5 ★ (0)
4 ★ (0)
3 ★ (0)
2 ★ (0)
1 ★ (0)

Curse of the Azure Bonds is the second game in the four-part series started with Pool of Radiance (Game). It is part of SSI's Gold Box series of games based on TSR's 1st Edition Advanced Dungeons and Dragons ruleset.
The game is identical in play-style to its predecessor, although as with most iterations of the same formula, features significant changes:
Players starting fresh with this game did not need a previous party to enjoy it. A pre-made party was available for them to use an new characters start out with an experience bonus to boost them up to the recommended minimum level required to survive the initial challenges.
The game continues to use the grid-based, 3D system wherein the world is viewed from a first-person perspective with 90° turns and movement spaces. As with nearly every Gold Box game, party members were displayed in the upper right hand corner along with hit points and armor class. Random enemy encounters would provide combat opportunities within the game against mixed groups of foes, providing experience.
When combat would start, it would become a tactical turn-based system with the battlefield viewed from an isometric perspective. Every member of the party including each monster were shown as individual icons that had a limited number of moves onscreen. The player was challenged to maneuver their party on the map, take cover behind obstacles such as wells, or even block doorways and act as tanks in order to protect their spellcasters.
The game continues the use of the translation wheel copy protection that Pool of Radiance had used. The player would occasionally be challenged by a set of Dwarven or Elvish runes onscreen and be required to use the codewheel to translate them and answer with the correct word. Losing the code wheel could render the game unplayable. The code wheel was seen by some as a cumbersome method of copy protection and would eventually be dropped from later installments of the series.
As with the previous games, there was an extensive amount of documentation included with the package:
Additionally, Azure Bonds features an Overland travel system allowing characters to randomly run into encounters or explore cities and dungeons within the region that the adventure takes place in. Several towns and cities are reachable from the Overland map along with corresponding side-quests for extra experience and treasures. Even Phlan can be revisited, although not in the same extensive form as it was in Pool of Radiance.
Certain dungeons and events are locked from exploration until the party completes another event first, but this expanded the scope of the party's travels greatly over that of Pool of Radiance.
Seeking adventure, the party's journeys take them to Tilverton. Unfortunately for these experienced heroes, they are suddenly attacked and overcome, captured, and when they awaken find that they have been bound with five glowing sigils on their sword arms. These Azure Bonds have cursed them into being puppets for whoever they are bonded to, allowing unseen masters to override their wills for when they require their services.
Robbed of their items and gold, they try to discover just who is responsible in Tilverton, eventually finding some answers. However, they are forced against their will to attack the King's Carriage as it passes through the city and eventually seek the aid of the local Thieves Guild. Discovering that the Fire Knives' leader was one of those responsible for one of the bonds on their arms, they go off in search for their first clues.
Over several adventures, the party discovers that a group of evil puppet masters, the New Alliance, are the ones responsible for the bonds on their arms. Each group intends to use the party towards their own evil ends and it is up to the party to stop them before that happens. After the Fire Knives, the party goes on to destroy the master of each bond after following further clues.
They confront Dracandros, a rogue Red Wizard of Thay, who intends to use them to provoke a Flight of Dragons thus laying waste to everything in their path. Mogion, High Priestess of the dread god Moander, intends to use them to open a doorway that would release the god into this world. The Black Network of the Zhentarim intend to simply use the party to spread evil with their master, Fzoul Chembryl, pulling the strings.
As they defeat each of these masters, their corresponding bonds disappear from the characters' arms. After all of these masters are defeated, the true leader of the New Alliance is revealed: Tyranthraxus, the demonic spirit that had escaped at the end of Pool of Radiance.
Confronting Tyranthraxus at last within the ruins of the ancient city, Myth Drannor, the demon reveals his plans to take over their bodies through his own bond with them. After a tremendous battle, the party emerges victorious as they close the Pool of Radiance and destroy Tyranthraxus for the final time.
Curse of the Azure Bonds is a follow-up adventure to Pool of Radiance, although experience with that game isn't necessary to enjoy this one. The same Gold Box engine that was created for Pool of Radiance continues to see use in this game with few changes outside of cosmetic fixes, the introduction of two new classes, and an entirely different campaign than that of its predecessor.
The initial city, Tiverton, contains all of the essentials to help the party recover from their ambush. Even if the party is imported from Pool of Radiance or Hillsfar, they lose most of their equipment and gold as a result of the attack, a mechanic that has been used in other titles (such as a magical storm resulting in the loss of valuable equipment in Ultima VII: The Serpent Isle) in order to start the party out fresh for the challenges ahead without making it too easy.
The most notable change is the introduction of an Overland option. The player could take their party out into the wilderness and explore certain locations comprising the southwest region of the Moonsea as their adventures will take them much further than one city. Various dungeons such as sewers, caverns, and wilderness locations all provide valuable opportunities to earn treasure and experience.
All of the gameplay mechanics are based on the 1st edition of the Dungeons and Dragons ruleset, otherwise known as AD&D (Advanced Dungeons and Dragons) from TSR.
Six races are available for players to choose from and is the first step in creating a new character and a party of seven adventurers with which to go out and save the world. Players can now select what kind of sex their character is which has no effect on their abilities, only in their appearance for the character portrait.
The races did not undergo any significant changes and had been presented in the same way as before in Pool of Radiance (Game):
Each character has a set of basic attributes that affect various abilities, such as combat prowess and how many spells a magic user can memorize before they must rest and re-acquire their spells once again. During character creation, the player may re-roll as many times as they want. Prime requisite attributes are those that are a requirement for certain classes. For example, Fighters must have a good Strength score in order to be effective.
The natural maximum for any attribute is an 18, although it can go higher depending on factors such as race and magical effects. Throughout the game, unless it is due to an outside intervention such as a spell or a piece of equipment, these attributes never change even when a character levels.
Attributes, such as Strength and Dexterity, are also affected by the selection of race and certain bonuses and minuses are spread across them as a result. For examples, dwarves are inherently stronger than the other races and, thus, have a bonus to their Strength and Constitution scores.
AD&D's alignment system determines what a character's outlook is. Players can choose what alignment their character starts off with, although actions within the game can slowly shift it. Certain character classes are very much restricted to certain alignments.
The alignment system remains unchanged from its previous implementation in Pool of Radiance (Game):
As per 1st edition D&D rules, female characters were actually penalized in this game; their maximum strength score can never be as high as that of a male character. Race plays a major part in determining what classes a character may be restricted in playing as. The game allows dual and even triple classing among characters depending on certain options such as race.
From the stock of basic classes, players can pick from certain combinations, although experience is divided among the classes that a character belongs to. As a result, they level much more slowly than a character dedicated to a single class.
Two new classes were added to the game: the Paladin (Character) and the Ranger. These classes were previously unavailable in Pool of Radiance (Game).
The basic classes are:
Non-human characters can multi-class with a mix of these to enhance their abilities by sharing skills across them, although they level up at a slower rate because of the experience distribution across different disciplines.
With the introduction of the Overland map, the world of Azure Bonds is much larger than that of Pool of Radiance, introducing a series of new dungeons in a variety of settings consisting of more than city blocks. However, the cities and towns that are offered on this map are not as detailed as Phlan was in the previous game and often visiting one brings up only a menu listing the locations that can be visited.
Most of the towns and cities on the Overland map have the following services:
Traveling across the Overland map along certain routes, such as between Voonlar and Yurash, can also confront the party with set encounters depending on certain factors.
In addition to these, there are also a number of locations that are famous in regards to TSR's Forgotten Realms campaign setting that will be visited during the course of the adventure:
The Gold Box RPGs had standardized themselves with a basic system that was shared across most of the party-based entries. The interface both for party management and information display were similar across titles such as this one making it easier for veterans to get into the game and creating a similar look.
Fighting in the game continues to be handled through random and set encounters wherein experience, items, and gold are earned. When combat begins, an isometric view (the combat map) is presented with every member and attacking monster shown as an icon.
It is a turn based system with each side taking their turns to maneuver and issue commands. This tactical approach, in conjunction with the obstacles present onscreen such as walls and doorways, allowed the player to create their own strategies.
Initiative played an important role in determining who goes first. Each round is divided into ten segments and every character and foe act on a specific segment determined by their initiative. Actions can be delayed and held until the end of round and the computer can fight for the player using the Quick command.