Hand of the Inheritor

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Silver Crusade 3/5

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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…

Spoiler:
Shadow’s Last Stand, along with Mantis’ Prey, finishes up the Year of the Shadow War with the PCs dealing with the rogue Shadow Lodge’s leadership. If you knock that leadership off by level 7, then you pretty much have to go with the explanation that your PCs are playing wackamole with a bunch of independent Shadow Lodge cells still lashing out at the Pathfinder Society either out of spite or because they do not know about the events of Shadow’s Last Stand yet. Also playing Shadow’s Last Stand before Heresy of Man will really screw up some events in Heresy of Man due to some of the things that happened in Shadow’s Last Stand.

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.

Spoiler:
City of Strangers I & II
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.

Spoiler:
You can still have him in charge of the Shadow Lodge. You just have him present it as being loyal to the Society and wanting what is best of the individual Pathfinder agents. Going with the general fluff you find in the Field Guide.

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.

Silver Crusade 3/5

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The key for me is malicious intent when I GM and play. If the player is doing it for what I feel are malicious reasons, such as doing it to be a jerk, deliberate intent to kill another PC, or is being wholly reckless with other people’s characters, then I will put a stop to it. But if a player is doing it for strategically sounds reasons, and the other player is ok with the action, then I will give more leeway.

For example, during one scenario I was when I was playing a Wizard. Right after we had finished one encounter Bad Things happened and another encounter was cinematically triggered. Unfortunately, the party Alchemist had earlier drank a potion of Invisibility, and was right next to the new enemies. Given the party was already beaten up, and spread all over the place I wanted to do something drastic to even the odds, so I decided to drop an Empowered Fireball into the area. But given my character did not know the Alchemist was in that area due to his invisibility and my character had no reason to believe he was in the area he would most likely designate (he was off completing a Faction Mission during the last battle), the Alchemists was also going to get hit. I felt really bad about it, and apologized to the player, but he said he understood, and the GM allowed it. But if the player or the GM had objected I would not have done it. Both to not be a jerk, and to keep things friendly at the table. And I if I had ended up killing that PC, I would have been willing to pay whatever it took to bring him back.

A lot of this is really situational. Both for strategic considerations at the table, who is at the table, and the specific situation. But I think intent is a big thing to consider, and anything malicious should not be tolerated at a table.