Compared to newer games, Pool of Radiance is very much like an older style dungeon crawl. There’s enough story here to tell, but just barely. To me, the look, style and personality of my characters matters. A lot actually. So I’m going to treat this much like I did my Baldur’s Gate and Icewind Dale playthroughs. There will be first person observation and telling of the story, plus whatever personal thoughts and experiences that seem fitting as the game unfolds.
This surely won’t be in huge detail or length, my recollection is that this is a much shorter game than the newer ones. I will do the body of this write up in three sections, then just a few comments on the build and what it will mean for proceeding into the next game of the series.

1

Diomedes grew up on the frontier. At a trade outpost of Cormyr, on the road to Tilverton at the northeastern extremes of the Kingdom. His parents were the only clergy at a temple of Lathander. Diomedes was much shaped by this life, he learned to be content to stay put and read a book when he was directed the fort was locked down. But he really lived for the times when he could get out, hunting, fishing or just running.
In his early teens, a new fort commander arrived. A knight who brought his young family. That included a son just a year younger than Diomedes. His name was Garaint. He was perhaps more active and more precocious than Diomedes. But it was good for the two young men to be friends, and to challenge and push each other. By the time they were in their late teens they had started training together as warriors. Diomedes had just turned 18 when they set off to a near city to complete their formal training.

Diomedes and Garaint return from a ride. Soon they will head off to the city to get their formal training as professional warriors.

This would be a formative period in several ways, particularly the meeting of friends that would become a team.
Diomedes most important new association would be with a young woman who was rooming right near Diomedes. Psyche was training as a mage on the other side of town, so their bumping into each other was a fortuitous accident.

Diomedes and Psyche were quickly making excuses to spend as much time together as possible.
They were officially a couple just as quick, there was never any drama here.

Meanwhile Garaint was also making new friends. A young woman in the Cleric training program, Moya was an frenemy?

Arguably it was never clear what Garaint and Moya were to each other. They were always together, but that meant constant teasing, bickering and pranking. They were never a traditional couple, yet they were rarely apart.

In time Diomedes knew he had to introduce Psyche to his friends. Garaint was a perfect gentleman.

Moya decided to fill Psyche in on all of Diomedes’ doings in classes.

During riding training Diomedes met a young man there training as an archer.

Actually Harg was already an accomplished archer, it was other aspects of warrior training he needed. Like self defense and blades.

Later Diomedes and Psyche were out on a walk in the woods just outside of town. They heard a noise just near the road.

Shuri had been living in these woods for several weeks.

She had been taken by slavers months ago when her small home village was raided and destroyed, and had been living in a cage in the back of a wagon. She managed to escape a few weeks ago. But she is unclear on where she is, and has no home to return to. Her grasp of the local Common language is marginal. No doubt Shuri has some impressive survival skills! Diomedes offered he could get her some warrior training, to round out her skills.

That is the team of six.

2

We’ll say Diomedes is a Paladin, so his training involves both warrior and clerical elements. He is good natured and enjoys a good laugh. Dad humor sort of funny, corny and inoffensive.
I’ve run Diomedes many times in different games. He is the oldest D&D character I still have a sheet for. This goes back to when 1E was still a new thing (literally, not all the books had even been published yet). His scores are a moving target, I’ll use something in between his actual starting scores, and his final ultra-high level version. But no doubt, he is a strong character.

18/00 – 18 – 18 – 13 – 16 – 17

A few things to note about 1E rules, and about Pool of Radiance that effect the build. A big thing, there was no weapon specialization (or mastery!) in 1E. This changed when Unearthed Arcana was published in 1985, but Gold Box games all ignored this, and ignored all weapon proficiencies. So initial weapons used will be for style reasons only. Later, expect best items available to determine what is used. And no dual wielding. Expect Diomedes to fight with sword and shield.
Also, there are no Paladins in Pool of Radiance. They will suddenly pop into existence for Curse of the Azure Bonds. Funny, Diomedes was actually started as a fighter and became a Paladin after a long quest when he was around 5th level. So I’ll start him as a fighter here, then recreate him as a Paladin for Curse. Head canon, he’s a Paladin.

Psyche is a mage. She is gracious, funny and good natured.
Psyche is the second oldest character I have a sheet for, she was married to Diomedes from about the time he became a Paladin.

7 – 18 – 18 – 18 – 14 – 18

Obviously issues around weapon proficiencies will have less impact on Psyche. But for reasons that will later be clear, Psyche will also get a rebuild for Curse of Azure Bonds.

Garaint is a fighter. He could also be described as good natured and funny. But his humor is often a little more biting and challenging.
Garaint was run as a PnP character, from a limited duration sort of campaign. The DM had an idea for a story to tell in about eight game sessions. Funny thing, this was the period when the Cavalier had been published in Dragon Magazine (but before Unearthed Arcana came out). So the original Cavalier was a “sub-class” of *either* paladin or fighter. Garaint was a fighter-cavalier. Obviously I can’t do anything about THAT! So fighter he is.

18/30 – 16 – 17 – 10 – 9 – 10

Moya Durbin is a Cleric of Lathander. Actually in PoR that will just mean she’s a good aligned cleric, all clerics are generic in 1E. (Specialty Clerics were my single favorite innovation that came with 2E!). Moya is fiesty and funny, some might find her humor abrasive. She meshes well with Garaint, everyone knows they’re truly a couple but they will *never* act affectionate in public or even with friends.
Moya was first created for Seige of Dragonspear. In my “Psyche and Diomedes” run they had used Jaheira and Branwen as their clerics. At the start of SoD they suddenly had no healer. So I created Moya as a Human Irish woman, whose physical appearence often draws questions that she’s a little tired of dealing with.

9 – 16 – 15 – 11 – 18 – 16

When questioned about her appearence, if she’s in a cranky mood she will let loose with some version of “I don’t have Infravision. I sleep like a human, I hear like a human, I sweat like a human. My favorite food is corned beef and cabbage. I learned to play bag-pipes as a tot. I’ve never been to Kara-Tur. Neither have my parents. I have my father’s green eyes.”

Most to the point here. I created her as a *Human* character for SoD whose appearence, characteristics and name all brought a certain dissonance. Now moving her into the Gold Box games I find a certain advantage, she’s human and will have no level cap.

Harg is a fighter. Long ago in a PnP campaign he started as a sort of “barbarian”. But he was odd in that he wasn’t strong and he was always the team archer. Quite a good one. When 2E came along he wound up with the “Wilderness Warrior” kit, which is sort of a low-rent Ranger. There were no (or less?) ability and alignment requirements. Like so many 2E kits, this was really more about role playing than any combat advantage. I believe he gained “Forest Survival” and “tracking” as his bonus abilities. Neither mattered as we always had a Ranger handy.
Harg is good natured but quiet. He enjoys the company of good friends and a good laugh, but he seldom initiates banter.

13 – 18 – 17 – 10 – 11 – 13

Obviously in a game with no weapon proficiency system he can switch pretty seemlessly to melee mode. I suppose that will make him the rear rank emergency fighter. But with the 18 Dexterity he will favor the bow.

Shuri is from my game setting. Actually from a sojurn to ancient Egypt. A refugee adopted into the adventuring team. She was an interesting role play both for her unfamiliarity with the language of the players and her comparitive youth. For our purposes here we’ll say she has enough time with the crew to have functional language skills, yet she still looks up to her *slightly* older team-mates.
She is quiet, except for her laugh. And she will stick very close to the friends who made an effort to look out for her.

15 – 17 – 16 – 11 – 15 – 15

The biggest issue with recreating Shurri is her signature attack will be underwhelming. She was highly specialized in spear. Which historically is a *one-handed* weapon used with a shield for melee, especially in the Bronze Age when it was impossible to make a sword much over 12 inches. So a spear had some reach, and could be thrown in an emergency (with maybe half the range of a javelin). Well Gold Box, like the later Infinity Engine, defines it as a “two-handed weapon”. That does 1d6 damage.
Okay, we’ll call that the disadvantage of having mastered an obsolete weapon. Obviously, in a game with no weapon proficiencies I can equip her however I want. But I think her signature will be all two handed weapons. So maybe halberd or two-handed sword? Like all the team she will use whatever the best available may prove to be. Spear until magic shows up. With a good dexterity and constitution she will be a survivable fighter who just doesn’t hit very hard (pending good magic items).

3

Diomedes and his close friends were able to arrange completing training within a few weeks of each other. So here they were, a group of well-trained young adults looking for a great adventure to embark on as a team. Psyche found a bulletin, a notice from the City Council of New Phlan. They wanted adventurers to help them clear a variety of monsters from the old ruins surrounding the new city. Payment was offered. This was just across the Moonsea, so a short voyage by boat. A perfect project for the six of them?

Disembarking they were greated by Rolf, who offered a quick tour of the settled parts of the new city.
The team’s back rank. Moya the cleric, Psyche a mage and Harg a bowman.

Their little tour ended at the gate to the unsettled region.

The front rank. Diomedes, Garaint and Shuri are all warriors.

Rolf had pointed out the City Council chambers, where missions could be identified and rewards handed out.

Here the met Sasha, Clerk of the Ciy Council.

They registered their presence to be sure and get off on the right foot. The top priorities seemed to be clearing an old slum area, immediately though the secured gate, that was overrun mostly by orcs and goblins. And the Sokal Keep, a ruin they passed in the harbor mouth when they sailed in yesterday, has apparently been occupied by a tribe of orcs. They bought some needed supplies at an outfitter, then settled in for the evening at a local inn.

In the morning they looked over the maps they had of the area one last time. then set off on their adventure together…

*****

After much looking and fussing around with options, I’ve decided to just run the last official version of PoR with no mods. So I’m playing the classic game with no updates, only the advantages of a faster modern computer. Features that came later, will come later!

I will post updates in the usual fashion. My recollection is this is a much shorter game than Baldur’s Gate! I am not sure how long the whole series of four might take? And I’m not promising to finish them all! Let’s just see where this goes.

Update 1

We were all a little nervous as we set out to explore the abandoned slums right on the other side of the wall, the gateway to old Phlan. The first group of creatues we saw, Kobolds, took one look at us and ran. That was a good boost to our confidence!

Soon after we heard rough, guteral voices behind a wooden door. Expecting our first fight I kicked open the door and we entered. A short fight ensued against a half dozen orcs. I guess we’re real adventurers now! We came out well, just a few scrapes Moya quickly healed up.

We turned back out into the alley, and four more orcs were coming right at us.

Psyche cast her first ever Sleep spell!

Wow, she can turn a battle fast! Like I needed any other motive to never leave Psyche behind.

We faced a couple of fights against large numbers of inferior foes, goblins and kobolds.

Enough one time they got all around us. Harg and Moya had to fight melee. Psyche is smart about saying out of the way. This was not a big problem.

We had a few other such fights. Generally Garaint and I stay on point, trying to draw the most fire. But it seems Garaint gets hurt more often than I do? He is bigger?

Moya is getting frantically frustrated with Garaint always getting hurt!

But soon we were back at it again.

More orcs.

There was one part of the slums yet to clear, the old Rope Guild, when we went back into civilization to replenish some supplies and get a good night’s sleep.

Garaint, Shuri and I all got better plate armor. Psyche seemed very pleased!

We also did some training, all of us seemed ready to improve our skills. We fought a lot of battles in the course of one long day.

Back to the Rope Guild.

We interuped some trolls doing, who knows what?

We wound up fighting four trolls and two ogres total. Wow! That tested our skills!
The area seemed quiet when the battle was over. Had we cleared the slums? Our first mission complete! We were well payed when we got back to the Council Clerk. More training.

Then we were off to the small island in Phlan’s harbor. The old keep, Sokal Keep, is apparently haunted, and we were to quiet the ghosts if possible.
The island was haunted, but the biggest issue was an army of orcs had taken up residence. A large battle ensued, the largest we’ve fought yet.

Then we chatted with Farren Martinez, or his ghost. We told him Phlan was being resettled, and we’d already started by clearing out the old slums. He was pleased, this seemed to bring him peace. The island will no longer be a problem.

We returned to the mainland and set off for Kuto’s Well, an old residential area just beyond the slums.

Lizard Men are a little tougher than the orcs and goblins we’ve mostly been fighting.

And there were quite a few of them around the well. We were really looking for a bandit captain, Norris the Gray. He had been waylaying travelers and fighting with guardsmen. Psyche noticed a ladder mounted into the wall of the well itself heading down into the water. I guess we’re heading down!

We found Norris the Gray! This was not as hard as some other fights we’ve faced.

We returned to the city to collect another nice reward, and some more training. There are a number of local missions open to us now. We chose a couple that seemed nearby. The first sent us off to Podal Plaza, an old shopping district that apparently now fills the same function for the local monster population. An unknown magic item was up for auction, and the city leaders wanted to know the who and what of it. So a little undercover work for us.

We covered our gear with heavy cloaks and our pink skin with dirt and mud.

“Honey your hair is lovely” “Oh thank you! I… oh”

It pained me to smear mud through that thick brown hair.
But our mission was a success. I guess. We saw a magic wand of some sort auctioned, and noted both the auctioneer and buyer. The city council seemed pleased and rewarded us.
On the way back we stopped by the old Mendor’s Library. The City Council has been asking for books, scrolls, texts that might reveal what all has transpired here. We found a few things of interest. We have now encountered the name Tyranthaxus a few times, associated with the fall of old Phlan. The name seems to cause much fear and worry, and the suggestion is that he is supernatural of some sort. It seems likely we’ll encounter this name again!

Our bookworms enjoyed the detour by the old library.

The city council paid us well for a stack of old books too. One new mission was presented to us, to clear the city’s old graveyard. Ugh, sounds fun.

They gave us a sword for clearing undead. Shuri is our two-hander specialist, so she got the sword. This seemed to make her very happy!

We seem to have a back-log of things to do at this point.

*****

So yeah, this game is really old. I’m mostly finding it a lot of fun though. The only thing I find really annoying is memorizing spells, mainly Cure Light Wounds. It will be our only healing spell though the entire game, and the “Fix” command wasn’t implimented until the next game. I knew this, and I knew it would be a headache. Well, it is. But the game plays fast and is stable. I think this will be managable. It used to be…

I’ve noticed I did one silly thing wrong I’ve done before.

Shuri and Moya are often hard to tell apart!

Both avatars wear metal armor, blue as a color, black hair. Moya uses a shield. Initially that was the only real tell between them. I’ve given Shuri black armor now, its a more vivid tell between them.

I am *really* enjoying coming up with renders fo this ICONIC old game! This is fun.

3 responses to “Pool of Radiance Playthrough: Diomedes”

  1. Zeno Avatar

    Is the lack of a Thief of any kind going to be a problem? I know I always had one, but I can’t remember how necessary/needed that is in the original Pool of Radiance. Seems like there were several areas with lots of locks/traps. Thief was always pretty easy to include, since it seems like every race had no level cap in thief. So I usually ended up with a dwarf, elf, or halfling F/T.

    One thing I always liked about the original Pool of Radiance is that it felt like more than a dungeon crawl. There was a fair bit of overland map stuff exploring for lizardmen and the like. Really felt narratively like it screamed for a Ranger, even though that wasn’t a choice yet. And watching as the city reclaimed the areas you cleared was satisfying. Really made it feel like you were accomplishing something,.

    I think once all the classes were implemented I always hit the Gold Box Games with a front line of Paladin, Fighter, Ranger and a back line of Cleric, Mage, Thief-multiclass. The Dragonlance games were a little different, but that was my preference in Forgotten Realms gold-box. That’s where Katarina DeWinter and company originated.

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    1. atcDave Avatar
      atcDave

      No thief is needed in PoR. Everything you can’t pick can be smashed open. That will change a little in Curse. It is a shame the way this runs I won’t use any Demi-humans either. Even by the end of PoR there would be cap issues for everything but thief. (A dwarven fighter/thief might work without an issue?). Funny that was never such a big thing in PnP, but we never expected to be reaching such high levels!

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      1. Zeno Avatar

        Heh. Hence the birth of Garin Trapspringer. Who probably went through every dnd crpg ever released.

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