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I am running a small PFS group in the local gaming store. the group thus far has fluctuated between 6 and three players. The players are now at 2nd and 3rd level.
I have been planning ahead. I would like to run the group through the Year of the Shadow Lodge Meta plot. Im being ambitious, and I hope we can eventually get the group up to 12 level so I hope i can run them through the 12 level arch as well. We are meeting almost every saturday, so once a week.
So far we have run through 01-The silent Tide, 02 The Hydra's Fang Incident, 03 Murder on the silken Caravan, 04 The Frozen Fingers of Midnight, 5-Mists of the Mwangi, 6-Black Waters, 13-Prince of Augustana, 39 Citadel of Flame, and i have just ran them through the God's mouth Herecy.
What are the Scenarios tied to the Shadow Lodge plot arc?
Thanks
raidou
RPG Superstar 2009 Top 4
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I am running a small PFS group in the local gaming store. the group thus far has fluctuated between 6 and three players. The players are now at 2nd and 3rd level.
I have been planning ahead. I would like to run the group through the Year of the Shadow Lodge Meta plot. Im being ambitious, and I hope we can eventually get the group up to 12 level so I hope i can run them through the 12 level arch as well. We are meeting almost every saturday, so once a week.
So far we have run through 01-The silent Tide, 02 The Hydra's Fang Incident, 03 Murder on the silken Caravan, 04 The Frozen Fingers of Midnight, 5-Mists of the Mwangi, 6-Black Waters, 13-Prince of Augustana, 39 Citadel of Flame, and i have just ran them through the God's mouth Herecy.
What are the Scenarios tied to the Shadow Lodge plot arc?
Thanks
Elyas, I asked a similar question just the other day and there was some helpful discussion on it HERE.
Since your group looks like it's probably around level 4 now, I'd amend the list to look something like this:
#51: City of Strangers Part I: The Shadow Gambit
#52: City of Strangers Part II: The Twofold Demise
LEVEL 5:
#2-15: Shades of Ice Part I: Written In Blood
#2-17: Shades of Ice Part II: Exiles of Winter
#2-19: Shades of Ice Part III: Keep of the Huscarl King
LEVEL 6:
#2-6: The Heresy of Man Part I: The First Heresy
#2-7: The Heresy of Man Part II: Where Dark Things Sleep
#2-9: The Heresy of Man Part III: Beneath Forgotten Sands
LEVEL 7:
#2-4: Shadows Fall on Absalom
#2-23: Shadow's Last Stand Part I: At Shadow's Door
#2-24: Shadow's Last Stand Part II: Web of Corruption
LEVEL 8:
#2-20: Wrath of the Accursed
#2-8: The Sarkorian Prophesy
#2-26: The Mantis's Prey
Some adjustments: If you find that the product reviews of the second and third "shades of ice" module are not to your liking, perhaps substitute "The Penumbral Accords" and "The Dalsine Affair" in those slots instead.
After Level 8, you've got a lot of options between this season's scenarios and the standalone module "Cult of the Ebon Destroyers," so that's really up to you. The climax to the meta plot appears to take place in the level 7 modules, so all the Shadow Lodge stuff after that might need to be adjusted to fit.
I'm likewise plotting a course through the Shadow Lodge scenarios and so all of this is still a work in progress.
Good Luck!
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Thank you both DM wellard and Raidou
Here is my tentative list for a campaign
Level
3 Voice in the Void
4 City of Strangers Part 1 Shadow gambit
4 City of Strangers Part 2 Twofold Demise
4 Penumbral Accords
5 Shades of ice- Part 1: Written in Blood
5 Shades of ice- Part 2: Exiles of winter
5 Shades of Ice Part 3: Keep of the Huskarl King
6 The Devil we know Part 1 Shipyard rats
6 The Devil we know Part 2 Cassomir’s Locker
6 The Devil we know Part 3 Crypt of fools
7 The Devil we know Part 4 Rles of the Swift
7 Among the Dead
7 Among the living
8 Echoes of the Everwar Part 1 The prisoner of Skull Hill
8 Echoes of the everwar Part 2 The watcher of the ages
8 Echoes of the everwar Part 3 Terror at Whistledown
9 Echos of the everwar part 4 The Faithless Dead
9 The Heracy of Man Part 1 The First Heracy
9 The Heracy of Man Part 2 Where Dark things Sleep
10 The Heracy of Man Part 3 Beneath Forgotten Sands
10 Finger Prints of the Fiend
10 Fury of the Fiend
11 Shadows Fall on Absalom
11 The Sharlokian Prophecy
11 Wrath of the Accursed
12 Eyes of the Ten Part 1
12 Eyes of the Ten Part 2
12 Eyes of the Ten Part 3
12 Eyes of the Ten Part 4
The Party Retires we then run a “home “ game
Special 1 Year of the Shadow Lodge
2-23: Shadow’s Last Stand Part 1 : at Shadow’s Door
2-24: Shadow’s Last Stand Part 2: Web of Corruption
I realized i wanted to put in the "year of the Shadow lodge special" but the only way to do that was to run a home game. So I thought i would slip in Year of the Shadow Lodge special" after the Level 12 arc, after we made a transition to a home game. It seemed to make sense to put Shadows last stand part 1: at shadow's door, and Shadow's Last stand Part 2: Web of corruption at the very end. Ill just need to modify the modules for high level play.
Does that selection of scenarios seem like a good one, with the "meta plot" woven in? Have i missed any Shadow Lodge modules?
Thanks for your suggestions.
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Honestly, "Year of the Shadow Lodge" at the end doesn't make any sense whatsoever, as the basic plot is that it's the opening of the arc. As an interactive, it also has several events that assume you're working with a large group (although you probably already know that) that you wouldn't be allowed to adjust even if you were able to somehow get permission to GM for one table (you won't, even as a home game.)
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Well Chris I guess I have a slightly different opinion. I don’t think the “Year of the Shadow Lodge” Meta plot doesn’t really begin with “year of the Shadow Lodge” scenario; it begins with the two modules set in Kaer-Maga. I can’t think of their names at the moment.
I am somewhat familiar with “year of the Shadow lodge”. I was one of the GMs for the “Year of the Shadow Lodge” interactive Steve Miller (now a venture captain) ran on august 26, 2010 at Game Theory in Raleigh NC. I also played through it as a player, when the week before, August the 19, Steve miller ran a “slot 0” with all of his GM’s playing through the scenario to familiarize themselves with it.
“The year of the Shadow Lodge” has a big dragon to fight, (if you are high level) and a powerful mage, messing with an artifact. You have to fight this mage, and shut down the artifact. To me those two events are hallmarks of “end of the story arch” encounters.
Hopefully, if my little party can get themselves up to level 12 and through the “eyes of the 10” 12 level arc, they will have to retire their characters officially. That will be the end of their characters Pathfinder Society Organized Play carriers.
But I can continue the story at my home, un-officially. Then I can run the “year of the Shadow lodge, adjust it as I want to tailor it to my party. I can then wrap things up with the “shadow’s last stand ones as well. I will probably have to heavily modify them.
This all may very well be a moot point. I might get stuck around 5th or 6th level, as players cycle out and in, I will have to have new players start and first players, and original players make secondary characters to play with the new players.
Anyways I am just planning ahead.