Dragon Reflections #83

This issue features Baba Yaga, James Bond, and the first glimpse of Dragonlance!

Dragon Publishing released Dragon #83 in March 1984. It is 84 pages long and has a cover price of $3.00. This issue features Baba Yaga, James Bond, and the first glimpse of Dragonlance!

dragon83.jpg

This month’s cover is by Denis Beauvais. Interior artists include Jim Holloway, Roger Raupp, E. B. Wagner, Larry Elmore, Kurt Erichsen, and Phil Foglio.

This issue's special attraction is "The Dancing Hut" by Roger Moore, a high-level adventure centered around the fabled dwelling of Baba Yaga. The Hut's interior is huge, with 48 large, unusually shaped rooms spanning multiple levels, filled with deadly traps, powerful foes, and perplexing puzzles. I was impressed by the creative scope of this dungeon when I first saw it and still am, though there are a few elements I don't like. For example, Moore includes several pages describing spell alterations within the Hut, a common feature of high-level TSR adventures I've always opposed. There are also missed opportunities, such as the Grand Museum, which houses a Soviet-era tank but makes no use of it. Overall, though, Moore delivers an unpredictable and lethal experience that will challenge powerful characters. There are plenty of good ideas to steal, even if you want to avoid inflicting the entire ordeal on your players.

"The Many Facets of Gems" by Michael Lowrey provides a detailed exploration of the gems listed in the Dungeon Master's Guide, covering everything from agates to zircons. Lowrey describes each gem's physical properties and dives into its historical and mystical significance. It is well-researched, but the material is not that useful at the gaming table. Lowrey suggests players will lose their suspension of disbelief if the Dungeon Master cannot describe gems in detail, but that's a stretch. The best parts of the article are when he matches a particular gem with a magic item (e.g., he suggests an agate is a suitable vessel for a periapt of proof against poison). But there are only a few such comments.

In "The Ecology of the Stirge," Ed Greenwood directs his attention to this small yet dangerous monster. The bulk of the article is a purported address by the sage Elmdaerle to the assembled Guild of Naturalists in Arabel. The tone is amusing, and it contains a few tidbits of actionable lore and a brief appendix with some mechanical clarifications. It is good but is shorter than previous entries in this series.

Margaret Weis introduces us to the Dragonlance saga with "The Test of the Twins." The story follows two brothers, Raistlin and Caramon, journeying toward a dangerous and mystical destination. Raistlin, a frail but ambitious magician, seeks power through a perilous test, while the protective Caramon struggles to understand his brother's grim motivations. It might be "gamelit", but I still enjoy this fiction more than some of the more literary pieces the magazine has published. Dragonlance, of course, became a massive seller for TSR. This story was Weis's first contribution to Dragon.

"How to Finish Fights Faster" by Roger Moore proposes a streamlined system for handling unarmed combat in AD&D. The current unarmed combat rules are known for being clunky and time-consuming, something even Gygax acknowledged. Moore divides unarmed combat into three modes: pummeling, kicking, and grappling. Each mode has specific rules for how attacks are made, including the number of attacks allowed per round, how to determine hits, and the results. The system is more straightforward than that found in the AD&D core books, but it's not exactly simple.

Merle Rasmussen's "A Look at AOKs, Old and New" is another preview of the forthcoming Top Secret Companion, and it gives an overview of the Areas of Knowledge (AOKs) available for agents. These AOKs are essentially "skills" and include Botany, Engineering, Law, Religion and many others. It reminds me very much of the Call of Cthulhu skill list.

Finally, there is one game review in this issue, written by Tracy Hickman. James Bond 007 by Victory Games is an espionage RPG that emphasizes cinematic gameplay, focusing on action, gadgets, and intrigue. The system captures the feel of a Bond movie very well, offering players exciting opportunities for creative spy missions. The rules are simple yet versatile, using a unified mechanic to handle everything from combat to seduction. While the system leaves some outcomes open to interpretation, this flexibility allows for creativity and gives the game a cinematic feel. Hickman concludes, "With a rule book that is easy to digest and use, the game system conveys all the sizzle of 007's world. Don't expect this game to be anything more than a James Bond fantasy — but be assured that you're getting nothing less."

And that's a wrap! It will come as no surprise that my favourite feature was "The Dancing Hut." In the next issue, we have new familiars, tournaments, and Ares magazine!
 

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M.T. Black

M.T. Black


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What many don't know is that, there's a retroclone of the JB007 RPG put out by Expeditious Retreat Press. It's called Classified, and it's very faithful to the original. The comparison I heard was, Classified is to JB007 as OSRIC is to AD&D. They've only put out one scenario for it that I can see, Operation Rogue Lion, but you can easily use all of the old JB007 scenarios with it. (Please note that these are affiliate links.)
Thanks for the tip - Classified looks very good. I liked Browning's Magical Medieval Society very much, so it's good to see more of his work being commended.
 

It is sad that the only use most parties have for gems and jewelry is to turn them into cash so they can buy better technology aka magic stuff. One of my friends is an amateur gemologist and will give a long description of any gem stones the party finds in scenarios he is running. The only part most players pay attention to is the cash value.
That's my experience too, but I haven't found a good solution.
 


talien

Community Supporter
There is also the AD&D DMG artefact entries, the 2e Book of Artefacts entry, the Paizo Reign of Winter adventure path involves the hut a great deal, and a 3e Monkey God Press d20 module The Dancing Hut, and the d20 folkloric sourcebook for a couple other dancing hut alternatives.
This is the part where I chime in and say 1) I played through the Dancing Hut with my group and they time traveled with it back to the 1980s, and 2) I was the author of The Dancing Hut adventure from Monkey God Press.
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
This is the part where I chime in and say 1) I played through the Dancing Hut with my group and they time traveled with it back to the 1980s, and 2) I was the author of The Dancing Hut adventure from Monkey God Press.
Did you draw inspiration from the version in Dragon magazine? Any anecdotes from it that you care to share?
 

Hussar

Legend
This was the very first Dragon I bought with my own money. When I moved, I wound up getting rid of all my old Dragon magazines and this is the one that I miss the most to this day. We're now getting into the era where I was a regular reader.

That Baba Yaga module was fantastic. I never actually ran it but I have always wanted to. The one part where the group is shrunk down, plunked into a replica Japanese town and then a giant lizard is released into the tank is an all time favorite.
 

Weird Dave

Adventurer
Publisher
Do you play the entire adventure? How long does it take?
To get it to work in a con setting, you need a hook. The adventure itself is pretty light on these, presenting it more as a dangerous setting. When I ran it a GaryCon, I did it in a 4 hour session, with a specific goal - the daughter of the local baron was taken by Baba Yaga and the characters were charged with bringing her back. The twist was the daughter was special (born under a blue moon, 7th daughter of a 7th daughter, that kind of thing) so she was sought by multiple forces, and Baba Yaga was actually protecting her. The characters came to the hut and then had two opposing forces to deal with - I changed up the nature of those forces, but the ones I used included a drow priestess and her minions, a lich and his minions, a death knight and his minions, a cult of Set, and a tribe of orcs. Always a blast, and I printed out the individual map segment to give the characters and let them try to remember which rooms led to which rooms :D
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
The characters came to the hut and then had two opposing forces to deal with - I changed up the nature of those forces, but the ones I used included a drow priestess and her minions, a lich and his minions, a death knight and his minions, a cult of Set, and a tribe of orcs. Always a blast, and I printed out the individual map segment to give the characters and let them try to remember which rooms led to which rooms :D
No crack Soviet commando team, trying to retrieve their tank?
 

talien

Community Supporter
Did you draw inspiration from the version in Dragon magazine? Any anecdotes from it that you care to share?
They actually didn't have that much overlap, but it's entirely possible I was influenced by it subconsciously as it was a long time ago.

I tried to research Slavic folklore, and there are several different interpretations: The Project Gutenberg eBook of Russian Fairy Tales, by W. R. S. Ralston. There's Baby Yaga's daughters, there's her horsemen (each representing dusk, dawn, and night, if I remember correctly), her magic items (a comb, a mirror, a towel), and her dog and cat. Some of that was in the Dragon Magazine adventure, but a lot of it, as I recall, was a trans-dimensional space more in common with the Tardis than with folklore. That is, Baba Yaga was reimagined in the adventure as a being of modern times who has been around forever, vs. doubling-down on her fantasy roots.

The version I used in the adventure was not popular. :( Baba Yaga also features in my novel, https://amzn.to/40igxVI (she's Mama Yaga in the book, and her Dancing Hut figures prominently).
 

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