c
tomes. (The DM should make up 9 list of
enticing tithes.) Alse in the sticks are aBU Te ret aT tery
Area Fl: Library
bE oR wil
manual of todily health and a cursed manuel
of dogmatic melbads. Lying open on ane
the tables is « book that gives background
forces of ultimate
farces of ultimate good” and
of forces known as Light, Darke
ness and Twilight. (The DM should sum
marize the information om page 3.) luside a
secret drawer in one
of magical spec
sand re
tens of pce renting.
This room is protected by anaerial se
who has been ardered to attack anyon
serial servant
book
THACO 8; LNT 1; Dang 8M; AL Ni; SA supe
Servants AC 3, MV F124 (A); HD Los hp 7
atic B nil; ML elite
\ SD inwisibsititys
1 door near the top of the shelves
leads to this room, in which ate shelved the
by Babsa Yaga from wiz
aedls on many different worlds, Itany wizard
PCs have heen captured, this is whete thet
spell books will be placed Within this tes
rove can be to af books can-
lls of every description, One of
with the letler "Q
prome illusion:
Iris
This room és peote
us the sh
by a paraney spell
pry. ali
on,eacl of the books is protested by either a
five trap (ub4+25 points damages, a slept of
hat causes blindness, op an tewabie
spell, Each trap must be dispelled! separately
anyone using a dispel maggie spell on a book has
chance of erasing the spells inside it
The secret door to this roo is at floor level
ant is isnt doe and protected at
of soning, Inside isa table al hai A raop
‘of Awa Gia is sprend out on the table, alany
with same baoks ancl papers, The map does
nol show the doors, and is labeled “Low
Section af Death Trap,” Atop the map there
are two pages tern frons spellioaks. pa
arene ae git spells inscribe
Loose papers under th
‘on augmenting the priest
negarite plane protection, onthe plas
ions of a mirror of aucntal pov
possibilities of constrcting cither
We oF gigantic propertionsar
no oF mary worlds that is open to-every plane
simultaneously. These notes are ineamplele
spells may mat be cast fra th
map contain noles
pells commasWee Ce ete
Area F2: Art Gallery
‘The lable also holds 2 book entitled he
One Thawsand Namesof Dealt It contains alist
of the 1,000 different names given to this
force
Area F2: Art Gallery
1. The outer wall of this cartidor is painted
with a wweopraround winter scene: people in
fur hats, and heavy coals.
‘Two woaden doors flank a short
staircase. The door leading to Area Fl is wiz-
ard lacked. The stairs leads up to.a set of
wuble doors thal are sealed with ornate
locks set with liny mirrors. Unlocking the
ors trig
ne om the Stale tering gold
lust tha lasts for 1d > (revealing
invisible creatures) or until dispelled.
The double doors at the lop of the stairs
are dimensionally folded. 4 character loak-
ing through them sees a mvirror image af the
ery, Any character passing Uveaugh
them must swe Us, spells. A st
means the character merely s
througi a fold in space inte the original art
gallery. A failed roll traps tke PC inside on
of th ss in Room 2 as thuongh held in
The victina is visible int
the painting, and can be sel free ally
culling hime out of the canvas with a magical
blade (any cuts inte-the person inflict full
slamage, as per the weapon used), ar by cast-
ing a dispe audgie spell on the painting,
The inner section oF the at gallery contains
four statues that look exactly Hike gargay
They have been treated! with permanent fi
fire spells and glow with a light that shift
beteseen blue ane! violet, Their eyes are scry-
ing relay:
The statues are meroly a distraction fre
the real danger: the magical paintings on
walls, Two af the paintings are land
(unless PC has been trapped inside ane by
passing throuxh the double dors i Room 1
The offer eight paintingsane portraits, each
depicting a different humanoid: a bearish
yugole cen hag (Magoosia, describe
in Area E aoane in a eed felt cap
(Questrin, deseribest i ewan
execulioner’s hood (a ninar death}: a young
girl (Ilya, the servant whe preceded
Vasilissa) a crow & ind a Kobold
Each painting is set in a solid silver frame
worth 2,000 5p,
Ifanyanestands in front of a poeteait to
view it, the painting gradually changes over
eld rounds so that the porteait looks mare
and more like the person obsceving it. Th
alleralion is permanent ualil another person
eww th
There ts a 2 pee change (nen
umulative) that the painting produces a
clone of the person Viewing i, The clone
38Jeaving it blank. IL
fe of the original, and car-
Figs the same Weapons, armor, equipment
and magical items. The items disappear if the
is killesl,
There is a 40% ehance that the clone sill
mediately try to destroy the original per
son, If there is ne immediate attack, the
be handled like an NPC by the
PC will always be trying to eon-
he rest of the party that it isthe"
person, and may urge plots a
aPC,
One of the paintings hides a secret door
ng fo Are EL,
Area F3: Alternate Reality Tokyo
takes the form of the modern Earth city
shrink twa scale where a B0-story sky-
scraper js about five fect tall, Tiny homes and
Pagadas dot the landscape, and! the average city:
Inhabijant is just one inch high én eomparison to-
the PCS, The serying. relay for this aren is a rotate
dish on top ofane of the skyscrapers.
¢ daaors seem to hover in mid-air one
ave the ground. All three are made of
od Inuit ne (leading lo Area G) has a handle
mavde of pod. If the praper sequence of knocks is
used! (1//2)it gives arcess to. Area GL
Agra mist farms the “walls” and 30-foot-
area. This mist is the Ethe-
high
real Plane,
Rampaging through the city rd Bike
That is tearing great chunks out of the
weS. In relation fo the PCs, itis abou
all. Finy figures flee in terror from it, while
fist-sized metallic “heetles" (tanks) shoot tiny
projectiles that bounce off the lizard. Father, the
onster i HAM fot tall
Ifthe PCs merely watch from a laorway, the
lizard ignares them. Should they step down into
the city, however, it immmediatcly attacks th
threat, The PCs remain at their eurrent size;
to the
SUC IaET Ta}
| Area F3: Alternative Reality
f Tokyo, a six-foot-tall huantany PC is
S0-foot giant, Unless they are catefal, {he PCs
will squash dazens of innocent civilians swith
each step.
Besicles its phyieal attacks, the lizard has a
wed gaze weapon. On the flest round it
acts as a niy of exfeeblement On the secon round
tacts asa costeaf cold, inflicting, 144+20 points of
damage, and from then onefires unagie isles a a
rate of twa pet Found fone from each eye) that
cause 3443 damage each,
Ifthe lizasd is reduced to one-quarter hit
points, it lumbers off into the mist. Without some
magical means of entering the Ethereal Plane, the
PCs vill be unable to Follow.
trip
Giant Lizards AC 5>MV 15; 1
9; OAT
bp58;THACA
Dmg, 16/ 1d6/3a8:
39Bite ee es
Area F4: Fountain Room
Greve
Orange
specially diabolical DMs might want to have
Boba Yaga teleport the PCs here white the
still suffering the effects of being shrunk b
magical flowers in Area F, In this case, the i
receives a +4 bonus {0 armor class and hit points,
hhas triple hit points and atiacks for tripte dam
agerithas ne gaze weapon, how:
Area Fa: Fountain Room
This area is filled with the sound of splashing,
water; characters mast shout to be heard. A. foun+
tain dominates the af the raom, A pool at
the base af the fountain is filed with multizcale
rod water. Rising oUt of this poo! isa stone pillar
whose sides have bec
monstrous heads, Out of the mouth of each he
springs a stream of colored water af a di
color red, green, ineligo, orange, violet, bl
ryellony, The streams are up into the air ands
carved into se
40
into metallic grates set into the floss, where the
awater drains away:
Each of these streams af water has a different
ical properly, effective when (he recipient
stands on the geate, The red spray restores 410
an neutralize poison,
The indigo spray can eure insanity. The orange
an regenerate missing limbs after 214
ersioa (ar one raund if the severed
limb is touched to the body). The violet spr
offers negative plone protection. The blue spray
ets can restore bo Hh re that has been
tumed to stone. The yellow spray curs disease,
afness, or blindness.
king or touching the multicol-
st mtake up to
ing a 8asat 1)
are
se effects fromm the
Anyone d
cored water
seven saving throws (roll Ls, tre
aiter determining haw ma
necessary, the DM sheulel ela
following: list:
+ Save vs. spells or suffer MED points of dam-
age.
© Save vs. poison arsuffer heeffvclsof Type N,
poison.
© Save us-spel
«© Save vs. spells or lose the use of one limb
which with
+ Save vs. spells or lose ane point of Strength.
‘e-Vs. potification or be tumed to stone.
# Save vs. spells or be striu
334), deafness (4-60
0),
‘The waters gain their pawers by eyeling through
the fauntain; any water removed from the foun
sain immediately loses its magi
The eyes of the monstrous daces on the pillar
serve as scrying relays. aba Yaga makes fre
quent use of this fountain {and partakes of its
healing, if she is injured). She does not take
kindly to strangers using it, and sends her pit
fiend henchmen from Area GI to deal with
intruders.
A secret door
by disease (01-
‘or blindness (67+
ellow ("yall")If the proper sequence of
knocks is to Area G2
A.second secret door, behind the indigo stre
leads to «Area F2, This dao is wieand lockos
Area Gt: Pit Flend Lair
Thisarea isesteemely
ture into, botl bes
af searing-D
Fudous for PCs
ofits natural haa
that erupt fron
bocause itis home bo four pit fi
All “roams” in this area take the forn
rough-hewn stane caverns with 30-foot-high
ings. The only illumination is from the jets of
flame, whiely burn with a ghastly ted light. Each
inflicts Ie points of damage to thase who pass
Within 20 fee! and 2«H points of damage to thase
‘who pass ssithin 10 feet, Immersion in the flame
1al6+13 points of damage.
When not serving Baba Yaga elsewhere, the
pit fiends why the hours by pla
game of tag using fireball spells, Fro1
Lime, one oF more occasionally vanish fram sh
having used
the others. When they get b
they use an aisneed ilusion spell to pead
image of mortals worshipping and sail
them. While playing. the pil finds leave their
clubs Iying against the wall in Room,
‘One of the doors in this area is
inseribed in tiny letters
strange charactors. (Il will need to be translated.)
This isa clue to the "passwort" that gives access
lo Areas ©: its translation and sol
sie the inside cower.
Another door issilver, ancl leads to Area For
lo Area F3if the proper sequence of knocks is
used (5473). The thied door is of black iron and
leads to Area H-or to Area HL if the proper
sequence of knocks is used (3/7/2). This door is
also wizard locked.
Using this area to pass to another is highly
dangerous, due to the pit fiend’s ability to detect
nd leads to Are:
9 a verse, written in,
BU eur
Area G1: Pit Fiend Lair
led pis
to Farfi
incisitlity ava detect murgic. There is a 200%
thal one pi fiend will be whichever room the PCs
center (Room 1.2, or 3). Fortunately, the noise of
the pit fiends! fag. game ond the sla
the flickering jets give 0 +15% bonus to
altempis to move silently or hidkein shadows.
The pit fiendtsare Baba Yaga’s henchmen and
do her fighting for ber. If Baba Yaga observes
thieves or vandals elsewhere in the but, she
jers one of these pit fiends to teleport tw that
area and deal with the problem.
Each pit fiend carries a dimensional key (a
inzed chicken foot) that allows it Lo teleport
pelsseen areas, Each also wears a collar arouindd its
tized stone. Should the pit
jend disobey or betray Baba Yaga this collar
rate spell upon
ly wilh a
rns it ta dust, Should a pit,
servitude, it makes its
h
jend thus be freed af
atThe Deadly Dance
to Mee ML
way to Area L its to By
ability insicle the Iho
Baatecu, Pit Fiends (2
HD 13: bps a; TE
poison, constricliot
half damage fram
fearless (20}; XV 21,000 each.
Area GZ: Escher Stairs
This area is designed to confound 9
swaoden doorway at the
inastarkness
No matter hav the PCs enter, they step into
rea G2: Escher Stairs
gg velay in this are
Now: The pit fiends are unable to use their gate
AC 5: MV 15 FL24 (Ch
C07; HAT 6t
Led / 14 / db /Ust6 /2ah6/ 28; AY. LE: 5
fear aura; SD regeneration,
ver sevapans: MR 50%; BML.
heross-shaped room with a pls
id of each arm of the
cross, Helyeen thearms, staircases lead
the soon through plain wooden door that floats
al the center of the roam, one faat off the floor
This magical door cannot be wsed asa exit. A
small, round glass window set into the door isa
seryinng flay.
‘Anyone opening one of the athe four doors
finds 9 staireqse that leads np into darkness.
staircase fs followed, it Toads tothe original room
iter 200 feel, Conversely, anyone descending, one
ircases between th
army of the cross:
Jeads back into the original ron
-coreespaind bear te same numb
“The migldle 104 fact of each stairway’ (50 feet
in fori either ofits Wwo entrances) is filled with
magical darkness. A fight or dispel nangie spell will
‘lost 20 feel af this darkness away at a Vime-bot
the darkness returns alter 25 rounds:
nly ring the darkness or searching,
Dy tonich can the exits from this room be found.
There isa silver door leading, to Ares E (or Area
Fra with the proper sequence of knoxks: 8/4/3)
sairease 2. A bronze door turned green with
Yverdigeis leads to Area M (or Avea SI with the
proper sequerice of knocks: 5/2/1) in stairense t+
‘A plain wooden dar in Staircase 3 kevs (0
‘Around its door frame is inscribed a verse,
veritien in strange symbols. (It must be trams
Jated,) This is the clue to the “password” th
sees access to Anais Ckecrfor its translation anal
solution, sce the inside cover
Area G3: Orchard
This area is an orchard with apple tres
weorioot deep stream of cream, The first fi
Oleach bank of the stream i= made of puslding:
Snyene stepping into it sinks to a depth of six
anda
Hhes befose finding solid purchase, There are
scattered bushes and rounded boule.
“The area is enclosed by a ring. af hurricanes
force svinds that have thece times the power of 2
ist af wind spell. (The aic inside the orchard
Freel is ill) Anyane venturing, inte these winds_. Area G3: Orchard
Or
Cove he
0. SB A
se,
ORS
is burled back Ic4Ith feet, and suffers approprl-
ae falling damage, the winds alse to
ing" 30 feet above the orchard
Ai three points in this stirling; amass of wind
adistinct-vortesean be seen. These are the portals
lo Areas GL, G deposit anyone
epping inte them ac is pro
ted bry anvatwadaitce spell, which must first be
‘overcome before the portal can be used
The cream stecam and pudding banks are
Feedible, although overly sweet, Five af the
nul bear either red, green,
Oo golden fruil that is non-magical, An eve-shaped
kknothole in each twee serves a5 a serying rehy:
The sisth txce has a blue ribbon tied around
es and bears magical apples of
all thece colors (Ix11 of each color), The red apples
pedions of titality, the green ones
fact as potions of speed, and the golden anes as
philters of lave, Eating, an apple takes 1dt+4
Mie eC ee
rounds, Picked apples remain fresh {andl magi-
cally viable} for Id days.
‘This apple tree is actually a young, teeant I
reacls violently to evil en sand actively
moves away from anyeane trig bo pick its fr
It must be talke ts apples
ly thal says they
jm. the treat hal
into giving
‘andl sill cooperate in any attempt to tree i
THACO
nimate normal
ML champion
‘Treant: ACD; MV 12; DZ; hp 3
HAT 2 Dmg 248/208; ALCG)SA
er surprised MR
(15); XP 2,000.
“The ollie inhabitant of the garelet is Ls, the set
vant girl who preceded Vasilissa. ya disobeyed
Boba Yoga, and sniffed one of the black flowers in
area F. Asa result, she was palymorphet
talking, bed
#1 for her disobedience, and instead found
another use for her. She has impelsoned Uy
in the orchard, and calls upoa her from tine to
time to pick magical apples for her. dlly
only one the treant will allow Lo pick the treant’s
ples; she befriended it by giving. it her only:
her blue satin hair cibban.)
Hiya has exist
and cream
the PCs are ly
in the nearest bush. She desperately wants to be
turned back into a little girl again (0-level
human), but is wary of strangers, She would also
like to eseape the hut, but is terrifled that Baba
Yaga will Kill especially after her
romarks that Ilya has grosvn “fat and juicy.”
Ifthe PCs help her to escape the but, it will
turn out that Ilya is the daughter af a powerful
ruler. She herself does not realize th:
princess (she wasswapped at birth for a se
vant child by a vindictive nurse) but her tru
parents have just learned this fac
a here
possessic
aaWise Cae
searching for het
Iya knows about the serying relays in th
Hicapts to caution the PCs about them,
dU ihey start te speak of ating her. She ean
appearance of mast of the
aiveas on Level |-But not te sical
Contents, She devs not know any’ of the secret
Knacks
Hedget MV A HD 1/2:
ACO nik: #AT wit; Dang nil; AL LN: SA
MME nly ML-aunstealy 46)
Area Ga: Stables
a4
At the center ofthis dimly fit room isa huge
pile of silver shavings (total value about
SO.000 gp). A horribly tovistesd figuane with the
face of astwvarl, tal af rat, clawed hands of a
bind, and grayish, stakelike skin is shoveling
Area Ga: Stables
Sortie
this treasure in through the open door ef one
of the forse stalls atthe rear af the room, The
‘aos of the stalls on either side are securcly
shuts a bright light sh racks
around the edges af the
‘A set of double doors at the opposite end
of the room features excellent locks (-2
panalty on open lacks calls}and are.
ally barred and Behind thea
fies the Ethereal Pane
‘A wooden door banded with strips of
bronze that has tuned green with venlig
Teads to aren M (or to Area M3 ifthe proper
sequence of knocks is used: 5/2/10
wooden door banded with strips af black
iron leads to Area H (orto Area HA with the
proper sequence of knacks: 3/7/2)
A soeret door, hidden behind
dle clotfy thot hangs froma peg on the wall
Teads to Area G3. A verse has been erudely
dusty sack
irved ania it in strange characters. (HE mast
be trans!
that gives
password
for its trans:
jon and solution. side cover,
‘Abraken chunk of mirror, propped against
the ppposite wall, isa scrying relay
The figute doing, Me shoveling, is Jolnag. a
broken ong. He was once an evil due
fighler who sorved Baba Yaga sa be
gle porch
hier wealth, Baba Yaga expe
imi he Became’ a broken
been assigned to tend the stables=a Lask
consicers lag lowly for a noble fighter,
Jolnag hh
level) and THACO
nat ox inpistbifity upan bi
when he was ¢
asl eviaagen
per round.
kod, Jongg, flees into Room 3, and
1 (a nightmare that he has
2 Itextra silver chips)
Tots its
befriended! by
io the fightingMU Ce EC ae es
Jatnag (Broken One): AC 3: MV 9; HD: hp 3
THACO 12; HAT 1; Dmg Ie} Idd (clave/clasv) or
2H {Shavel}s AL NE;SA nilSD regeneration; MI
nil; ML. steady €11)5 NP TOD,
Jolnag; knees avhat the stalls contain (the night-
mare mounts af the forces of Ligh! and Dark-
ites}. If intinnidated ante talkin wn revel
that these farces have came to pay homage to
Baba Yoxa, who can summon them at will
Tolnag also knows all the sceret knocks
requined to access Level 2, butch
rememberthenn and needs to be in front of partic-
Jar door se that he can count the number of
serateliesmn its hanclle andl thuss know the seer
Iaock, (A bai lis there ne scratches on sane
alles, but they aresempletely unnated to thesecret
Knwicks.) folnag, will che his best ln escape from the
PCS, perhaps running aver twa serying relay an
rai fa Bp fay Haa Yaa he" iva go
smiaoal she just might ask one-af the pi fiends From
Area Flo teleport in to assist John
Jolnag, has never been
as that bean’
Band doe
can speak and
readl Baba Nays
2% The door te this stall ix securely shut, Insicle
is the mauntaf the force Light. a nightmare
Jow's a brilliant whit the sun. Its
anu Irappinge are also white, and tiny
white flames flicker from its nostrils. The
flagstonesef the floor are smoldering, where
its hooves have touched them, The night
hay physical form now, but shoulel
Light mount it the horse bes
stantial a
3. The di
mount of the
fs stall is-open, Invsicle is th
rkness,
inky black that sens t
1 Ils saddle and trappings are
tiny black
stones of the Ml
its hooves have tou
htimare
whos
ab
also black,
ils mosteils. Thy
smoldering when
ub all
them. The ni
Dut shoul
[becomes as insubstantial as a
re has physical form now,
Darkness mount it, the horse
a
4. This stall is empty. Those who Joak cas
al the flagstane floor ean sce that it has h
prints burned inte it. A sing
lows will a faint red light lies in ane of the
Nightmares (2): AC =I; MV 15, FI36 (C): HD 616
hp 37 each; THACO 17; #AT 3; L
Iehoed / ele /2c; AL NE: SA burning hooves
SD paralyzing clovd; MR nil; ML elite (14):XP
2AMt0 each.
Area Hi: Baba Yaga’s Bedroom
This area has been built on two lev
silting room, and atv upper bedroom. Twin,
4sBier Ce EL tat
ot to the bedroom. Ceiling,
t, and ceiling
com is 25 feet.
of stairs rise 15
height in the bedroom is 10
height over the sintir
gy roc is: nm
rounded by
it. The view (w
reraftemount
ated by a large,
window that has a seat below
ch gradually changes, as if
{icamera wore panning. a
7) isaf whatever work
currently occupying
her side of the bay window are
woudlen doors. One, has.a glass handle, and
teauls ta Atea D. The other, which hasa hon-
leaf pure gold, leads either to Area G or
(orith the peaper sequence of knacks: 2/446)
toaraGl.
The sitting
10m is also furnished with two
's face. (The eyes are scrying,
of the couches isa secret
13 H2. [Lis both rizard
cod with asyombut of exp,
2. The upper area, of bedroom proper
ornate fowr-paster bed covered! with a far af
arm, a7 OvAD table, ancl comfortable an
chair, The latter functions as a rug of smote
ts wing-shaped arms closing in upon any
{except Haba Yagay,
hy &8 a triangular vanity table with a
‘are 20 perfume battles
‘of various shapes and sizes. Most of these
cent, but two hold magical
nd cuted eat
Jone opening one of these battles must
save Ws, spells oF suffer its magical effects
‘Also.an the table is a bottle of clear liquiel
swith an
Hid. This is a salve of far
Energy Plane,
table holds. a
rot drawer ian the 0:
map (of Area €
labeled "Middle Section of De
in the drawer are pages ten oul of
Hooks, each with a different wi
Area H2; Treasure Vaults
5
impaal stasis;
ive stop.
also noteson how
umplify
a 10% chance that Bab.
earea when the PCs ente
isa will
be int Oth
awise, she may be walching from her control
room, She deals harshly with those w
intrude into-this private sanctum, tele porting,
J returning with the pit fiends
Area H2: Treasure Vaults
In this welleguanded treasory, Hoba Yaga stores the
wealth that sh umulated in her travels tor
hundreds of som holds the
ent of one million ypworth of treasure,The vaults are guarded by a greater yusgo-
loth that has a bear-like appearance and that is
utterly loyal to Baba ¥. ttacks intruders
om sight.
Inaddition
can cast mirror inw
ability for the indepen
dently of the real yugoloth (for example, mow
to block the entrances to the vaults while the
yugoloth fights). It also is immune to
affecting attacks, as if it had a per
blank spell cast upon it
unique
CMV 9 FIO
ly RAT 3: Dmg,
SA fire breath: SD
Yugoloth, Guardian, Great
(D}; HD 10; hp 58; THA
Td LO/ 10/1013 ALN
spells, hit
charm, fear, hold, poly
ph, sleep
wnly by. magical wea
18); XP 11,000,
L. The yugoloth stands at the exact center of this
roan, whore ft can use its 30sfoob-Long cone
fire breath
har
to attack ae
the yugolath atiempts ta
this room, where the fi
ills. IE forces
fo has eamtereel a ¥
‘aluables,
adding from this area are
wizard locked. Additionally, the aloor bead ing
V1 is markoe witht symbol
This vault hol
every des
jumbled piles of maney of
Pilling oul of chests are
platinum ant cles
trum coins. Mixed inate paperdollars (unee
to the PC), shells thal
as coins, bars of precious metal,
tokens, quills filled with gold dist,
and flat squares of aealorful, sible raat
with a black st
edit cards). Acoin with an eye
it has been sot into one wall
asa crying 1
nous
pe alow
BUC aes
PCS entering this wault must svevs. spells
will ally or suffer the same effects as
those produced by the spell rourprusicy onter
While in this room,
This vault holdsa fortune in ger
from huge uncut diamonds to t
stones, All ane stored in velvet lined
of in pouches. There are also- huge “thunder
ed brown stones that have
more gems are set
Lange maby is-a scrying
ranging
\y precious
Lis vault must save vs. spells
With a -4 penalty or bes
inside this raom feven upon
seous while
sn visits),
shelves or
This vault hokds jewelry, stored
volvet-lined display cases. Theee are crowns,
eeKlaces, rings, gilded belts, earrings, and
snccallions, all of them made of precious met-
als and encrusted with gems, There are also
strange loking pieces made of dack, twisted
mel wnts made of feathers!
necklaces sir sass be
ule of astrange substance (ph
rth lashing lights tara, clisplayial ina
case al the middle of the room,
‘gem thal serves as ase
a7Bt pee tle
Area H3: Clockworks
1
2
tot
PCS entering this vaull must save vs. spells
wilh a1 penally oe sullen eft
those praduced by a staff of withering. No hit
points are lost, but Ihe PC ages 10 years per
Found spent in this coon, This effect is per=
nent,
similar to
This vaul! bales antiques and gare householt
treasures. Thes aborate hand-blown
5 and sp
h wo
Tiny jade sculptiness, delicately paintodt
liny gold nid ilt-framed
portiaits of ss af one of these
portraits are se
PCs enterinys this vault revs. spells
val ine cffects
those produce verlessnes
while an this roan,
oils of deities,
with aps
Area H3: Clockworks
his area takes the form of two gearshaped
rooms that rotate against each other se thal the
niches in their outer walls mesh like teeth
gear. One full rotation of either room takes bé
minds; on each round, the “tooth” of ene room
atches up with the corresponding gap on th
other room.
Once every 16 rounds, an archway opens-up
that allows access from Room 1 to Room 2. (1
archway is shawn open om the map.) PCs snaking
this crossing must do so within one round rst
fer 66 points of crust
g damage.
‘The ather doors leading, irom this room tlo acca
Dane Area I) are permanently lined up with
those areas, regardless of the rotation of Roont |
A secret Loar in Room 2 is ikewise always lined
p with Aren H2, regardless of the rotation of
Room 2. This door is wizard locked.
PCé entering this area mus! save vs, par
Iyzation ar suffer a -2 penalty to attack rolls die
ledizziness fromthe rotation.
pedtestals, collections of pocket watches,
hourghos ils, water chacks, and
weird Luoking boves
adie of an une
al (plastic) that house
48Area H4: Skeleton Closets.
slowing numbers (ligital locks).
Each slock is set la slifferent time. This ax
is filled with loud ticking a
at least one of the clocks will either strike the
hour oe ring as alaren bel
Three of the lacks (one im Raom Land tivo
in Room 2)ate magical and procluce a spell effect
‘cach time they strike a particular hour. While the
PCs are in this area, these is 9
sone of these theee clocks Will go off, Any charac
ters in the soa aust
Penalty or sulfer ill effects
Each of the magical clocks has a different
a grandiather elock's bong produces the
me effects as acim a hauager small wine-up
‘losk’s loud alae Bell proxtuces thes
an
every few rounds
chance th.
effect as
Whistle clupti
ch wf these clocks may be resct for the
fleet to go off ata particular hour, (The DM may
tes the effects af pipes
af pai
Wie ta
hoose which one goes off whi
roomy the next 8
and three hours
The sery
na the door
snl the gh
Area Ha: Skeleton Closets
ap clock in Room 2.
This long, Iwvisting ci
lanterns whose fuel is nearly depleted. It has bt
different doors, all of th cen wi
tbrass handtes-except for ane doar with a gold
hhanulle; this daor leads Area G for to Arca Gl,
if the corruet sequence of knocks is wed: 2/4/6).
A seeret dour lending te Awea H2 is wizard lock
idor is only dimly lit by
ach
ther
Armor or cortaded plate mail. [fa close! door is
All the ether doors open onto closets. Inside
closet isa skeleton dressed in ralting |
opened, the skeleton inside immediately springs
ul fo attack, punehing twice each round
The skuletons haye been fossilized and have
bones.as hard as stone. They have higher tha
normal hit dice (and are turned as 10 Hit Dice
monsices). THACU, and hit points, and a lows
acmor class, Holy water intlicts only half dam
(dd points of damage) per vial, butte te their
fossilized state these skeletons are vuln
te rock nd stony to flesh spells,
hee of thy
transa
E
Skeletons (12k AC 5; MV
THACO 11; WNT 2: Ding 2
mui
tweha
ercinyy weapor
2.0000 cach.
MR nil; ML special;
The first two times the FCs apen a closet door,
confront only one skeleton. The third time
closet door isapened, however, all the closet
oars fly open and all the skoletons leap out to
altack. At the same time, the cosrider is plunged
a9Bote
into inky blackness. Hoth nermal and m
sources illumination are extinguished.
‘On the next rovnd, the lanterns begin to init
rays that they cause any metal or bone loi iy
thesame manner that it does on on X-ray pliote-
“raph. li this Wight, te attacking skeletons can be
arch as dina, white farms. The PCs bones ane
emir abso glows; fy the confusion, the PCS
heattacked by their oven companions
Any PC who declares that she i trying to
determine Whether the skeletal figure fneing her
is friend of foe atttomatically loses initialive an
that round,
There this area,
po serying re
Area Mi: Creature Cabinets
This room is fillot witha dozen glass-fronted slis-
plny-eases of varying sizes, Each holds a motion:
Jess (apparently stuffed) animal ina diorama of
hallway bisects the room a
old door on ongenct leads to An
Grif the proper sequence af knocks is used:
8/244). The door at the opposite end of ive hall
madeaf frosted
J secret trap door inthe floor belween (wo
of the
‘part vay’ thromgh so that the PC wind up
limbing, inte Area 1, The door to thislisplay
ase is looses there i 4 50% chance that, once the
teloor has been opened, vibrations from the
the Display
bincts leads te Area L:gravily reverses
piston ie Area [. will jar the front
Case, causing it to swving open.
Cabinel 5 is empty its lass sides serve as servings
relays, The other glass display cases contain
smail mammals-a beaver, chipmunk, ferret, (0
gopher, mink, monkey, opossim rabbit, raccoon,
rallying, squire, Each is very much alive; the
Cabinets funelion as jarsef preseretion, keeping
the creature in suspended animation. Opening
+ fraat ef any display case breaks this
ihe crete withi
sight appear to be harmless
‘are in fxct animals that Baba Yaga
While #
mammals, th
has magically
Ea PC looks close the can tell
ere is something, pecuiae about the animal's
mouth, But close abse
who looks carcfully al an animal meets its
Unless the PC saves ws. spells with a
charactor is charmed and feels compelled to open
the display case and steoke the animal insic
‘h vampire anignal has 9 higher than usual
intelligence «5) ancl pretends to befriend the PC
who opened its cisplay case. Ht plays the part of
devoted pot until there is an opportunity to feed
pitiously upon this hast (perhaps wh
PC is sleeping
Vampire A (8) AC EMV de
uaumnaal, stalls H18+3; hp 39 cache THACO 13;
AAT 1; Ding 1d AL, D1 or better
magical weapon to hit 3
MRBe aera
The vamp
per round.
animals rep
pon reaching zero hit points, they
nel must flee back to their
cases that is both
sees fo
of the
intact and empty- ns.
Like true vampires, these a
immune to poison, paralysis, and
and sleep spells, and sulfer
feom coll or electricity. They ¢
form at will and can sp}
shape change.
The vampire animals haveall ihe same vul+
nerabililies thal vampires do, They can only
drain life enerpy levels outside the bu or in arcas
of the but that give access to the Negative Energy
Plane, but cannot turn any but another animal
viclim into a vampire by doing this. They can
only summon “lesser creatutes" (leas) when out
side the hut.
Due to-their lesser intel
limb, but cannot
e-any attemp!
by a vampire animal lo-charma character onl
rwsnlts in that character tating, kinally toward the
animal and wanting, to peti
Area MZ: Chamber of Hallucinations
Thisarea does not contain a sceying, relay
When the PCs fis! open any dewor fe
this area, they sewan empty 5O<80-fa0t room with
stone walls and floor anda door én th
each wall
Area M2:
Chamber of Hallucinations
Doorways lead to:
M1, M3, and M4
d Any cha
who use a
The empty saom is, in fact,
ters who successfully disbelieve it
tre scciug spell or gem of seeing briefly soes one
of the hallucinations described belt,
Assoonasa character s
daor behind him vanishes and he enters a st
dimension in which only hallv wd lncid
fer entering the Koor
he DAI can choose
yestions or make up others:
of bubbling, mud pits and
scalding, geysers undera sky filled with ominous
athe
ups inte this
ations a
Anendless pla
rid elouuls
A snowy pl
up clouils af snow. The clouds take on
n ravaged by howling winds
rous, ghostly shapes
The bottom of a rat
rec with slippery gre
A menacing, shadaw
pairsaf glowing red eyes po
Hed pit whose
alge.
forost with dozens of
ngeut from the
51PUTe erate
waderbrush.
pet razor-sharp valcanic
obsidian, across which seri yellow smoke
blows:
A battlefield upon which rotting corpses lay
layersdleep, picked! at by vulieres.
The PC can interact with {he hallucination,
manipulating objects and mow
lanclscape. While the DM might eare to assi
alamage aupe, if the falls into a
mud pit or is cut by obsidian), no ae
occurs, Any items the PC picks up vanish,
asthe wes this area,
The hallucinations in this area cannot be dis«
pelled, «lisbelieved, or seen through by means of
spells of magical items, They are nat a magical
fect, but a result oF the character physically
centering, the dimension of dreams.
‘As the PCs enter this area, the DM should
sepavate the players and describe to each one
the type of terrain that his oF her ehvaracter sees.
The secret to leaving, this aves lies in-conserisuss
the PCs must all agrce on what an exit looks
like before it will materialize, Any exit thus cre-
ated leads te a random location; roll 1t3
M4). If the
characters have seen one of these areas, they
thout a random if they all
leads to it.
The DM should siviteh back and forth from
fone player to what each character
is doing. As each player declares that his or her
characteris looking, for a vay out of this aren,
DM should ask, “What dla you! think this exit
would look like?"
Assoon as another player d
that is similar, his.or h
across the
should then leave these tive play
cass what has happened, and continue askin
other players whol their characters are doing
Eventually, the players shauld realize what is
‘Characters may tey la contact one
through such spells as ESP, greup mind,
cor sightlink. Once
port tovone another's hi
now know what the other
terrain should Fook like. Alternatively, a PC may
sage fac 1 Tocale alijecd to fina the oy
srs. A fil the path spell reveals the secret for le
ing the room, but the spell ends ashen the PC:
make their exit.
e-crentun
Area M3: Testing Labs
Baba Yoga uses this area.as fi
sh ned and for lesting new ma
items she has created. The scrying relay’ i this
area awe three glosseyes. They are inv sible aid
ey levitate. Cursently, they Hover in Roars 1,2
3, turning to observe the PCS.
has lea
1. This room has three doars. One is a I
door with panels of blown glass that 0
of Are
‘but has been decorated v
horseand a tree, done paint, files
Awa (or to Area Gd, ifthe proper sequence
af knocks is usec: 6/274). thine door isalse
n excellent lock (-20'
locks attempts) and isalso i
There are two ornately carved cabin
this room, Both are locke
number of tray-like drawers, divided into
cubbyholes that hold various alchemical sub-
stances: pewdered minerals, ground yem-
amples af dried dirt
and chemical powders. Inside the ol
et area number of raw materials for making
nagical items: wandeshaped picees:
tal; plain bands of metal th
can be made into rings: blank pieces of ve
Jum and parchment for scrolls; and inks in
every calor of the rainbows, made from vari
‘us alchemical solu
distorted view
melal and crBUCS tea ene
2. This room contains two tables,
lool sitting in front
Henis from the eabinets in Room J are
Sut across the top of one of the table
labor
amid all the materials
This is a damaged staff of poccer that taba
aga is trying to repair: Most ofits magical
Properties function normally, but it has some
: Serious glitches. If the staff's hi
Power is used, the not the tang
sallers electrical slanage. The ray of ve
end and purratysadion powers work, but the
aim is off: there is 50%sehance that the ray
Peoduiced misses the target and steikes 9
Hom creature within range (but tet the
Willer). The cone of cad and fireball fumes
tons work, tut thoiecommands ane reverse
It¥ing to cast one produces the wther, The
tobe of i lity power works, but
Within it goof inside they
1bLe appears to be bare,
With papers that have been
sprinkled with dust of disapsneance. this
gels blown off a map is mveated. The map
shows Area G3e (min 10085) and is
witha
A variety of the commpo-
Area M3: Testing Labs
ate blackened, and others
i oF Stained with stneaks of
aheled “Death Toap, Upper Seetion,” There oil, Tarry Black gunk drips from the ceiling
are alsa two pages torn tam a spell book « remains of an expladed black pudiiyeh
‘One sheet contains the binding sprll, with tre is. 20% change trolled separately for
nimments an the possibility of combining each character) that it will rip on anyone
the effects of hy 73¢d Melamors this room, causing 16
hosis, ama seinfutics courtaiument, The ether
sheet contains the freee spell
Another paper cantains notes on haw a
wizard might cast a spell that duplicates Ihe
ries! spell abjurc. A final piece of paper cone
tains nb nots on experiments in agin
eel pris,
iticolored mushyooms grove tn a clump
ceamer, any character eating. one terns
me colar as the mushzaam eaten fi
hour. If picked, the mushrooms remain
fesht for db days. & sceret door behind the.
the powers of a micnir of bile trapping, Unforlin Mistiroom patch leads to Area NL
Nalely these nots age incomplete; spells may
fot be cast from theselattertiea papers, 4 Belhind a locked doe isa hallway heading
fo an actagonal room iwith a pit at the cere
3 The walls, loos, ancl ceiling of this room bear tet, The pit’s walls are made af magnetived
metal. Lovse metal objects fly ioward them,
‘Any character in metal armer who advances
the marks v
‘within it.
(i ,Bot ety
‘Area M4: Armory
teh
to within five foet of the pit must make a
Strength check: ifthe check fails the character
is drawn inte the pit and slavly sticked into
its depths. It takes tor rounds for a vietim ta
completely disappear into the pit, vi
can check each rond, but there is a cumula-
tive penalty of 3 foreach
Anyone trying to pull a victim free rust stc-
ceed witha Stength check, or face the choice of
either letting go-or abso being drawn in, Th
rhumber of checks that may be made is equal to
thenumber of rounds remaining before the vie-
tim is pulled into the pit; each attempt after the
first is subject toa cumulative 3 ponall
‘The pit is filled with swirling dust and
appears to be 10 feok deep. Il contains a per-
manent distidegrate spell that slestroys any-
thing that enters it. Baba Yaga usos itas a
esal unit for failed or dangerous magical
itoms and other trash
Area M4: Armory
This arca contains examples ef armor t
J Baba Yaga Bas wisited, Thee
suis of armor in all, each displayed an a
pe (preserved with il
of proservation) that sores. as. mannequin, The
armor include: bamboo stats,
n chain mail, a futuristic looking clear plastic
Hot shield and helmet, padded lath, 3 World
War | German infantry
from glittering dragon scales, an elaborately
embroidered {and very heavy) rabe that has a
hhidldon chain anil Lining, and eleven suits of mor
mal plate mail. The oy jatter
sorve as serving selays
Each a
pprapr
tion area shuld aff
head (it functions ag pare af
ing, anc a scimitar of spa. There is aso a World
War | vintage hand grenade, which the DBt
should describe asa mace. Any charactor using
this “mace” has a 25% chance (per battle) af
ing it to explode, inflicting 46 points damage in
a 20-foat radius
A plain wooden door inane swall leads to
Aroa M2. A spiral staircase in the e)»posite wall
‘winds ils way up 101 feet tova teap doar that gives
aceess to Area L, Gravity is reversed on the other
sile of the trap door. The othr exit in this roonis
a secret door, bohind ene of the suils of armor,
leading to Area
A dais in the center of this room holds a
mie block into which a teaming silver sword
with a skull-headed hilt has been Iheust
Engraved on the block are the words: "The war-
rio wwheralraws me shall command the dead”
This intelligent weapon is chaotic evi, but its
aligament has beon concealed by an undetectable
Alignment spell, The siword is a +4 weapon and
eof 14, ams ogo of 16, and the
9’ to select Rood in a 60-font ractius. Its spe-
cial purpose is to kill lawful goo creatures;
al of the wo
are |
nified humanoid
aemor made fro
the ma ns holds,
weapon
jaded inthe collec-
taf snar-
mr whose emblems isa Mex
IsBare Cee tas
when in pursuit of this goal it cam east amimat
dead (as a 20th level wizard) once per clay on all
100 feet of its wielder. The dead
longs w
es wh
1g the stcond from the stone requises a
gales roll. Anyone succeoding rust
saves. spells or be cursed with an alignment
change tochaptic evil. The cbuaracter cannot thot
the sword away
‘The character fights anyone who tries to take the
sweapon before then. But once the remave curse is
character's alignment reverts to normal
room is protected by the ghost of a
warrior foam a highly mechanized world.
chin
noe curse spell is east,
fat
"The ghost appears to-be herman, but has
cry implanted in its body. One eye has boen
replaced with a glawing light, while one of its
arms and both legs have been replaced by
machinery. I'is wearing a black jumpsuit covered
in military logos
shoots laser built into one-of its mechanical
nm vice a round; a hit sauscs the aging eff
THACO is normal and range is €0 fe
hhe ghost materializes when a PC touches
of the armor in this oom, Itis utterly loyal ke
ga (whom jt refers to as “the comman-
shast eannot eave this area,
Ghost: ACO or 8 MV 9; HD 10;hp 57: THACO Liz
WaT 2; Ds ats; AL LE; SA viewing.
ses aging, panic, magic jor; SD hit only by’ sib
ver or magical weapons: MR nik ML; XI°71000,
Tempo: Allegro
Level 3 of the hut is intended for characters of
isth level and up. No passsvords or secret knacks
ire required to move between areas G3a, Gab-andl
“ic; these three areas are all part of the death,
trap and are connected to-one another.
Accessing the control room tétea G3al) at the
center of this level, however, should prove
55Area G3a: Lower Level of
Death Trap
iremely cliffieult. Eachaf the secret doors leasing:
it hos been carefully concealed, i isnt Lik
ed by a syed of drat In aclditie
ing ane of these doors must save vs
spells with a -4 penalty or suffer a forgrt spell that
causes themto forget allabout thesecret door
The cantrol roam itself i pratectedl ry a fir
bistdance spell. The password {svhich mus
ken in Haba Yaga's native language) is “Ops
your doors to me, heart of my hut.” To learn it,
the PCs probably will have to overhear Baba Yi
using itz none of her minions has be
with if, Baba Yaga horself is unlikely to use
normally teleports from ane area to the next
within her hat, rather than using, the doors,
Haba Yaga has alse cast Vout Corsi’ sefrsal
upon the control room.
The mitrors in ares
relays. They
by
3, GIb, and G
not be broken by phy:
al weapons) and save
ry
alm
vans (e
as 2541 wel tears.
jane squane
vs magical attad
All maps.real thesan
10 feet,
seal
Area Gla: Death Trap, Lower Section
this trap om the
Ihas ths aligned it lo the Negative Energy
the planean whiely Death is most prevalent
sling ofthis nea fs 20 feet
the cotter eit to Area G3b,
smacle-of highly’ eflective glass face an exkly shapexl
pit in dhe Moor The pit emits a rapidly flashing light
Brief bursts of constantly changing sauncls accom
pany the flashes, A low wall, one foot high sur.
und the pit, The red swith gold and
nloil with hundreds of priceless go
‘The pit leads primarily to the Negative
Plane, but also cycles through a pro
ence that connects it, for
Wo each of the other planes,
uh the inner, outer, prime, astral,
al planes in turn, Through it, Baba
hopes fo lure an trap Death,
Anyone touching the ked ge stireounding the
pit opens a gateway into the Negative Material
releases Wshadows. Duke to the gate’s
he shadaws have higher than normal
They immediately attack any living
and flow back inte the pit atter redu
Tivinyg eecoture in thearea toa shadow,
realness,
Shadows (
THACAL
AV 12; HD 6+
img, eld #1;
> immune to charm,
Ml. specials MI 1400
#AT1
point Strength per touch
hold, sleeps; MR nil
‘The mirrors on the wall ate partaf astigantic seer?
marble, clesigaved to contain the foree Death at the
-comlee of the tena ©, a8 yo, incampleke-buit
56BUC a er tag
Area G3b: Middle Level of
Death Trap
wea
bie in etn
te Gs
ter passing in frontat
a saving throw vs spells witha
ity: failure rnesins that the ody is
nally nvistet ns though subject! to ln
dinavnsion spell. The effect is permanent until is:
pelle at which ime the victim
shock roll or suifer éxl8 points of dam:
When Haba Yoga enters this are
tects herself with a uegatice plane protection spell,
Area G3b: Death Trap, Middle Section
This part of th
character passing be
set into the walls (includis
room via the [Defoat-ywid
it off. When that happens, th
bogins tospin likea giant p
any of the Four “wings” of the row
between the mirrors) are flung,
is alwady functioning, Any
‘een the four Ia
hose entering, the
holes in its dla
nw heel
(those who ore
back into the narrow corners, suffering, 66
paints paralysis or
suffera 1 penalty on all attack rolls due to n
sea. They cumnot escape until the aren stops spi
‘can make bent bars /lift pales
cessful roll can
ning-unless th
rolls, Any charac
clave his way towar a dace,
Those at the center of the 00
benween the forir mirrors) are thrower inavaed koa
central point, and hang suspended
botween floor and evilin st rowel th
the trap gonevafi, they must save ws. spells with a ~
6 penalty or fall vietim to a fimvlessness spre Bat
lasts until the room stops spinning, The room,
stops spinning only if Baba Ya which
can only be done irom the control raon.-oF if a
ivish spell is used. They can be alsa freed from this,
celfect if a reverses! femponi stasis spell is cast «pon
them befon
nyone at the center of
the room must save vs, spells second tinve with
4 penalty or be inpiriseised as the 9th level wiz
anc spell Instead of being irapped beaeath the
are trapped insite the mit=
ors; ghostly of te vi
fs. ofthe Fou FEO
the viclims are fon
be ft
1 be seen
ers imprisonment spell
o clecicle What other creatures are
froed fram the mirrors-Baba Yoga ins tested her
woe STBite as
Area G3c: Upper Level of
Death Trap
to Gh Sfa
Leap on all manner of b
While those trapped at the
\will probably be a
ate sways that those (who are merely tr
the wings of this area can temyporaeily escape the
clutches of this trap, Anyone trapped in one of
the wings can use 8 lime stop spell to move freely
(despite the spinning) for 13
tine spell might also be used to eseape-possibly
inter of the trap.
reach from flaor to
wea. The ceiling in
this atea is 20 feet high, A dome of glowing bars
blocks the hole in the ceiling (see Ane Ge).
nierof the roam
thomselves, there
bk ta fre
ped in
wancls, A reverse
even to free these at thw
Area G3e: Death Trap, Upper Section
A IW-foot-Wwide hele in the floor af this room
G3b, A dome glowing bars forms a
around this epeni ly blocking
‘off the center of the roomy fromy its weings-and aso
i
58
blocks the opening itself: This
dispelled. Anyone passing between its bars
including those entering this area themggh the
hhole in the floor) must save vs. spells with =f
ity or become the victims of a bivadarg spell.
Incorporeal en sf fail their saves are not
‘only bound, bul changed into corpareal Foxms
that can be held within the bars
Each of the wings of this cross-shaped
ina point whose walls are covered with flat siit-
rors. Enel af these mirrors bearsa miauth (similar
toa magic mouth spell). The mouths erente the
binding effect by chanting continuausly. If all
tight be silenced, anyone inside the farcccage is
notlonger bound,
Area G3d: Control Room
‘The control room is dominated by a laces high-
backed chair carved from a single piece OF IVORY:
‘The chair is inscribed with runes af inlaid silver
and gold, A red velvet cushion pads tI
back contains a series of shelves: Baba Yaga’s
epell books are kept here. The DM is free to fill
with various high-level and unique spells,
Baba Yaga's magical cauldron and broom
rest on the floor nearby.
‘The mirsars that line this room serve as view
rors, once lecked onto a room,
lar to
laying back events observed by a par
y ealay during the last 34 hours.
as Gla,
Mirrors 4-13 can provide views of the an
covered by scrying relays on Level 1: Area 3 (rats!
eyes): Area B (mizror in ceiling); Area C (ey
Area D (golems' eyes); Arca E (hell hound
statue eyes); Atea F (sunflowers); Avea G (door
‘knobs); Area El (illuminated balls); Arca J (mirrors)
Area K (gem in samovar); Area M (quasits
eyesh Ana
P (water fons), Atany given
se areas are nol covered.
Mirror Lis altvays sel. tothe exterior of the but
Mirrors 15-24 can providle views of the ares
covered on Level 2: Area FL (erystal in chande-
lier); Arca F2 (statue eyes}s Area F2 (radar dish);
Area PA (eyes on pillars}; Area G2 Qwindow);
Area G2 {knotholes in trees); Area G4 (broken
Ares HI (eyes in righ: Area H2 (coin,
vit}e Arca BIS (mirror dome);
M3 (invisible glass eves);
and Area M4 (armor visors). At any given time,
three of these areas
When net but aba
‘Yaga sits in the chair, watching tke mirrors, Unless
the PCS have provisled a diversion of such magni-
tule thot it warrants Baba Yaga’s personal atten
tion elsewhere she is seatual here when they enter,
While in the chair, Baba Yaga need not cat,
sor brink, © ‘Mntusainon’s fadhf own alerts
he contral room,
shes
her to the presence of strangers i
and she immediately turns to facet
Baba Yaga tries to drive the
control room. If seriously autmatched she tem-
porarily [cleports away ta summon her minions
(pit fiends in Area GI, clay goer
Fro
controlled. Its legs can be directed to walk, run,
or fold up beneath it, or can be made tdance,
ine hut to plane shift to another world.
lity of the hut can alse be con-
trofed from here. The chair rolat yor
qquickly-at the will of the person si huis
repositioning to face any of the mirrors. By
merely thinking a command, any of the mir-
ron-except the four that are
set-can be locked onto a pa
Additionally, a person
contral the clay golems in Arca D, the stuffed
tays in Area Near the spin of Area Gb
Unfortunately foe any PCs she mabe it this
already’ permanently
F location,
ting in the chair can
The Deadly Dance
Area G3d: Control Room
want
te ka oor
mistress or master
ga is still a
far, the hut recognizes only ox
ata time. As kang as Baba
refuses all commands from anyon
in the chair-unless that person can lominate the
hut in the same way that an intelligent sreapon
rust be dominated (sce DUNGEOS. MASTER G
Appendix 3), The PC must compare her personal-
ity score (Intelligence + Charisma + Experience
hy Lost hit points} against that of
the hut (30. Ifsuccessfal, the PC ean temparanil
control the hut's aetions-until shi from
the chair by Baba Yaga.
Shaul Baba Yaga be killed the hut acknowl:
he first person
who-can dominate it. As soon as domination has
bevm achieved! once, il need not be tested again
Failed attempts at dominating, the hut resul
ima magical backlash. ‘The PC sitting in the chair
must save vs. spells with a ++
or suffer the elfecls of three sp
nnesszanel power zon, str
cealges as its new mistress-ar maste
59Concluding the Adventure
Concluding the Adventure
The POs! ady
tures inside the hut can end
ave accomplishes! the
meclillees to distract hei
was not killed and herby
of the PCs (something that should prove
extremely difficult), the hut ean always teturn
Inter to plague adventurers anol
lively, he DM might like to have the dancing hut
linger in the campaign werk
In either case, the DM
sshother Baba Yaga suceceds in her plan to cap-
ture Death and force him to promise never to
eloim her. Success would make Baba
tal and would also ha
rary ¢ the campaign word.
For the brief periox! of Death's incarceration,
no creature could die-anywhere-on any of the
planes of existence. Characters and monsters
alike might be slashed to pieces. i ted by
horrible diseases, or reach the end of th
ans-only to find that they are unable to die
spirits vould not travel ioany of the Out
cir guds or Io be reborn,
ng to their m
wracked or withered bodies, animating these to
whatever degree they are able. Plants, tao, would
not die, but would continue to grow when cut
live when eaten, possibly
ing; them indigestible). Famine might result
inva sea of plenty. Even a masquito, when swale
ted, would not
This w
ot ken over by one
edness would continue only
erhaps jusst long enough for the PCS
o-seck out Baba Yaga’s hut
we, soon as Baba Ys
h, all the effects stop and every creature and
plant that would otherwise have died previously,
ely claimed by Death,FREQUENCY: Unique
ORGANIZATION: Solita
ACTIVITY CYCLE: Any
DIET: Camivore
INTELLIGENCE:
ARMOR CLAS!
MOVEMENT: 12
EACK ded (claw)/ dedase
(classé 210-9 (ite)
SPECIAL ATTACKS: fear aura: pi
SPECIAL DEFENSES: +1 or better weapons to
Fil; non-metal weapon te bit wher inside hut;
regeneration; immunities to poison, fire, and
oll: spall,
MAGIC RESISTANCE: 75%
SIZE: (5° tall)
MORALE: Fearless (20)
XP VALUE: 30.000
Str 21, Dex 18 (42 rea
Con 22, Int 25, Wis 23,
on, +2 10 missikeattack),
Haba Yaga looks like
1 ole werman witha wrin-
1 hair, and bony bimbs
hold, swith a Tom, arty
se, eyes that gleam with vib inteligenee, atl
false tevth forged from iron,
Baba Yaga dresses in shapeless black
ments and wears shoes that often sq
ounciny; herarrival, Alihogh she prot
habble around, walking, with the aid of as
sheis amazingly quick, steang, and agi
Balsa Yaga tsevil, but her autlook torts to be
neutral, While sli has her own best i
heart, she tends to attack only hose w
threat to herself, tw her hut, or ti
Thieves are especially unvolcom
ings who are polite to a
Yaga tshe pre
Baba Yaga
|
alled "Grandmother") and who respect the
of her home find her willing to eanverse
h them. She is difficult to deal with, being ill-
tempered, impatient, and rude, However, she is
fort of knowledge ofall things magieal, and is
bound to know a number of spells that are
Uunkaowrn on any’ particular world, and she is will-
ing to exchange her knowledge far wealth or ser-
Vices. She also owns a vas! quantity of magical
Roms, some of which she may be willing to trade.
PCssccking knowledge should tread win
however, Each question asked of Baba Y,
by 1410
a she isagginys until
spanionss remark upon here
ance 0 util th
The “lost years are ps
tw-Flaba Yagsi-who uses ther |
already’ tsnnaturally long, fife span.
about the aging, Baba Yaga roy
knvoiy tao much geow old
Although she i Haba Yaga has a soft
OU some lines sent
es to Tive in her hut as se
Baba Yagga usually does not har the gitls, eve
heir alignments are good. She always makes
them work hard and jsoften short-dempored with
hem, Only if they vex hee seve
ish them. Punist
‘af sending them tome without the nnagical item
she usually gives to these who have acted as her
servants for two dull years. She was especially
harsh with Ilya, the serving, girl who disobeyed a
dlitect omer. Even then, Batba Yaya dial not kill the
sel, but merely turned her into » hed gebiog.
Itis rumored that Baba Yaga acts this way
because she remembers her aun servituide-vene
luiries agecto the powerful female wigard who
lauyght Habba Yoga beer first magica! spells,
Nevertheless, Baba
highly su
Most favored henchmen, especially
ious avith the creatures she summons {rom the
puter, elon nd negative energy plane
ty wil she pun:
Wy take the formVE ETSY
loser fighting for her. She keeps these servants