Drums on Fire Mountain

Last updated
Drums on Fire Mountain
X8 TSR9127 Drums on Fire Mountain.jpg
The cover of the module, with art by Brian Williams.
CodeX8
TSR product code9127
Rules required D&D Expert Set
Character levels5-8
Campaign settingMystara
Authors Graeme Morris and Tom Kirby
First published1984
Linked modules
X1, X2, X3, X4, X5, X6, X7, X8, X9, X10, X11, X12, X13, XL1, XSOLO, XS2

Drums on Fire Mountain is a 1984 adventure module for the Expert Rules of the Dungeons & Dragons fantasy role-playing game. It was written by Graeme Morris and Tom Kirby and published by TSR.

Contents

Plot summary

Drums on Fire Mountain is an adventure scenario taking place on a jungle island, where the player characters will need to explore ancient tunnels located beneath the volcanic mountain. [1]

The waterways located southeast of Thyatis have a reputation for danger, with legends of green-skinned pirates and living fogs. Shipping is the area has recently been disrupted and an expedition was mounted to discover the cause but came back badly damaged and with only a single prisoner. [2]

This scenario occurs southeast from a major empire, set on a geographically isolated volcanic island that has no connections to the other nations in the world. The player characters are receive an explanation from the Master of the Seafaring Merchants Guild, and then confront a tribe of green-skinned humanoids who serve a pig "god". [3]

Publication history

X8 Drums on Fire Mountain was published by TSR in 1984 as a 32-page booklet with an outer folder, and was written by Graeme Morris and Tom Kirby, with art by Brian Williams. [1] The module features additional artwork by Paul Ruiz. [4] The scenario was written for the Expert Rules . [3]

Reception

Wendy J. Rose reviewed the module for Imagine magazine, giving it a positive review. [2] She thought that "DMs will love X8" [2] as no matter where the players wander on the island, something has been provided for them. According to Rose, the gamemaster does not have to push the players in any specific direction - they will find their way by themselves and "have plenty of fun on the way". [2] When they have finally reached the 'dungeon' the players find themselves in "an exciting adventure with lots of interesting little twists and details". [2] Rose noted that the setting is fantastical but "more believable" than Castle Amber . [2] On the downside, Rose noted that the opportunities for roleplaying are limited as many encounters are of the 'attack on sight' variety, which could cause the players to miss out on lots of cultural details the module provides. [2] As to the dungeon, Rose praised the good effect to which the third dimension (up and down) is being used. She felt that "a fair amount of brain as well as brawn" would be needed to really enjoy this module, as its complexities could leave players with only a limited idea of what is going on. [2] Rose finished by saying that the module contains enough material for at least two good gaming sessions and that it is rewarding in terms of loot as well as enjoyment. She called it "worth a try". [2]

Graham Staplehurst reviewed Drums on Fire Mountain for White Dwarf , and gave it 8/10 overall, calling it "Another welcome addition to the range of D&D scenarios". [3] Staplehurst noted that Graeme Morris and Tom Kirby are designers from TSR UK (and that Graeme's name is misspelt on the front cover). He felt that the module "has a mainly Polynesian flavour, with a hint of Amerind and African overtones", making the setting "ideal for translation into any on-going campaign". [3] Staplehurst felt that the module "contains a lot of thoughtful detail and plenty of attention has been paid to the society, history and the whole atmosphere of the island. There are many exciting (and even humourous[ sic ]) encounters and players and DM alike should find the scenario very satisfying." [3] He concluded the review by stating that "Intelligence has been used in developing the scenario's rationale and balancing it in favour of player skills and enjoyment. Highly recommended." [3]

According to Lawrence Schick, in his 1991 book Heroic Worlds, the scenario "Includes a magic-using devil-swine, so how can you beat it?" [1]

Related Research Articles

<i>Scourge of the Slave Lords</i> Dungeons & Dragons adventure module

Scourge of the Slave Lords (A1–4) is an adventure module for the Dungeons & Dragons fantasy role-playing game, published by TSR, Inc. in 1986. It combines the contents of four earlier modules, all set in the World of Greyhawk campaign setting and intended for use with Advanced Dungeons & Dragons first edition rules.

<i>Beyond the Crystal Cave</i> Dungeons & Dragons adventure module

Beyond the Crystal Cave is a Dungeons & Dragons module set in the World of Greyhawk campaign setting. It is unusual among Dungeons & Dragons modules in that it encourages a non-violent approach to achieving the module's goals. It is set in an old English milieu on Sybarate Isle in the Hold of the Sea Princes.

<i>The Assassins Knot</i> Dungeons & Dragons adventure module

The Assassin's Knot is an adventure module written by Lenard Lakofka for the first edition of Advanced Dungeons & Dragons and published by TSR in 1983. It is designed for 6 to 10 novice and intermediate players with characters of levels 2-5.

<i>White Plume Mountain</i> Role-playing game adventure

White Plume Mountain is an adventure module for the Advanced Dungeons & Dragons fantasy role-playing game, written by Lawrence Schick and published by TSR in 1979. The 16-page adventure bears the code "S2". The adventure is a dungeon crawl where the players' characters are hired to retrieve three "notorious" magical weapons, each possessing its own intelligence. The adventure contains art by Erol Otus, and a cover by Jeff Dee. A sequel, Return to White Plume Mountain, was published in 1999, and an updated version conforming to v3.5 rules was released online in 2005. The original was again updated for the 5th edition in 2017 as the fourth part of Tales from the Yawning Portal.

The DL series is a series of adventures and some supplementary material for the Advanced Dungeons & Dragons role playing game. These modules along with the Dragonlance Chronicles trilogy of novels, which follow one possible adventure series through the modules, were the first published items that established the Dragonlance fictional universe. The original DL series was released from 1984 to 1986, with the final two modules added to it in 1988. In the 1990s these roleplaying adventures from the original series were collected and revised for 2nd Edition AD&D as the three DLC Dragonlance Classics modules. There were also versions of the module series released in 1999, 2000 and 2006.

<i>Dragons of Despair</i> 1984 book by Tracy Hickman

Dragons of Despair is the first in a series of 16 Dragonlance adventures published by TSR, Inc. (TSR) between 1984 and 1988. It is the start of the first major story arc in the Dragonlance series of Dungeons & Dragons (D&D) role-playing game modules, a series of ready-to-play adventures for use by Dungeon Masters in the game. This series provides a game version of the original Dragonlance storyline later told in the Dragonlance Chronicles trilogy of novels. This module corresponds to the events told in the first half of the novel Dragons of Autumn Twilight by Margaret Weis and Tracy Hickman. Its module code is DL1, which is used to designate it as the first part of the Dragonlance adventure series.

<i>Dragons of Hope</i>

Dragons of Hope is an adventure in the Dungeons & Dragons fantasy role-playing game. It is the third module of the 14 Dragonlance adventures published by TSR, Inc., between 1984 and 1986. The module is intended for level 6-8 player characters.

<i>Dragons of Desolation</i> 1984 book by Tracy Hickman

Dragons of Desolation is the fourth and final module in the first major story arc in the Dungeons & DragonsDragonlance series of game modules. It is one of the fourteen Dragonlance adventures published by TSR between 1984 and 1986. The module is intended for player characters of level 6–8.

<i>The Veiled Society</i> Dungeons & Dragons adventure module

The Veiled Society is an adventure module for the Basic Rules of the Dungeons & Dragons fantasy role-playing game published in 1984. The adventure's product designation is TSR 9086.

<i>Nights Dark Terror</i> Dungeons & Dragons adventure module

Night's Dark Terror is an adventure module for the Dungeons & Dragons (D&D) fantasy role-playing game written by British game designers Jim Bambra, Graeme Morris, and Phil Gallagher. It was designed specifically for campaigns transitioning from the D&D Basic Set to the D&D Expert Set. The player characters (PCs) journey from a farmstead into uncharted wilderness, where they encounter new hazards and contend with a secret society. The adventure received a positive review from White Dwarf magazine.

<i>The Sentinel</i> (module) Dungeons & Dragons adventure module

The Sentinel is an adventure module for the Dungeons & Dragons fantasy role-playing game, set in World of Greyhawk campaign setting.

<i>The Gauntlet</i> (module) Dungeons & Dragons adventure module

The Gauntlet is an adventure module for the Dungeons & Dragons fantasy role-playing game, set in the World of Greyhawk campaign setting.

<i>The War Rafts of Kron</i> Dungeons & Dragons adventure module

The War Rafts of Kron (ISBN 0-88038-114-0) is a 1984 adventure module for the Dungeons & Dragons roleplaying game.

<i>Adventures in Blackmoor</i> Dungeons & Dragons adventure

Adventures in Blackmoor is a 64-page Dungeons & Dragons fantasy role-playing game adventure, designed to be compatible with the Dungeons & Dragons Expert Set.

<i>Temple of Death</i> Dungeons & Dragons adventure module

Temple of Death is a Dungeons & Dragons adventure module designed by David Cook for use with the D&D Expert Set. It was written by David Cook and published by TSR, Inc. in 1983. The module is intended for player characters of levels 6-10.

<i>Quest for the Heartstone</i> Dungeons & Dragons adventure module

Quest for the Heartstone is a 1984 adventure module for the Basic Rules of the Dungeons & Dragons fantasy role-playing game. The module was a tie-in with the LJN toy line introduced the previous year. Reviews of the module described it as a poorly written marketing gimmick.

<i>Quagmire!</i> Dungeons & Dragons adventure module

Quagmire! is a 1984 adventure module for the Expert Rules of the Dungeons & Dragons fantasy role-playing game.

<i>When a Star Falls</i> Dungeons & Dragons adventure module

When a Star Falls is an adventure module for the first edition of the Dungeons & Dragons fantasy role-playing game published by TSR, Inc. in 1984. It was written by Graeme Morris and is intended for 6–10 player characters between levels 3–5.

<i>All That Glitters...</i> (module) Dungeons & Dragons adventure module

All That Glitters... is an adventure module published in 1984 by TSR for the first edition of the Advanced Dungeons & Dragons fantasy roleplaying game. It is set in the World of Greyhawk campaign setting and is intended for 5-8 player characters of levels 5-7.

<i>Eye of the Serpent</i> Dungeons & Dragons adventure module

Eye of the Serpent is an adventure module published in 1984 by TSR for the first edition of the Advanced Dungeons & Dragons fantasy roleplaying game. It is a first level scenario for one player and one gamemaster, but can also be used with a group of players. The single player can choose to be a ranger, druid or monk.

References

  1. 1 2 3 Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 149. ISBN   0-87975-653-5.
  2. 1 2 3 4 5 6 7 8 9 Rose, Wendy J. (August 1985). "Game Reviews". Imagine (review). TSR Hobbies (UK), Ltd. (29): 42.
  3. 1 2 3 4 5 6 Staplehurst, Graham (October 1985). "Open Box: Dungeon Modules". White Dwarf (review). Games Workshop (70): 14.
  4. Morris, Graeme, and Tom Kirby. Drums on Fire Mountain (TSR, 1984)