The Valhaigen Graveyard is probably one of the more frustrating parts of the game thus far, and definitely, one that I probably could not have beaten had I not been using the Gold Box Companion software. It’s also one where I’m probably going to misspell the name of the area repeatedly as I make my way through the article.


After you’ve cleared the Slums – in terms of quest goals, you have a few new options. On the one hand, you can continue inland to Kuto’s Well. On the other, you can now travel out to Sokol Keep out in the bay around the city. With this comes a bunch of new quest goals as well. One quest goal tasks the party with spying on the auction for a weapon in Podol Plaza, several city hexes inland. The other explicitly tasks the party with going out to Sokol Keep and clearing that – steering the player in that direction for their next quest, so I’ll be covering that hex next.

Map of Sokal Keep - from the Clue Book
Map of Sokal Keep – from the Clue Book

Sokal Keep is significantly different from the Slums – random encounters are with the spirits of the undead defenders of the keep, and not only do they only appear in a limited area of the map, but they also are completely avoidable with the use of the right password. That password is one of the three found on a piece of paper in the very first room of the keep. That piece of paper also leads to the first things that this portion of the game is teaching you to use as well, and that is the code wheel.

By way of explanation, Pool of Radiance shipped with a rotating code wheel. When playing the game, the majority of your interactions with this would be with the copy protection when you first opened the game to play. However, occasionally, the game would pose situations where you would need to translate certain words in either Elven or Dwarven text in the game’s environment as part of various puzzles. The document here introduces the code wheel in a relatively low-pressure environment. If you decode the text with it, you have a way to avoid random encounters and save your resources. If you don’t, then you’ll have to fight some random encounters that will drain your resources – but won’t outright stop you from progressing in the game.

The next thing this area introduces is poison. By this point in a Wizardry or Might & Magic game, you probably would have been poisoned at least once by a drop from a random encounter whose trap the thief hadn’t successfully disarmed. However, after combat loot doesn’t work that way in Pool of Radiance so any treasure you would have picked up in the Slums would not have been trapped so you wouldn’t have had to contend with poison.

Here, on the other hand, the encounters around the perimeter of the keep all, in some manner or another, have poison (with the exception of the Boss encounter). Consequently, in order to succeed in this area of the dungeon, you’ll need to have a divine spellcaster (whether a cleric or a druid) in the party to cast Slow Poison while you withdraw to town to pay for a healer – this leads me, briefly, to money.

In most modern RPGs, even dungeon crawlers, what you use the money for are expendables (healing and escape items, some offensive items) or upgrades. In Wizardry, money is used for healing and identification. Pool of Radiance, like Might & Magic, uses money the way AD&D 1st edition uses it – to cover expenses for healing and for training. However, unlike Might and Magic, here money has weight. Like, actual, physical weight. This means that when you travel around and find jewelry and gemstones, you don’t actually want to convert those to cash money. Appraise them, absolutely, but they’re more useful to you in their original forms instead of as cash because they weigh less that way. You convert them to cash when the time comes to level up or when you need to have some expensive healing done. So, while The Slums would have taught you the value of money when the time came to level up, Sokal Keep teaches you the value of money when it comes to healing (though, if you were coming to this game from Wizardry and Might & Magic, you’d know this already).

The next lessons the game teaches you come through the boss battle in area 6. This battle puts you against the largest group of enemies you’ve faced thus far in the game, and serves as something of a test of your understanding of the combat system, and some of the spells in the magic system – in particular area of effect spells like Sleep and, since you’ve leveled up a few times at this point, Stinking Cloud and Hold Person.

This fight puts you up against a boatload of goblins, hobgoblins, and a small handful of goblin leaders – no trolls, ogres or anything similar. You’ve handled loads of these in smaller numbers in the Slums, but here they’re coming with enough numbers to overwhelm you if you’re not capable. Consequently, the spell loadout you use coming into this battle is incredibly important.

Similarly – you have three different entrances you can use going into the battle, and which entrances you use are also very important. The two at the bottom, which you can access without having to clear the side rooms, puts you at a position where the gobbos have to go through a bottleneck, making it harder for them to flank you, and putting them in a position where they’re in range of your AOE spells, instead of the northern entrance, where you (and they) have to close, and they’re in a better position to flank you.

After the fight – we get our first Journal Entries of the game – longer areas of text that are kept in the Adventurer’s Journal to save space on the original floppy disks. Here we get our first mention of “The Boss” the leader of the forces in the Old City who is planning to crush New Phlan.

This is expanded on in a dialog with the ghost of the fortress’s last commander – Ferran Martinez. If you talk with him instead of fighting him, he provides a list of names of the three powerful beings behind the fall of the city – setting up the possibility that one of these three is “The Boss”.

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Recently, in addition to the games that I’ve been playing for my usual Let’s Plays, I’ve also been playing the original Pool of Radiance as part of a planned playthrough of the Forgotten Realms Gold Box games. Since I can’t really engage with something without getting analytical, I figured I might as well give my thoughts on it as I go through the games. Further, since the way the games work isn’t entirely conducive for entertaining streaming, I thought I would give my thoughts in blog form. These blog posts will be going based on each section of the game, instead of going by session, as I feel the breakdown will work much better that way.

The game begins in the “Civilized Quarter” of the city – the chunk of the city that has been reclaimed from monsters and which will serve of your base of operations throughout the game.

Map of the Civilized Area from the hintbook.

It also literally opens with a tour. As in your party of adventurers gets a guided tour through the city telling you where everywhere you need to go is – the temples, training halls, shops, and city hall, ending right at the entrance to the Slums. And here’s where some of the really good map design pays off because unless you are acting with a surplus of braggadocio, the very next thing you are going to do is immediately turn around so you can go buy some gear before you go wandering into the city. At which point you will walk into the grid square next to the city hall, and the game will give an automated list of posted proclamations – which in turn will let you know some (though not all) of the quests that you can take on to start the game.

In particular, the posted quests have two main thrusts. The first is a bunch of quests related to the Valhigen Graveyard. These are an array of quests related to investigating the Graveyard… and a couple quests related to finding out the fates of a couple previous groups of adventurers who were sent to the Graveyard. This sends the message to the player that the Valhigen Graveyard is not an area of the game that low-level characters stand a chance of surviving in.

The second is a quest stating that the Council is offering a reward for the clearing of areas of the city. Now, at this point in the game, you don’t have any way to get to the Graveyard – but you do have access to the Slums. This sets a goal for the player and a way to get there that will, in theory, result in them being sufficiently equipped to take on the foes they face in the graveyard.

The Slums (from the Cluebook)

This leads to the Slums. This is the first area of the city you have access to – you’ll get a couple more options after you clear this area, but for now, you’ve just got the Slums. This area of the game is designed to train the player in a few concepts – combat, exploration, negotiation.

Exploration is pretty self explanatory. In order to clear this area, you have to complete every set encounter, plus a bunch of random encounters, which means you need to wander around and check every room. If you don’t explore, you can’t proceed in the game.

Combat is related to the combat system in the game itself. A lot of RPGs prior to this point had abstracted combat like in Wizardry and the Might & Magic games – the closest combat got to being “tactical” was related to front and back ranks of combat. Ultima 3, which pre-dated this, had more tactical combat, but the actual map of the dungeon was not reflected in the combat areas, and Ultima 4 and 5 generally handled combat the same way.

However, Pool of Radiance has the dungeon map reflected in your combat area, and the Slums introduces that. You are not in a position yet where you have to take advantage of this to succeed in combat. Instead, this area of the game introduces you to this in a low-pressure manner – both in terms of the difficulty of the encounters, and in terms of how far you have to travel in order to get back to town. This gets the player thinking tactically, both in terms of combat and in terms of equipment – in Pool of Radiance, any character who can use a ranged weapon should have a ranged weapon – because having ranged weapons means that you can engage with enemies before they close to melee.

Additionally, the effective “boss” encounter for the Slums involve Trolls, which regenerate, which means you have to change your tactics against them, because they can’t regenerate if there is a player standing on one of the hexes the trolls were on when they died. So, that introduces this concept for future fights.

Finally, there is negotiation. Several rooms in this are of the dungeon have people who you not only can talk to, but preferably should talk to – specifically Ohlo and the Fortune-Teller. Both of these people can be killed by the party, but there are repercussions for doing so. Ohlo will bust out a bunch of monsters if you fight him directly, making for a very difficult fight that can potentially wipe the party. Meanwhile, the Fortune Teller is explicitly a non-combatant, and killing her causes all subsequent encounters, random or otherwise, to become much more difficult. It sets the idea that not everything you meet is a combatant, and that negotiation and discussion can work better than fighting. This will play out in the next area of the game – Sokal Keep.

Pillars of Eternity Screen Shot

I’m a fan of the RPGs from companies like Bioware and Obsidian. I haven’t beaten a lot of them, but I do enjoy playing them a great deal. Between getting on sites like Completionator, and recently (as of this writing) finding myself in between jobs, I’ve found myself with a bunch more time to play video games (when I’m not going through the process of looking for work). That, combined with a recent hiatus in my regular D&D group, gave me the time to finally beat Pillars of Eternity – not long after the sequel came out.

This review will contain some spoilers. (more…)

We start the Best of the Rest Part 3, with a plethora of strategy games and RPGs.

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AD&D 1st edition and Original D&D started out without much in terms of first party setting support, with the first setting that was commercially published for the games being from a third party – the Judges’ Guild’s City State of the Invincible Overlord. Eventually, TSR got around to putting out their own first campaign setting, the World of Greyhawk, as an official setting – first as a small pamphlet, then as a larger boxed set with fold-out maps and several books describing the world.

The boxed set contains a variety of pamphlets describing the setting of the world, along with a country-by-country breakdown, descriptions of major geographical features and the perils that lie within (such as monster populations in those areas), and the gods of the world.

The country breakdown is less divided by geographic region, and more done in alphabetical order. The reasoning somewhat makes sense, but doesn’t make as much sense from a gameplay standpoint. As a DM, I want to know what countries are in contact with each other, and how they interrelate to each other. This is aggravated somewhat by the fact that Greyhawk is notable as a campaign setting by having multiple human ethnic groups within the setting. Further, the game does recognize the differences between the differences between these cultures by having different deities in the setting come out of different cultures.

Considering that clashes between cultures have been something of a big deal throughout human history, having an understanding of the cultural demographics of particular countries would really help DMs get the flavor of what life is like in the country, and how it relates to their neighbors – and in turn how those cultures relate to the other races (Dwarves, various flavors of Elves, etc.) within their borders.

That said, it is worth mentioning that of the various ethnicities within Grayhawk, something that isn’t called attention to and sadly is forgotten by the art in later editions is that the predominant skin color of the World of Greyhawk isn’t white. It’s various shades of brown – and there isn’t discrimination based on skin color outside of the Great Kingdom (which is one of the predominantly Evil kingdoms in Greyhawk – their version of the Late Roman Empire).

I can infer some cultural information about the various groups based on the deities within those groups, but it’s really up to the DM to figure out what those societies are actually like. We get a bit of this as well from the descriptions of the various countries, but that information focuses less on societal identity – as we don’t get human demographic information – and more on national identity. It’s still useful to a DM, but there’s a bunch of narrative options that are left off of the table.

The religious information is generally nicely done. Unlike in Deities and Demigods, we get some real focus on the “portfolios” of the Gods – what parts of life do they care about. None of them have real combat stats – though some combat information is reproduced from Deities and Demigods. The book gives some information of the vestments that clerics of the various deities have, and what their weapons are (and consequently what you can assume their favored weapons would be, if you’re using those rules).

The book doesn’t get much into the relationships between the various Gods though – whether particular Good Deities would be inclined to take an active role in fighting some of the Evil Gods like Iuz, or if certain acts would be particularly reprehensible to followers of those gods (do followers of Boccob find destruction of books reprehensible?) It comes up in a few occasions – Hextor and Heironeous are in conflict because of how they represent different perspectives on combat and war – but other deities generally come across as being mostly ambivalent.

All of that said, even in comparison to the game materials put out in the “Greyhawk Adventures” Orange-spine book, and the 3rd edition Greyhawk corebooks, this is still some of the most comprehensive rundowns of the society of Greyhawk that have been published. Its omissions are significant, but nowhere near as dramatic as the omissions from setting core-books in later editions, and there’s a lot of useful material from here that is missing from other later editions.

The boxed set is available digitally from DriveThruRPG and the Dungeon Master’s Guild site, and physical copies can be found on eBay.

I recently picked up the role-playing game Wild World of Wrestling by Timeout Diversions from DriveThruRPG. The game is from the same people who brought us the underrated RPG WWE: Know Your Role, which I also own and like. As I’m reading through the game, I’m also working on setting up my own little promotion. This is partly with original wrestlers and in a large part with adaptations of real-world wrestlers. But, first, I’d like to do a little world-building and set-up the in-game organization. (more…)