Drums
on by Grame Morris and Tom Kirby |
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Production: |
Phil
Gallagher and TSR |
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Editing: |
Jim Bambra and Phil Gallagher |
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Typesetting: |
Phil Gallagher, Paul Cockburn, Kim Daniel |
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Artwork: |
Brian Williams and Paul Ruiz |
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Cartography: |
Paul Ruiz |
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Realm Rating: 4/5
You are hired by a seafaring merchant guild
to remove the leader of a primitive island tribe that has been disrupting sea
trade in the area. You are given a five day time limit to complete your
mission, adding a sense of urgency to the adventure.
I enjoyed this game. There is a nice
combination of wilderness and dungeon encounters. The text is very descriptive
and adds to the jungle atmosphere. My party could have used a few places to
rest, but I understand the difficulty in keeping track of time. There are a
number of puzzles, secret doors, and traps which are fun to figure out. You are
offered the chance to search for traps on almost everything you find, which is
a nice touch.
I continue to be amazed by the number of
original monster icons and small pics in each Realm design. Most of the
monsters in
The wooden frame set was very nice, but I
wish the author had blanked out the backdrop for the 3-D window. As it was, the
message 'Pine by Debbi Rapp' flashed every time I set up camp or entered a new
dungeon. The new title art and the frame don't share colors 0 - 15, so pressing
ESC during the title sequence messes up the text colors. A couple of fights had
big pictures right before them, so I could not see the names of the characters
who were taking the treasure after the fight. I subtracted one point from my
rating for these technical problems.
Module Rating: 8
Review by Nol Drek
game33.zip Drums
on Fire Mountain Au: Ray & Maureen
This was a fascinating
adventure. My party finding the final goal was very tricky and required lots of
mapping. Sable ran through 3 pencils when all is said and done. My party was
hired by a sea merchant's guild to eliminate the leader of a tribal group that
was pirating and murdering merchant ships plying their trade. As with all of
the Realm's games, memorizing Find Traps is a must. Oh by the way, you only
have 5 days to do the job or your stranded. I liked the way the design kept
track and reminded you of how many days you have been on the island.
Mycroft: 9
I liked the time
limit you implemented in this one. Some UA designs are too forgiving about not
keeping any realistic sense of time, letting you rest for days in a
demon-infested dungeon, and so on. I realize this is because the programmers of
UA didn't bother to give us any easy way to keep track of time, but having a
time limit does discourage one from lollygagging around. My party did manage to
make it off with a day to spare, though we were starting to run low on hit
points and healing spells and potions.