Pool of Radiance is a fantasy novel written by American author Troy Denning. It was first published in 1991 by TSR, Inc. as part of the Forgotten Realms novel line and serves as a novelization of the 1988 computer role‑playing game Pool of Radiance, the inaugural title of the Gold Box series set in the Dungeons & Dragons campaign setting.
Publication details
- Author: Troy Denning
- Publisher: TSR, Inc.
- Publication year: 1991
- Format: Hardcover (initial release), later paperback editions
- ISBN (paperback): 0-88038-539-8
Context and relationship to the game
The novel retells the events of the Pool of Radiance video game, which takes place in the city of Phlan on the continent of Faerûn. The plot follows a group of adventurers—among them the characters Harpers, a monk named Kyndel, and a dwarf named Harsha—who are drawn into a conflict involving a mysterious magical pool beneath the city’s temple. The pool, created by a long‑dead deity, threatens to flood Phlan with a corrupting, radiant energy. The heroes must navigate political intrigue, battling the thieves’ guild and various monstrous forces, to prevent the pool’s destructive power from being unleashed.
Plot overview
- The story opens with Phlan in a state of decline, plagued by banditry and internal strife.
- A band of mercenaries uncovers rumors of a “Pool of Radiance” hidden beneath the city’s catacombs.
- As the heroes investigate, they discover that the pool is a conduit for a lingering divine presence, capable of granting immense power but also causing widespread devastation.
- The narrative interweaves subplots involving the city’s ruling council, the thieves’ guild, and ancient elven ruins.
- The climax centers on the adventurers’ attempt to seal the pool, confronting both physical guardians and the temptations of its power.
- The resolution sees Phlan stabilized, though the lingering threat of the pool hints at further adventures in subsequent Forgotten Realms titles.
Reception and legacy
Pool of Radiance received mixed to positive reviews within the gaming community. Critics noted that the novel successfully expanded the video game’s storyline, offering deeper characterization and world‑building for readers familiar with the Forgotten Realms setting. Some reviewers, however, remarked that the book adhered closely to the game’s plot, offering limited originality for readers seeking a standalone fantasy narrative. The novel contributed to the broader trend in the early 1990s of adapting computer role‑playing games into prose, alongside other TSR releases such as Curse of the Azure Bonds and Secret of the Sword.
Significance
The novel exemplifies the cross‑media storytelling approach employed by TSR during the late 1980s and early 1990s, linking the Dungeons & Dragons tabletop role‑playing franchise with its emerging computer game market. It is one of several Forgotten Realms tie‑in novels that helped to solidify the setting’s popularity across multiple platforms.
Note: All information presented is derived from established bibliographic records and contemporary reviews; no speculative content is included.