The
by Gary Gygax with Frank Mentzer |
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ORIGINAL CREDITS
Layout and Editing: |
Timothy Jones |
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Editorial Assistance: |
Mike Carr and Al Hammack |
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Art & Maps: |
Dave Trampier & Dave Sutherland |
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ADDITIONAL CREDITS
Editing: |
Ed Carmien, Bruce Heard, Harold Johnson, Thad Russell, Steve Winter |
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Cover: |
Keith Parkinson |
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Interior Art: |
Jeff
Butler, |
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Typography: |
Betty Elmore, Kim Landau |
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Keyline: |
Dennis Kauth, Bruce Knutson |
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Cartography: |
Dave Sutherland |
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Realm Rating: 5/5
You are strangers in the
This game is epic in size and scope. First
level characters can advance up to ninth level by the end of the adventure. My
characters started at fifth level, which made the beginning part easy, but they
still found the
I found what I think is a small bug in the
game. My party found an underground passage leading out of the Moathouse
dungeons. They could not use that passage to get back in and a porticullis had
closed on the stairs, completely sealing off the dungeons from further
exploration.
The
If you are looking for a challenge for your
mid-level characters, then I highly recommend this module.
Module Rating: 9
Review by Nol Drek
Ray,
Hope you're not
sick of hearing from me today. :) Anyway, I wanted to let you know I finished
the
Anyway, I didn't
find any other bugs besides the couple I already mentioned to you. The whole
design seemed very well put together, especially considering how full it was. I
am impressed that you managed to squeeze so many events in without running out
of room! I guess after a couple of dozen (how many is it now?) UA designs you
have probably picked up a few tricks here and there to use events efficiently.
Overall, another excellent design. I'm not sure if it was one of my top handful
of Realm games, but a lot of fun to play. My main problem with the game was
that parts of it felt like just another dungeon crawl, without a lot of
atmosphere. I think the
I have Icewind
Dale. i have played very little though because of the Temple of Elemental Evil
in Ray's the Realm has been sucking up my free time and computer time. Ray you
must at least let me know - does the thing ever end? is the dungeon or temple
ever end? I keep finding secret doors and such. I am trying to map it out but
my gosh! I am using tones of graph paper and have redrawn the dungeon and know
need tape to tape graph paper together because the dungeon is so big.
How many hours
will it take to finish? At least I believe I have wiped out the prefect of two
of the elements - earth and air I believe. My merry little band has only
suffered maybe f defeats in this dungeon and only a couple were one or two
died. Of course this prompts a restart from a previously saved point. So until
I finish the TOEE I may not get to IWD. Heck I still have to get to Baldur's
gate...
Your work on the Temple of Elemental Evil
(TOEE) was great. The UA effort played very much as the game did in pen and
paper mode, (played by experienced players and dungeon master). It is a tough
adventure that tests the player at every level. I envy your ability to capture
those subtle elements with UA.
Howdy, all. Here is a review of The
Realm's infamous "
MODULE REVIEW : THE
Let me start with a little history. I am
an old-school AD&D player who journeyed through several of the ancient
pencil and paper designs years ago, so I was very excited when I downloaded
"
HACKS -- 10
Chock full of The Realm's own brand of
hacks, "
MUSIC -- 9
Great choices for music in the game, and
such ambience! I found all of the music in "
ARTWORK -- 8
I have never been a real fan of The
Realm's artwork, though this is more due to personal taste than medium. Ray
uses a combination of original artwork, scanned and recolored artwork, and art
created by the FRUA community. The quality of these three can sometimes be
dicey, but in "
TEXT -- 10
The game's text events were on-target and
without errors... not a single spelling mistake that I saw. I am most impressed
by this because the "
PLOT MATTER -- N/A
I was going to try to score plot here, but
I figure that this type of game would be better served with a score under
ORIGINALITY, which I have included. Not to say that there was no plot! The game
is one huge plot... and has some of everything: sleepy little village, haunted
ruins, big huge dungeon, demons, heroes, magical gew-gaws galore, a many-tiered
ongoing theological struggle, and yes, planar travel.
ORIGINALITY -- 10
Ray Dyer's "Temple of Elemental
Evil" has to be the most faithful conversion of a paper module I have seen
yet. I was astounded at the sheer volume of information and detail that was
incorporated into the game. Ray has taken a 128 page book and used Realmsian
magic to turn it into the most successful offering I have seen from The Realm
yet! But that's not all... Ray has still managed to interject his own details
into the adventure (yes, Ray, I saw them!), which added another layer of
enjoyment for me. A most cool facet of this is that I can take my Conquerors of
Conjoined Evil and march them back out into another Realm adventure, with
certain magical items in tow! THIS is what true FRUA gaming is to me, and I am
most appreciative of Ray's efforts in this vein. Truly masterful.
ERRORS -- 10
I must admit that I played both the
original version and a bug-fix, and I am scoring off of the bug-fix. I found no
discernible errors, technical or otherwise, and for this I must give kudos to
Ray. The bug-fix came out swiftly and timely, and the current module shines.
OVERALL SCORE -- 9.5
The "
Thank you Ray! May the Realm live long,
indeed.
Kaz-Keith
Finally finished the Realm conversion of
Ravenloft. I was scared playing that module. Yikes! Then the party returned to the
Realm to finish the
No, I didn't kill every monster. I _did_
however rescue Prince Thrommel, kill the leaders of the
Actually, I've been having a great time
reading all the topics coming in every night. Everyone tends to have highly
developed opinions and well thought points. I've been busy playing through G26
Then Temple of Elemental Evil, so I haven't been saying much here lately. I'm
very thankful the design wasn't locked up as I've gotten to take a look at how
it was put together to make events work and Wow! I still don't know how some of
these loops and quest stages all manage to fit together and still work, even
while looking at them.
Until our futures meet once more
Hi Folks,
A very, very nice translation of the
classic. My hubby ran a group of us through this about a year ago. The only
bugaboo was the ole' trade/donate gold bug rearing its ugly head at the end of
the game. This was one tough design. Rest as often as you can and save, save,
save.
Your party of adventurers decides to help
the town of
Mycroft: 9.5
Susan