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Let's Play! Shadow Sorcerer (SSI) blind, iron man!

Who should be in our initial main party? (choose 4)

  • Tas (6th level kender thief)

    Votes: 0 0.0%
  • Flint (6th level dwarf fighter - really? only 6th?)

    Votes: 0 0.0%

  • Total voters
    7

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,352
Location
Crait
Ok, so I've spent the past 3 days frustrated getting BG: EE mods installed. So I need a break.

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Something made me remember an old game that I've never played before but always wanted to: SSI's Shadow Sorcerer, set in the Dragonlance universe.

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For those familiar with the Dragonlance books, the game takes place between Dragons of Autumn Twlight (book 1) and Dragons of Winter Night (book 2). The Companions must find a refuge for the 800 slaves they liberated from the ancient fortress Pax Tharkas. It is an adaptation of one of original Dragonlance PnP modules (Dragons of Desolation?)

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Is this a forgotten jewel? Are there hidden RPG design innovations in this 380 kilobyte game? We'll find out together!

So far all I did was play about 2 minutes to make sure it runs on Dosbox (which it does fine).

This appears to be a strategic RPG, as you are being chased by the Red Dragon Army. You must divide the companions into a 4 team scout party that explores the land ahead of the refugees, while the remaining companions protect the refugees. There's a hex map of the land, and your scout party moves hex by hex.

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When the scout party encounters monsters, you get into a proto-Baldur's Gate esque realtime with pause combat.

The map portion of the game is played in real time, like a proto-Europa Universalis. You can speed up or slow down time progression.

The other part of the game, which the review I read found frustrating, is that the refugees choose where to move themselves. You can't control them, although I guess you're supposed to leave your charismatic characters behind to persuade them to move towards safety.

So I suppose that's the game in a nutshell.

Let's decide who should be in our scout party, and which direction we should move. I guess I'll make a save each day and update with the progress.

The Companions:


instruction manual said:
As outlined above, the four members of the PC Party are selected from a larger list of Companions, and can be changed round whenever the PC Party and the main Refugee group are in the same hex. You may think it's a good time to swap the PC Party around when the first four volunteers have been thoroughly roughed up. However, this option should not be over-used, because it uses up time. The Heroes you don't select are assumed to be travelling with the Refugees, unless they are lost or detained somewhere else.

You have a free choice as to which companions make up the PC Party, and which stay with the Refugees. However, there are hidden modifiers to the game which make certain line-ups more desirable than others. As guidelines, you might want to bear the following in mind:

Only Goldmoon and Elistan have Healing powers.

Only Raistlin and Gilthanas have non-clerical magic.

Tasslehoff has a special ability called 'Kender Yell', the ability to divert monster attacks from others onto himself. Goldmoon and Riverwind are an item, and pine without each other. The same is true of Caramon and Tika. It may even be true of Tanis and Laurana, only this is complicated by the fact, that neither of them is sure about it and Gilthanas, Laurana's brother, is very
protective of her and no fan of Tanis.

Sturm and Raistlin have opposing philosophies, and will not co-operate.

Elistan, Eben, Locar, Briar and Brooklands are not actually DRAGONLANCE Companions; they are just the foremost members of the Refugee Council. Only Elistan has any special abilities, and they should be employed when everyone else is injured.

Read through the Companions Section for more details.

So the breakdown:
Mages: Raistlin and Gilanthus
Clerics: Goldmoon and Elistan
Thieves: Tas and Tika is like a fighter/ thief
Ranger: Riverwind

Everyone else is just a normal fighter.

THE COMPANIONS
--------------

TANIS 7th Level Half-Elf Fighter

Str 16 Wis 13 Con 12 Int 12 Dex 16
Chr 15 AL NG Hp 55
AC 4

Armour: Leather Armour +2 and Shield
Weapons: Longsword (Wyrmslayer), Long Bow & Arrows

Tanis is torn between the human and elven parts of his heritage. Though he
was brought up by the Elves, he was always aware of many differences that
marked him seperate. So, as a young man, he left the Elven homelands and
became a wandering adventurer.
Tanis is the natural leader of the Dragonlance Companions. He is a
formidable fighter, but also a sensible negotiator. His magical sword -
WYRMSLAYER - is a recent aquisition. Its power against draconians (and maybe
even dragons themselves)is potent, but unproven.
Laurana has loved Tanis for many years, but the Half-Elf is torn between her
and the half-sister of Caramon and Raistlin, Kitiara. Her whereabouts are
unknown.

RAISTLIN 5th Level Human Magic-User

Str 10 Wis 14 Con 10 Int 17 Dex 16
Chr 10 AL N Hp 15
AC 5

Armour: Robes Only
Weapons: Staff of Magius

Caramon's twin, Raistlin has grown to be very different to his brother.
Having once seen a simple Illusionist, he proved able to copy those tricks.
His half-sister , Kitiara, encouraged him to develop his talents and he
astounded his tutors at Magic School by his prowess and the depth of his
ambition.
Raistlin left to seek a greater tutor. In the Tower of Sorcery, he was put to
terrible tests which wrecked his health, turned his skin a golden hue, and
gave him eyes that could only see death.
Raistlin is surly and unpredictable. Even his attachment to his brother is
ill-balanced. He has great power, however, and may yet prove to be the most
influential of the Companions.

CARAMON 8th Level Human Fighter

Str 18/63 Wis 10 Con 17 Int 12 Dex 11
Chr 15 AL LG Hp 52

Armour: Ring Mail and Shield
Weapons: Longsword, Spear

Caramon is Raistlin's twin and has a strong sense of loyalty towards his more
sickly brother. Being extremely strong and robust himself, he protects
Raistlin from physical harm whenever he can, even though he recognises that
his twin is not easily understood.

-16-

Always cheerful, Caramon is also close to Tika Waylan, and is deeply loyal to
all the other Companions. Above all, Caramon is decent, dependable and a
stout fighting man.

GOLDMOON 7th Level Human Cleric

Str 12 Wis 16 Con 12 Int 12 Dex 14
Chr 17 AL LG Hp 29
AC 8

Armour: Leather
Weapons: Sling +1

Goldmoon, a princess of a plainsfolk tribe, has become a true Cleric
following the discovery of a magical crystal staff. Exiled for both
proclaiming this, and for her love for Riverwind, the son of a poor man,
Goldmoon found a new home amongst the Dragonlance Companions.
Goldmoon is pure-hearted, brave, dutiful and deeply devoted to Mishakal,the
Goddess of Healing. Her Clerical skills are vital to the success of the PCs
quest, as are her qualities of trustworthiness and loyalty.

STURM BRIGHTBLADE 8th Level Human Fighter

Str 17 Wis 11 Con 16 Int 14 Dex 12
Chr 12 AL LG Hp 47
AC 5

Armour: Chain Mail
Weapons: Two-handed sword +3

Sturm is the son of a Solamnic Knight, and adheres to their strict code, even
though he has not been knighted himself. In fact, throughout his many long
journeys, Sturm has never found a trace of the Order, only bitter memories
of their fall from grace. Sturm carries his father's sword and follows the
Solamnic creed "Obedience Unto Death". He is dignified, fearless and humane.
In Sturm, the Companions exhibit their greatest concern for the victims of
the perils which face Krynn.

TASSLEHOFF BURRFOOT 6th Level Kender Thief

Str 13 Wis 12 Con 14 Int 9 Dex 16
Chr 11 AL N Hp 24
AC 5

Armour: Studded Leather
Weapons: Hoopak

Tass is a victim to the habitual wanderlust of the Kender race. Novelty
excites a Kender like no other, and Tass' curiosity comes in full measure. He
collects old maps, and is forever seeking ways to add new knowledge to them.
The other characteristic of the Kender that Tas has inherited in full is
their concept of "handling". Tass always seems to have possessions which he
is keeping for someone else. He first met Flint after removing his armband
for safe-keeping. Full of fun and utterly fearless, Tass has brightened the
lives of the Companions, even if he sometimes exasperates them. In

-17-

particular, they value his skill with languages, and his ability to disarm
traps and open doors.

RIVERWIND 7th Level Human Ranger

Str 18/35 Wis 14 Con 13 Int 13 Dex 16
Chr 13 AL LG Hp 42
AC 5

Armour: Studded Leather
Weapons: Longsword +2, Short Bow, Arrows

Once a simple hunter, Riverwind's fate has been determined by his love for
the princess, Goldmoon. It was the quest he undertook to prove his love for
her that found the Crystal Staff, and that made her a Cleric of the True Gods
Goldmoon and Riverwind are the only survivors of their people, who were
massacred by the draconians. Riverwind is strong, but extremely reserved. He
believes in plain words and decisive action. The people of the other plain
tribes respect him, and their acceptance of the guidance of the Companions is
in no small part because of him. Riverwind and Goldmoon together are a
formidable team.

FLINT FIREFORGE 6th Level Dwarf Fighter

Str 16 Wis 12 Con 18 Int 7 Dex 10
Chr 13 AL NG Hp 60
AC 6

Armour: Studded Leather
Weapons: 2 Hand Axes

Flint is a Hill Dwarf, on of those left behind when the Mountain Dwarves
retreated into Thorbardin. This, tehn, is a very personal quest for him.
Brave, but very cynical, Flint is old, even by Dwarven standards. He remains
with the Companions because of a deep personal bond to Tanis, and his
grudging affection for Tass, with whom he squabbles all the time. Flint has a
very strong sense of mission, and an equally strong sense of tradition. He
has little trust for other Dwarven cultures, and his quick temper makes him
an unlikely candidate as a diplomat.....

GILTHANAS 5th Level Elf Fighter/4th Level Magic-User

Str 12 Wis 10 Con 12 Int 14 Dex 16
Chr 13 AL CG Hp 19
AC 2

Armour: Chain Mail
Weapons: Longsword +1, Longbow and Arrows

Gilthanas is the son of the Speaker of Suns, a major leader of the Elven
people. He is nimble, optimistic and quietly confident in his many skills. He
has chosen to ally himself with the Companions, partly because he can see
that they represent the heart of the struggle with the draconians, partly
because he is concerned for his sister, Laurana, and her imperfect
relationship with Tanis.

-18-

LAURANA 4th Level Elf Fighter

Str 13 Wis 12 Con 14 Int 15 Dex 17
Chr 16 AL CG Hp 24
AC 2

Armour: Chaim Mail +1
Weapons: Short sword

Laurana, as the daughter of the Speaker of Suns, has enjoyed greta privelege.
She grew used to getting her own way, but she is charming enough, and has the
good sense not to be undiplomatic.
She was pledged to Tanis while still almost a child, and loves him still. Her
inner strength and optimism have carried her through the dissapointment of
his seeming indifference. She has chosen to prove herself through her service
to the Cleric, Elistan.
Laurana is a warrior, a leader and a woman of great nobility of mind. She has
a great future ahead of her.

EBEN SHATTERSTONE 5th Level Elf Fighter

Str 14 Wis 7 Con 8 Int 15 Dex 13
Chr 15 AL CN Hp 28
AC5

Armour: Chain Mail
Weapons: Longsword

Eben is a proud man, fighting to restore the wealth and prestige of his
family name. Though both handsome and charming, Eben has a tendency to want
to be in control of everything, even though he rarely shows himself to be a
wise leader. As the foremost among one of the factions of the Refugees, Eben
has an unsettling influence on the quest, often expressing his philosophy as
"Lets Live To Fight Another Day".

TIKA WAYLAN 5th Level Human Fighter

Str 14 Wis 12 Con 13 Int 9 Dex 16
Chr 14 AL NG Hp 30
AC 6

Armour: Leather
Weapon: Shortsword

Tika's father was a Thief, and she learned much of his trade. In fact, other
than Tass, only Tika has the skill to find and disarm traps and open locked
doors. Since the destruction of the only real home she knew, she has
possessed a deep hatred of the draconians. Acquiring scraps of armour
wherever she could find it, Tika has fought as hard as any of the others. Her
fast-thinking and toughness are her greatest assets. She also admires Caramon
deeply, while also being fascinated by anything magical.

-19-

ELISTAN 7th Level Human Cleric

Str 13 Wis 17 Con 12 Int 14 Dex 12
Chr 13 AL NG Hp 40
AC 5

Armour: Chain Mail
Weapon: War Hammer

Elistan leads one of the Refugee factions, but his importance goes far beyond
that. Having been a Seeker, servant to the False Gods, Elistan is now a true
Cleric.
Goldmoon managed to show him what had happened to her, and the same change
was wrought in him. With Laurana's assistance, he ministers to the needs of
the Refugees during the quest. Elistan is devoted to peace and the welfare of
the Refugees. He does not, however, shrink from doing whatever must be done
to escape the wrath fo Verminaard's legions. He does, after all, have first-
hand knowledge of the evil the dragonarmies can do.

BROOKLAND 5th Level Human Fighter

Str 12 Wis 9 Con 15 Int 10 Dex 10
Chr 6 AL NG hp 27
AC 8

Armour: Leather
Weapon: Longsword

Brookland is the leader of the Woodfolk, a human faction among the Refugees
friendly to Elves. He shares the simplicity and the good-heartedness of his
people, but also has a stubborn streak. Brookland cannot be rushed or pushed
into a decision. His prime concern is the safety of the Woodfolk, but he is
as confused as any about how this can be best achieved. Laurana seems to
have his ear.

BRIAR 5th Level Human Fighter

Str 14 Wis 10 Con 15 Int 13 Dex 15
Chr 11 AL LN Hp 28
AC 7

Armour: Leather
Weapons: Longsword

Not unlike Riverwind, Briar is a suspicious and cautious Plainsman, and leads
the faction among the Refugees which centres on his tribe. He prefers to make
decisions based on simple criteria, and it is easy to overwhelm Briar with
clever talk, so that he just rebels for the sake of it. He has a working
understanding with Locar.

LOCAR 5th Level Human Fighter

Str 14 Wis 16 Con 10 Int 9 Dex 10
Chr 14 AL LN Hp 19

Armour: Leather
Weapons: Longsword

Locar leads the rump of humans who still follow the Seekers, despite the
success Elistan has had in enticing followers away from them. Locar hates
Elistan and everything he stands for, and will be obstructive to any
suggestion which Elistan agrees with. He is, fortunately, a coward, and can
be easily rough-handled into line.

I will post some screenshots in a moment
 
Last edited:

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,203
Can you kill kenders here? If so, leave no survivors, starting with Tas. That filth deserves not to live.
 

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,352
Location
Crait
At this point it seems we're going to go with Raistlin, Goldmoon, Tika and I guess I'll go with Tanis Sturm since it seems significant that he and Sturm are the only ones with +3 weapons, and let's see if the game reacts to putting Sturm and Raistlin together. And the game is, after all, called Shadow Sorcerer so I expect we'll need magical weapons.


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No one said anything about route so I guess we'll head to the first branch point for the first day.
 
Last edited:

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,352
Location
Crait
So I took our party south about 5 hexes. No random encounters so far, I guess that's good luck. When I was testing to see if the game was working, I got jumped by Draconians every hex.

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the refugee menu shows us we have 800 refugees, 48 ore and 2000 bread? logs?

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We found a bread roll? Pencil eraser? I don't know what it is, but I had Tika pick it up.

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