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Leomund's Tiny Hut was a column by Len Lakofka published in Dragon magazine. The series debuted in October 1979 (Dragon #30) and ended in April 1986 (Dragon #108).

The focus of the series was on "crunch", the game mechanics of Dungeons and Dragons, as well as exploring the backgrounds of artifacts, creatures, classes and spells. The column was named after the Leomund's tiny hut spell.


Articles[]

Note that only articles relating to Realms canon (relating to the Forgotten Realms or Core D&D) appear here.

Issue Title Description Citation template
Dragon #30 Good Evening - Are You Wild About Vampires? Here's Something to Sink Your Teeth Into; a complete guide to vampires in Dungeons & Dragons. [citation template]
Dragon #31 All Good Things Must End... Deadly determinations for an Advanced Dungeons & Dragons character's fate. [citation template]
Dragon #33 Smoothing Out Some Snags One of the writers of the DMG gives his unofficial clarifications of the effects of various AD&D spells. [citation template]
Dragon #34 The Segment of Action System Takes AD&D Melee One Step Further. An alternate system for combat in AD&D. [citation template]
Dragon #38 Rearranging and Redefining the Mighty Dragon New rules for subduing dragons, along with magic use and other things to beef up dragons. [citation template]
Dragon #39 Starting from scratch How to start a campaign in Advanced Dungeons & Dragons. [citation template]
Dragon #42 The Inner Planes Rules for travel, encounters, and magic in the Inner Planes. [citation template]
Dragon #44 Monsters: How Strong is Strong? Giving strong monsters their just strengths. [citation template]
Dragon #45 Missile Fire and the Archer Subclass Expanded rules for missile fire in combat and the Archer / Archer-Ranger NPC class. [citation template]
Dragon #47 The Thief: A Special Look Advice on making the most effective use of the Thief's skills. [citation template]
Dragon #48 Mission control A formula for using the total XP earned by a party of adventurers with the XP to determine the power level of their opponents. [citation template]
Dragon #49 A recipe for the Alchemist Another new NPC class. [citation template]
Dragon #51 Working Your Way up to First Level Figuring out what characters actually know at 1st level. [citation template]
Dragon #57 Shield and Weapon Skills Rules for determining starting weapon proficiencies. [citation template]
Dragon #58 Beefing Up the Cleric A pile of new spells for clerics. [citation template]
Dragon #62 Magic for Merchants Cantrips and other magics to deal with shop-lifters. [citation template]
Dragon #63 Make charisma count for more New rules for charisma: physical aspects, saving throw adjustments, and the effect on psionics. [citation template]
Dragon #65 Keep Track of Quality A system of item quality. [citation template]
Dragon #68 The Cloistered Cleric A new NPC class representing the non-adventuring cleric. Includes new spells. [citation template]
Dragon #76 For NPCs only: the death master An evil, necromantic NPC sub-class of the magic-user to foil your PCs in Advanced Dungeons & Dragons. [citation template]
Dragon #80 New charts, using the '5% principle' Revised charts for attacks, saving throws, and experience point values for monsters. [citation template]
Dragon #104 Specialization and game balance Balancing the weapon specialization rules. [citation template]
Dragon #105 Tone down the demi-humans Balancing the new demihuman races: Wild & Dark elves, Grey dwarves, and Deep gnomes. [citation template]

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