Nicholas Gray |
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I have studied the Year of the Shadow Lodge arc a bit. It would seem to me that a lot of the scenarios took place in the order they came out. Though only loosely in a lot of cases as many are interchangeable order wise without diluting the metaplot. Especially with a lot of the middle parts. Unfortunately, as Mark already said, the scenarios were not designed to be played by the same PC all the way through. It would be very clunky without the GM doing some potentially signifiant handwaves, revisions, or changes. If you try and play them all strait through based on tier then a lot of events in the metaplot get convoluted. For instance…
One idea I would like to recommend is for you to have two party’s of PCs playing concurrently with one another. One in the 1-7 range, and another in the 7-11. Ideally you would also have a level 12 group to also fit into the Shadow War timeline. But I’m under the impression that you are playing this group for credit, and not really a homebrew type of deal where you can finagle around with things. So you would have to wait for them all to retire before playing those scenarios.
So here is my recommendation on which scenarios to play in which order without taking things like scenario tiers into account or other scenarios you might want to fit in. Unfortunately for Drogon, City of Strangers does not seem like an option. Though I would highly recommend trying to fit these two scenarios in if possible. Warning: this can be potentially spoilerish.
Eyes of the Ten I
Year of the Shadow Lodge
-These scenarios introduce the Shadow Lodge, and their initial plots. At the start of this the Shadow Lodge has not been acknowledged by the Society at large, and has been dismissed as a rumor by the Decemvirate. But by the end of Year of the Shadow Lodge the cat is pretty much out of the bag.
Eyes of Ten II
Shadow’s Fall on Absalom
Heresy of Man I-III
-Rogue Shadow Lodge agents start to turn up left and right in this series of scenarios. Possibly leaving the PCs in doubt about who they can and cannot trust as the Shadow War starts up.
Shades of Ice I-III
Sarkorian Prophecy
-The PCs deal with the many rogue Shadow Lodge plots going on throughout the northern Avistan. A hotbed of Shadow Lodge activity.
Wrath of the Accursed
The Dalsine Affair
-The PCs bounce back to the Inner Sea to deal with Shadow Lodge plots in this region.
Eyes of Ten III
Mantis’ Prey
Shadow’s Last Stand I & II
Eyes of Ten IV
-The conclusion of the Year of the Shadow Lodge arc. Ties up all the loose ends, and brings a nice conclusion to the metaplot arc.
This can be less than ideal for a lot of people. For starters it would require three different party’s. One in the 1-7 range, another at 7-11, and a retirement party at 12. Which can be difficult to arrange if you are playing for credit. You can do just fine without the 12 party in my opinion, though the GM running that will have to handwave a few things. But that would far from ruin the retirement arc and the events that happen in it.
Here is my suggestion on how you could handle Grandmaster Torch for First Steps.
You can present the Shadow Lodge agents the PCs have to deal with in Season 1 & 2 as rogue and rebel agents as well as outsiders trying to corrupt Torch’s vision and mission for the Shadow Lodge. They seem, at least initially, intent on changing the vision of the Society, and bringing that change about through force, and are blatantly trying to launch of a coup against the Society. Naturally Torch is not wild about this separatist faction of Shadow Lodge agents destroying everything he had built over the years, and wants to try and repair the situation. Depending on the phase of the conflict, this will either be to try and diplomacize with the rogue agents, have them killed or captured, collect information on the rogue Shadow Lodge and its leaders, and try and keep Shadow agents still loyal to him and the Society safe during this time of turmoil and suspicion in the Society.