Last Update: 6/28/07
AD&D: Pool of Radiance
The game takes place in the Forgotten Realms setting, in and around the Moonsea region and the City of Phlan, which has been overrun by forces of evil. The city had originally held off many attacks, but the forces were marshalled by a bronze dragon which was believed to be possessed by a powerful spirit named Tyranthraxus. The object of the game is to have the party clear the old city of its marauding inhabitants, so the people of Phlan can rebuild and repopulate the areas.
The party begins in the civilized section of "New Phlan" that is governed by a council. This portion of the city is a place for the party to buy equipment at the shops, rest up in the inns, listen to rumors in the pub, and contract with the clerk of the city council for various commissions. The party can also go to the hiring hall and hire an experienced adventurer to accompany the party.
Beyond this region the party enters the area of the slums, which have been overrun with low-level monsters such as goblins and orcs that the party must clear out (gaining experience in the process). Further into the slums, the going gets tougher, with ogres and trolls for opponents.
The next commission is to clear out Sokol Keep, a fortified area located on an island. This is filled with undead, among other opponents. Inside the keep is a specter who suffers under a curse. When you remove this curse, the keep is cleared and the shipping lanes to the city are finally opened.
There are a variety of other locations that are encountered as the party ventures further into the city, including Kuto's Well, catacombs filled with a bandit horde, a thieves' guild, Podol Plaza, and a buccaneer bar called the Pit. With the party making impressive progress, they are next contracted to go to the old Textile House, to recover the treasure of a council member. Pressing onward, the party can enter Mendor's Library, a temple of Bane in the wealthy section, Kovel Mansion, and the deadly Valhingen Graveyard.
Encounter with Tyranthraxus, before the final battle.
Encounter with Tyranthraxus, before the final battle.
Eventually the party ventures outside the city by boat, where they encounter a silver dragon. Various side treks and adventures occur, including visiting an encampment of the Zhentarim, as the party continues to build up experience and aid the city by defeating the plans of the mysterious "Boss".
Now the more difficult endgame begins. The party reveals a traitor in the city council, and is commissioned to hunt him down. At some point the party will have to assault Stojanow Gate, a difficult task against bugbears and ettins. The party then enters Valjevo Castle and its inner sanctum, descends a stairwell to encounter some guards of the impostor Tyranthaxus (who assumes the form of a bronze dragon). After defeating his guards, the party refuses his offer to join his side and engages the dragon boss in a deadly battle, emerging victorious.
The party begins in the civilized section of "New Phlan" that is governed by a council. This portion of the city is a place for the party to buy equipment at the shops, rest up in the inns, listen to rumors in the pub, and contract with the clerk of the city council for various commissions. The party can also go to the hiring hall and hire an experienced adventurer to accompany the party.
Beyond this region the party enters the area of the slums, which have been overrun with low-level monsters such as goblins and orcs that the party must clear out (gaining experience in the process). Further into the slums, the going gets tougher, with ogres and trolls for opponents.
The next commission is to clear out Sokol Keep, a fortified area located on an island. This is filled with undead, among other opponents. Inside the keep is a specter who suffers under a curse. When you remove this curse, the keep is cleared and the shipping lanes to the city are finally opened.
There are a variety of other locations that are encountered as the party ventures further into the city, including Kuto's Well, catacombs filled with a bandit horde, a thieves' guild, Podol Plaza, and a buccaneer bar called the Pit. With the party making impressive progress, they are next contracted to go to the old Textile House, to recover the treasure of a council member. Pressing onward, the party can enter Mendor's Library, a temple of Bane in the wealthy section, Kovel Mansion, and the deadly Valhingen Graveyard.
Encounter with Tyranthraxus, before the final battle.
Encounter with Tyranthraxus, before the final battle.
Eventually the party ventures outside the city by boat, where they encounter a silver dragon. Various side treks and adventures occur, including visiting an encampment of the Zhentarim, as the party continues to build up experience and aid the city by defeating the plans of the mysterious "Boss".
Now the more difficult endgame begins. The party reveals a traitor in the city council, and is commissioned to hunt him down. At some point the party will have to assault Stojanow Gate, a difficult task against bugbears and ettins. The party then enters Valjevo Castle and its inner sanctum, descends a stairwell to encounter some guards of the impostor Tyranthaxus (who assumes the form of a bronze dragon). After defeating his guards, the party refuses his offer to join his side and engages the dragon boss in a deadly battle, emerging victorious.
Publisher: SSI
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Bottom Line: Outmoded, but still fun. This game is a tad difficult to place these days. Although it doesn't hold up the way it did when I was very young and playing it on my suffering little four-color IBM PS2, I sunk a large amount of time into it and it definitely kindled my interest in Dungeons and Dragons on a whole.
Gameplay in this game is interesting. Depending on what sort of party you've put together for yourself, you have several different actions available to you to tackle any particular goal, but the goals are relatively simple and not very hard to tackle no matter what your party. Locked doors, for example, can be cheaply and simply opened by a thief, bashed in by a particularly burly Dwarf, or Knock'd into openness by a mage who doesn't mind wasting one of few precious, precious spells. The fighting system is a precursor to modern tactical combat and it's a system that held up for quite some while and inspired many other games. Characters have a certain Move rating according to how heavily encumbered they are among other factors, which allows them to navigate a grid. Other actions can always be taken as well, such as attacking in melee or casting a spell. Also, turning tail has a tendency to cause people to stab you in your exposed back, so fleeing from combat is rarely the best thing one can do for oneself. Also, Thieves can backstab, which is about the only way they do real damage aside from firing bows into the fray, which may hit their friends as well. It's well thought-out, but it lacks a few very basic things in my opinion... for example, a person with a halberd doesn't get a range bonus of any kind of a person with a shortsword, and so on. But those are my problems with Dungeons and Dragons in general, and to this day. Magic is also a bit underusable early on in the game, but mages turn into tiny Gods about as fast as they can level; as soon as the long-famed Fireball and Lightning Bolt are available to a mage, they start being significantly more useful and dying significantly less, if only because they toast great swathes of enemies and allow Fighters to easily sweep their way through a weakened horde. The graphics in this game were fantastic back in the day, but aren't anything to write home about now. A small 3D view in the top left corner indicates where the characters are and can be swapped with a slightly under-featured overhead map with the press of a button, which is a useful trait in a game as mazey as Pool of Radiance. The combat sprites can be mixed and matched to make them look like the class they are; Rogues with a dagger, Clerics with a great crested shield and a flail, and so on and so forth, but the sprites are set once your character is created and can't be changed easily. Each only has two frames, one for normal moving around and one for when an attack is actually made. It doesn't look great, but it's quite effective in getting across exactly what's desired. The game also doesn't have a lot in it that bears repeating. The unforgiving combat rolls can spell the death of your party on breaking into the wrong door without looking, which lends to a good amount of loading a recent save and wandering around for some more random battles, gear, and equipment. There are troves of items to be found in many different places, which adds some exploration and interest, and generally when one finds one, one has also found a safe spot to rest and equip the party. Overall, it's fun to move around in, and making a new and different party to play through again can be rewarding, but it's not exactly open-ended, so it's not the best choice for replaying again and again. All in all, Pool of Radiance is a solid experience and a good amount of fun to work one's way through; it's pretty simple to learn and complex enough to satisfy, although small snags like not knowing the stat differences between a bec-de-corbin and a halberd (go with the halberd) at a glance can be a tad annoying, and trial-and-error is king unless you have an old Second-Edition Player's Handbook to look up weapons in. This game is solid and sticks to the old rules, which is nice in some ways and a pleasant anachronism, but to be perfectly honest, I miss my feats and skills now that I've had them. Learning Curve: Takes a second
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