After clearing Podol Plaza, I tried to get into Mendor’s Library again, only to not be able to get in due to failing my open lock and break down door checks. So, to grind up further, I decided to go take care of clearing Podol Plaza, and dealing with some of the remaining fixed encounters there and in Kuto’s Well, to grind some additional XP. While I’m doing this, I thought I’d talk a little bit about how I’m playing this game.
Once Sokal Keep has been cleared, now you’ve gotten the attention of the government of New Phlan – as the room behind the counselor opens up, and Junior Counselor Cadorna asks to meet with you. Cadorna is one of the few NPCs in the game with a truly unique character portrait – one that wasn’t created with the portrait system that you would have used to create your party when you started the game.
Cadorna – with both some bling and a turtleneck
Cadorna’s family has roots to Phlan long before it fell – and he’s got a job for the PCs – retrieve some treasure the family stashed before they had to flee. However, the Textile House – where the goods were stashed – is in the corner of town between Podol Plaza and Mendor’s Library, so that quest will have to wait until after either of those two quests.
However, in order to get to either of those quest locations, you’ll have to go through the city hex of Kuto’s Well.
Map of Kuto’s Well from the Cluebook.
This is the first hex we’ve entered thus far that doesn’t actually have a story hex attached to it – but in order to clear the town, we have to clear this area, though the party only gets the normal “Hex Clear” reward for doing that. Still, that’s generally enough motivation for the player to clear this hex.
By taking on this hex, the player is introduced to a few new concepts. For starters, this is the first multi-layer dungeon the player has faced in the game thus far. Every other hex has been a single part of town – so there’s that.
The catacombs underneath Kuto’s Well
Second is traps. Several squares in the catacombs (until you take out the bandit leader – Norris the Grey) will result on you getting shot at if you pass through them – and you’ll have to pass through at least one of them to reach Norris – who can show up at multiple places (and will appear t whichever of those places you get to first.
I have mixed thoughts on this. On the one hand, I wish that if you were actively searching and had a thief in your party, you could have a chance to completely evade the ambush. Alternatively, if you weren’t evading the ambush by random chance, I would like the idea of placing the ambushes in locations where the party could maneuver around them, with the thief having a chance to spot what squares contained the ambushes. That would provide a way, in the context of this video game, to emulate how in a tabletop session the Thief’s powers of observation can permit them to get the drop on an enemy or to evade an ambush or patrol.
Norris the Gray – I’m not entirely sure what race he’s supposed to be.
That said, the fight with Norris himself and his men isn’t too hard of an encounter – provided you’ve kitted your spellcasters out with area of effect spells that can take groups of people out of the fight. I took Norris’ minions out with sleep spells and took Norris himself out of the fight by catching him in a Stinking Cloud, at which point we were easily able to dispatch him.
Beating Norris also gets another journal entry – which in turn provides some story content. Specifically, that the forces holding Old Phlan are not a unified front. There is a note from “The Boss” calling for Norris and his troops to assist in holding Sokal Keep, and Norris basically telling “The Boss” to shove it up his ass. Now, he didn’t actually send the message – but the reasoning for his not sending it isn’t clear.
However, clearing out Norris basically clears out this city hex, and allows you to return to town and collect your reward for pacifying it.
In preparation for the 2019 release of Cyberpunk 2077, I decided to play through (and stream on my Twitch Channel) the last tabletop cyberpunk RPG to be adapted to video game form – Shadowrun Returns: all three of its campaigns. Here are my thoughts on the first campaign – Dead Man’s Switch. Read more
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.
We come to another decision point, with Doctor Hell advancing on the Photonic Power Research Institute, G-Hound having taken the Colony Laser, and issues coming to a head in the AD Universe…
The Garencaries goes on a mission to escort a refugee convoy, only to run into an ambush, with Kamille and the Three Ples having to take on Full Frontal’s lieutenant.
I have some thoughts on the rumors (and outright stated plans) for Sony and Microsoft’s new pieces of hardware in 2019 – and why they should really slow their roll.