Dan's Con of the Vale X is coming to the Tommy Thompson Youth Center in West
Allis Wisconsin on October 23rd to the 25th; brought to you by Cold Iron
Conventions (CIC). This October weekend is going to be packed full of exciting
gaming action with Living Forgotten Realms, Pathfinder, Living Arcanis, Witch
Hunter and more! Space is filling up, pre-register today!
Try the premier RPGA Organized Play campaign LIVING FORGOTTEN REALMS campaign in
4E:
– ADCP1-1 Jungle Hunt: A great hunt has been called in the jungles of Chult. The
Amnian trading costers of Port Nyranzaru are competing to see which one can
bring in the biggest, rarest beasts as trophies, and they're looking for
adventuring companies to do the hunting. Are you and your companions up to the
challenge? A Living Forgotten Realms adventure set in Chult for characters
levels 1-14. At least four of the characters in the party must be members of the
same Adventuring Company in order to play this adventure, and all of the
characters at the same table must be within a single level band (1-4, 4-7, 7-10,
or 11-14).
– AGLA1-5 Silver Lining: The commander of the Watchwall is looking for
adventurers for a special mission into the Tannith Mountains. The Watchwall is
always undermanned and Captain Arol thinks he may have found some new recruits.
But war, like politics, can make for strange bedfellows. A Living Forgotten
Realms adventure set in Aglarond for characters levels 1-4.
– AKAN1-4 Runes in Ruins: When the Spellplague brought Akanûl to the Realms,
many items were shattered and lost. Pieces of something are now surfacing, and
it is imperative that the government of Akanûl finds it before anyone else. A
Living Forgotten Realms adventure set in Akanûl for characters levels 4-7.
– AKAN1-5 Shell Game: A package lands in your hands, and sounds of combat are
all around. Whatever is within must reach its destination, and only you can
carry it there now. What do you do? A Living Forgotten Realms adventure set in
Akanûl for characters levels 7-10.
– BALD1-5 Lost Refuge: An unseen menace lurks in the Cloak Wood. The common folk
of the villages and logging camps along the perimeter of the forest have begun
to vanish. The forest is filled with beasts, monsters, and vicious fey. And if
that wasn't enough, the investigation just might end up involving you in an
ancient, endless struggle. A Living Forgotten Realms adventure set in Baldur's
Gate for characters levels 7-10. This adventure begins the "Fey Gates of the Sea
of Swords" major quest.
– CORE1-11 Drawing a Blank: The city of Westgate is the focus of many rumors and
plots. Recent stories tell of faceless skulkers who wander the city's streets at
night and then vanish into thin air when confronted. Who or what could be
causing this phenomenon? A Living Forgotten Realms adventure set in Westgate for
characters levels 11-14.
– CORE1-12 Songs of the Heart: A tale of two adventurers leads you to the fabled
city of Evereska. Non-natives are not always allowed to enter so this is a
one-time opportunity. It starts with the simple task of locating a missing
person but obviously more is afoot. Can you keep cool and find out what is going
wrong before the poet recites his last poem? A Living Forgotten Realms adventure
set in the Fallen Lands for character levels 7-10. Second part of the "Bane of
Shadows" trilogy, which began in CORE1-10 Dancing Shadows.
– CORE1-13 The Fate of Camp 15: Your travels have brought you to the
pearl-trading city of Ankhapur, near the Lake of Steam. You have been asked to
visit a nearby outpost and pick up a shipment of pearls. It seems like easy
money. Unfortunately, something has killed off most of the divers and nearly
shut down the operation. Now you must discover the source of this camp's
troubles before you share its fate. A Living Forgotten Realms adventure set near
the Lake of Steam for characters levels 1-4.
– CORE1-14 What Storms May Come: Darkness and light struggle and heroes are once
again drawn to unravel the secret of the radiant vessel. Can the truth be
determined and the machinations of Szass Tam put to an end? This adventure is
the conclusion of the "Radiance Against Thay" major quest and sequel to CORE1-2
Radiant Vessel of Thesk and CORE1-6 Incident at the Gorge of Gauros. A Living
Forgotten Realms adventure set in Rashemen and Thay for characters levels 11-14.
– CORM1-5 In the Bleak Midwinter: There is something rotten in the city of
Suzail. While the Midwinter Festival brings throngs of competitors, merchants,
and spectators, it also brings an element of danger. When the Crown turns to the
PCs for help, it's up to them to uncover what lurks under the city's snow and
ice. A Living Forgotten Realms adventure set in Cormyr for characters levels
1-4.
– DALE1-4 The Lady in Flames: Fey creatures wreathed in blue flames have been
leaving the Spiderhaunt forest to harrass the citizens of Shadowdale. Lady
Ulphor requests that you delve into the forest and retrieve or destroy the
source of their newfound powers. This adventure is the second part of the Byar's
Seven major quest, which started in DALE1-2 Blades for Daggerdale. A Living
Forgotten Realms adventure set in the Dalelands for characters levels 4-7.
– DRAG1-4 Falling Snow, White Petal: Master Fan-Ji has a problem and needs the
help of professionals who value the arts of discretion, and diplomacy but can
also pack a decent punch when those fail…. and if you can keep a stubborn mule
under control that would be handy too! A Living Forgotten Realms adventure set
in Dragon Coast for characters levels 4-7.
– DRAG1-5 White Petal Falling: Intrigue and conflict flow through Nathlekh's
underbelly. A subversive organization has taken over the gambling trade in
Nathlekh City's foreign quarter and is using its newfound influence to reshape
politics in the region. Extortion, murder and martial arts combine in this
exotic city at the end of the Golden Way. A Living Forgotten Realms adventure
set in the Dragon Coast for characters levels 7-10.
– DRAG1-6 Night of the Fallen Petals: The Night of Fallen Petals is nigh, a
festival to celebrate the dead and pay honor to those who have long since
passed. But not all secrets stay dead, and the prophecy of a returning God-King
may be a means for dark forces to upset the power balance in Nathlek city. A
Living Forgotten Realms adventure set in Nathlan on the Dragon Coast, for
characters levels 7-10. Final part of the White Petal Demise major quest. The
first parts of this quest are DRAG1-4 Falling Snow, White Petal and DRAG1-5
White Flower Falling.
– EAST1-5 Mole Hunt: You have been tasked to travel through the Chondalwood in
an attempt to retrieve a doppelganger spy working for the dwarves of Eartheart.
However, any task involving a doppelganger is sure to have its complications… A
Living Forgotten Realms adventure set in the East Rift for characters levels
4-7.
– IMPI1-5 Demon Hunting: Rumor has it that demon hunting brings rich rewards in
the city of Lyrabar. When unforeseen events befall the PCs, will they become
hunters - or hunted? A Living Forgotten Realms adventure set in Impiltur for
characters levels 4-7.
– MINI1-1 Stirring the Embers: All is not well in the Great Port of Tarmulune
and no one speaks of it. People are disappearing toward some fell purpose, and
you are next. A two-round Living Forgotten Realms adventure that is Part 1 of
the Embers of Dawn mini-campaign, set in Tarmulune for characters levels 1-4. It
is recommended that you play the Embers of Dawn mini-campaign adventures in
sequential order with one character for the best enjoyment and play
possibilities within the mini-campaign, but it is not required.
– MINI1-2 The Burning Scent of Perfumed Swords: Investigations bring you to the
perfumed back alleys of Sambral where it becomes clear that you are not the
first to look into the activities of the fire cult. All those who have come
before you have disappeared or been left a ruin of their former selves; leaving
you to wonder, "Will you share their fate?" A Living Forgotten Realms adventure
that is Part 2 of the Embers of Dawn mini-campaign, set in Sambral for
characters levels 1-4. It is recommended that you play the Embers of Dawn
mini-campaign adventures in sequential order with one character for the best
enjoyment and play possibilities within the minicampaign, but it is not
required.
– MINI1-3 Building the Pyre: Adventurers have gained a clue that the cult
activities in Sambral are directed by superiors in Ramekho. The best chance of
defeating the cultists is to find them before they notice anyone looking for
them. A double-length Living Forgotten Realms adventure set in Ramekho for
characters levels1-4. It is recommended that you play the Embers of Dawn
mini-campaign adventures in sequential order with one character for the best
enjoyment and play possibilities within the minicampaign, but it is not
required.
– MOON1-5 Lost Love: Moonshadow, an old eladrin adventurer, has been missing for
years: Long enough to be forgotten by man, but an eladrin's life is much longer
than most. An old love seeks to find out what has happened to him. A Living
Forgotten Realms adventure set in The Moonshae Isles for characters levels 7-10.
This adventure continues the "Fey Gates of the Sea of Swords" major quest that
started in BALD1-5 Lost Refuge.
– QUES1-1 Black Cloaks and Bitter Rivalries: You have haggled with the potter,
you have given the coin to the stranger, and you have spared the life of an
agent. Now, the Zhentarim is offering you a chance to join their ranks. Darkhold
and the secrets of the Black Network await for those clever and ruthless enough
to infiltrate the Zhentarim. You must have the Zhentarim Infiltration Quest Card
completed and in your character's stack to participate in this adventure. A
Living Forgotten Realms adventure set in the Western Heartlands for characters
levels 7-10.
– SPEC1-3 Ghosts of the Past: Dark Portal: Every year coronal Ilsevele Miritar,
ruler of Myth Drannor, hires a group of adventurers to cleanup one of the many
dangerous ruins within her forest kingdom. This year she is looking for several
groups. What ghosts of the past have forced the eladrin to seek outside help and
abandon their cautious ways? A Living Forgotten Realms adventure set in Myth
Drannor for characters levels 1-14. There are four versions of this adventure,
one for each level band. All of the characters at the same table must be within
a single level band (1-4, 4-7, 7-10, or 11-14). **Organizer Note: We have placed
an individual event for each level band so you can sign up for the one you want
to play. Each is a different adventure so you can play all four of them.
– SPEC1-3 Ghosts of the Past: Hive of Corruption: Every year coronal Ilsevele
Miritar, ruler of Myth Drannor, hires a group of adventurers to cleanup one of
the many dangerous ruins within her forest kingdom. This year she is looking for
several groups. What ghosts of the past have forced the eladrin to seek outside
help and abandon their cautious ways? A Living Forgotten Realms adventure set in
Myth Drannor for characters levels 1-14. There are four versions of this
adventure, one for each level band. All of the characters at the same table must
be within a single level band (1-4, 4-7, 7-10, or 11-14). **Organizer Note: We
have placed an individual event for each level band so you can sign up for the
one you want to play. Each is a different adventure so you can play all four of
them.
– SPEC1-3 Ghosts of the Past: Sirens Lure: Every year coronal Ilsevele Miritar,
ruler of Myth Drannor, hires a group of adventurers to cleanup one of the many
dangerous ruins within her forest kingdom. This year she is looking for several
groups. What ghosts of the past have forced the eladrin to seek outside help and
abandon their cautious ways? A Living Forgotten Realms adventure set in Myth
Drannor for characters levels 1-14. There are four versions of this adventure,
one for each level band. All of the characters at the same table must be within
a single level band (1-4, 4-7, 7-10, or 11-14). **Organizer Note: We have placed
an individual event for each level band so you can sign up for the one you want
to play. Each is a different adventure so you can play all four of them.
– SPEC1-3 Ghosts of the Past: Windsong Tower: Every year coronal Ilsevele
Miritar, ruler of Myth Drannor, hires a group of adventurers to cleanup one of
the many dangerous ruins within her forest kingdom. This year she is looking for
several groups. What ghosts of the past have forced the eladrin to seek outside
help and abandon their cautious ways? A Living Forgotten Realms adventure set in
Myth Drannor for characters levels 1-14. There are four versions of this
adventure, one for each level band. All of the characters at the same table must
be within a single level band (1-4, 4-7, 7-10, or 11-14). **Organizer Note: We
have placed an individual event for each level band so you can sign up for the
one you want to play. Each is a different adventure so you can play all four of
them.
– TYMA1-4 Death Before Dishonor: A secret cabal seeks an artifact of unknown
power in the ruins of ancient Unthalass. Unfortunately, the only dragonborn in
all of Djerad Thymar with the knowledge to stop them has been declared outcast
by his own House. Can you trust one who has already proven himself untrustworthy
long enough to keep the relic out of the grasping hands of the cabal? A Living
Forgotten Realms adventure set in Tymanther for characters levels 4 - 7.
– WATE1-6 Out of Hatred: His thirst for vengeance not yet satiated, the
Necromancer strikes at Waterdeep once again. Will heroes step forward to end
this menace? This adventure concludes the major quest "Quest for the
Necromancer," and follows the story begun in WATE1-3 and continued in WATE1-4. A
Living Forgotten Realms adventure set in Waterdeep for characters levels 11-14.
– LFR Replays: Did you miss any of the events that premiered during the summer?
Get a table together and play them at DCV!
Take 3.5E to new heights with the PATHFINDER SOCIETY:
– PSS21 The Eternal Obelisk: When a Qadiran merchant prince loses his daughter
to a fool errand inspired by the Pathfinder Society, he forces Katheer's
venture-captain to send Pathfinders after her. Unwilling to anger the princes of
Katheer, Venture-Captain Qaradi sends you to track down the missing princess in
the scorching deserts of Qadira. Will you find the princess and the wealth she
was seeking, or be lost forever to the power of the Eternal Obelisk? This
product is a Pathfinder Society Scenario designed for 5th to 9th level
characters (Tiers: 5–6 and 8–9). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use with any
world. This scenario is compliant with the Open Game License (OGL) and is
suitable for use with the 3.5 edition of the world's most popular fantasy
roleplaying game.
– PSS22 Fingerprints of the Fiend: A despondent uncle seeking his lost nephew
turns to the Pathfinder Society for help and offers a map to the lost Jistka
Imperium city of Rachikan in devil-tainted Cheliax. Upon arrival it becomes
clear that Rachikan has fallen under the eye of the Aspis Consortium, the hated
enemies of the Society. Finding the missing nephew means fending off a
cliff-side assault, racing into the city on mining carts, and battling the
ancient subterranean guardians of Rachikan. Will you best the Aspis Consortium
for the glory of the Society or be defeated and rot beneath the ruins of
Rachikan? This product is a Pathfinder Society Scenario designed for 7th to 11th
level characters (Tiers: 7–8 and 10–11). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use with any
world. This scenario is compliant with the Open Game License (OGL) and is
suitable for use with the 3.5 edition of the world's most popular fantasy
roleplaying game.
– PSS23 Tide of Morning: Venture-Captain Dennel Hamshanks sends you to convince
an Andoren druid named Hemzel to allow the Pathfinder Society to study his
recently discovered lorestone, a minor magical item that unlocks some of the
mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel
murdered and the lorestone missing, you must race against time to recover the
lorestone and stop Hemzel's murderers from using it against the druids of
Andoran. This product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2 and 4–5). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use with any
world. This scenario is compliant with the Open Game License (OGL) and is
suitable for use with the 3.5 edition of the world's most popular fantasy
roleplaying game.
– PSS24 The Decline of Glory: When the son of a famous Pathfinder gains control
of his father's holdings in Taldor, the Pathfinder Society decides to build a
new lodge there as a base to explore the many ruins of that crumbling empire.
Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient
curse has turned many of the residents into the walking dead. Can you survive
the tangled web of Taldor's politics and fight off the echoes of the past or
will you, too, see your glory decline? This product is a Pathfinder Society
Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
This scenario is designed for play in Pathfinder Society Organized Play, but can
easily be adapted for use with any world. This scenario is compliant with the
Open Game License (OGL) and is suitable for use with the 3.5 edition of the
world's most popular fantasy roleplaying game.
– PSS25 Hands of the Muted God: When the man who would be the Muted God
wordlessly stepped beyond the gates of the Starstone's Cathedral, his thousand
and one faithful ringing the Ascendant Court watched with the silent
contemplation that is their highest sacrament. When he failed to emerge, many of
his penitents abandoned their vows but a small sect remained loyal and
worshipful. You and your fellow Pathfinders are sent into the mountains north of
Absalom to follow the path of a doomed party and uncover the secrets of the
Muted God. His loyal band of followers, called the Hand, will stop at nothing to
keep you away from their shrine--even forming an alliance with some of
Golarion's most evil denizens. This product is a Pathfinder Society Scenario
designed for 5th to 9th level characters (Tiers: 5–6 and 8–9). This scenario is
designed for play in Pathfinder Society Organized Play, but can easily be
adapted for use with any world. This scenario is compliant with the Open Game
License (OGL) and is suitable for use with the 3.5 edition of the world's most
popular fantasy roleplaying game.
– PSS26 Lost at Bitter End: When a Pathfinder Society Priest of Nethys
disappears in northern Geb while studying the Mana Wastes, the Society sends you
to uncover his whereabouts and find his journals. Arriving in the town of Bitter
End, you find it deserted but for a few mysterious creatures never before seen
on Golarion. Those creatures quickly lead to more and soon you're embroiled in a
mystery that could effect the very fabric of reality. Will you solve the mystery
of Bitter End or find yourself lost forever in the Mana Wastes? This product is
a Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers:
7–8 and 10–11). This scenario is designed for play in Pathfinder Society
Organized Play, but can easily be adapted for use with any world. This scenario
is compliant with the Open Game License (OGL) and is suitable for use with the
3.5 edition of the world's most popular fantasy roleplaying game.
– PSS27 Our Lady of Silver: You and your fellow Pathfinders are sent to Katheer,
the shining capital of Qadira, to witness the wedding of Pathfinder Faireven to
the wealthy and beautiful Lady of Silver and bring back a trove of relics given
to the Society as part of the wedding dowry. When the wedding is disrupted by
unscrupulous thieves, you soon find yourself dodging double-crosses, accusations
of grave robbery, and worse. You must find the relics soon, or risk facing the
eternal expulsion of the Society from the treasure-filled deserts of Qadira.
This product is a Pathfinder Society Scenario designed for 5th to 9th level
characters (Tiers: 5–6 and 8–9). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use with any
world. This scenario is compliant with the Open Game License (OGL) and is
suitable for use with the 3.5 edition of the world's most popular fantasy
roleplaying game.
– PSS28 Lyrics of Extinction: The fabled ruined city of Dokeran, deep inside the
heart of the Mwangi Expanse, has been found and it's your job as a Pathfinder to
explore it and discover how it fell. After fighting through fiends, enslaved
warriors, and the damned spirits of Dokeran's dead, you find that the ruined
city has a dark secret—one you might not survive. This product is a Pathfinder
Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and
10–11). This scenario is designed for play in Pathfinder Society Organized Play,
but can easily be adapted for use with any world. This scenario is compliant
with the Open Game License (OGL) and is suitable for use with the 3.5 edition of
the world's most popular fantasy roleplaying game.
– PSS29 The Devil We Know—Part I: Shipyard Rats: When simultaneous kidnappings
of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval
Shipyards, the Society orders you to join forces with hated Aspis agents to
solve the mystery. Can you work together with the enemies of the Society to
uncover the source of the kidnappings, or will you perish in the shipyards of
Cassomir? This product is a Pathfinder Society Scenario designed for 1st to 7th
level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play
in Pathfinder Society Organized Play, but can easily be adapted for use with any
world. This scenario is compliant with the Open Game License (OGL) and is
suitable for use with the Pathfinder Roleplaying Game.
– PSS30 The Devil We Know—Part II: Cassomir's Locker: The Pathfinder Society
dispatches you to the catacombs called Cassomir's Locker to find the source of a
rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and
delving into the dirty dungeons below, will you find the artifact that powers
Cassomir's Locker or bring about the destruction of Taldor's most important
port? This product is a Pathfinder Society Scenario designed for 1st to 7th
level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play
in Pathfinder Society Organized Play, but can easily be adapted for use with any
world. This scenario is compliant with the Open Game License (OGL) and is
suitable for use with the Pathfinder Roleplaying Game.
– PSS31 Sniper in the Deep: When rumors stir of a hidden treasure ship in
Absalom's Flotsam Graveyard, the Pathfinder Society sends you beneath the Inner
Sea to investigate. Mayhem, undersea adventure, and chaos are to be had in this
rousing rampage beneath the roiling waters of Absalom's harbor. This product is
a Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers:
5–6 and 8–9). This scenario is designed for play in Pathfinder Society Organized
Play, but can easily be adapted for use with any world. This scenario is
compliant with the Open Game License (OGL) and is suitable for use with the
Pathfinder Roleplaying Game.
– PSS32 Drow of the Darklands Pyramid: A rogue band of drow plague the shipping
lanes of Osirion and the Pathfinder Society sends you to stop them. When the
drow capture a caravan laden with Society relics, you delve into the Darklands
to track down the stolen cargo and explore the mysterious Stalactite Pyramid.
This product is a Pathfinder Society Scenario designed for 7th to 11th level
characters (Tiers: 7–8 and 10–11). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use with any
world. This scenario is compliant with the Open Game License (OGL) and is
suitable for use with the Pathfinder Roleplaying Game.
– PSS33 Assault on the Kingdom of the Impossible: The Pathfinder Society sends
you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an
Aspis Consortium black market relics dealer who is organizing the local bandits
and violently robbing Jalmeray and Pathfinder Society caravans laden with
relics, artifacts, and magical mysteries. When a venture-captain is murdered by
the Aspis Consortium agent, it's up to the PCs to find him and do whatever it
takes to stop him. This product is a Pathfinder Society Scenario designed for
1st to 5th level characters (Tiers: 1–2 and 4–5). This scenario is designed for
play in Pathfinder Society Organized Play, but can easily be adapted for use
with any world. This scenario is compliant with the Open Game License (OGL) and
is suitable for use with the Pathfinder Roleplaying Game.
– PSS34 Encounter at the Drowning Stones: Rumored to be the most desecrated site
in the Mwangi Expanse, the natives have long feared its malevolent presence.
Rumors of suicide, infanticide, murder, and chaos have always been mentioned in
the same breath with any description of this mysterious rock formation. Adril
Hestram sends your band of Pathfinders there after the location is discovered by
a Chelaxian demonologist working for the Aspis Consortium. The Society fears the
Aspis may have discovered the source of the Drowning Stones' power and its up to
you to insure that they don't get their hands on it. This product is a
Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers:
7–8 and 10–11). This scenario is designed for play in Pathfinder Society
Organized Play, but can easily be adapted for use with any world. This scenario
is compliant with the Open Game License (OGL) and is suitable for use with the
Pathfinder Roleplaying Game.
– PSS-Replay Various: Replay Pathfinder Society Events #1~#6.
Celebrate Halloween with the Colonial horror of WITCH HUNTER: DARK PROVIDENCE:
– WHDP-Child - A Child's Game: A child, blessed by the Almighty with visions to
aid the fight against the foul Adversary, has been spiritually assaulted by
vicious devils of all sorts. Taken to the famed Court of Whispers, birthplace of
the accord, Witch Hunters from throughout Europe have attempted to aid her to no
avail. The characters are compelled to follow her visions across the ocean to
the New World. Can they triumph against the forces of the Adversary before the
veil between worlds is torn asunder and devils walk the earth?
– WHDP-Gate - The Gates of Flame: During the reign of Solomon, the world was
bedeviled with creatures that plagued mankind. Attacking from land and sky,
these beasts dwelt in the shadows and hunted men like animals. One of these
Nephilim, as they were known, was named Algar. He commanded a host of daemons
and spirits that rampaged through the kingdom of Israel and beyond. Many tried
to stand against him, but all failed, paying the price for their failure as
their souls were ripped from their bodies to roam the ether in torment until a
wise magus imprisoned Algar within the Gates of Flame. For 2000 years, the
hidden servants of Algar have sought the fiend's release, and only the Witch
Hunters stand in the way.
– WHDP-Int - Wicked Harvest Interactive: A summons to the court of King Louis
XIV in Paris. How can you refuse the opportunity to assist the King? A Witch
Hunter: Dark Providence event.
– WHDP-Tide - Tide of Darkness: Unaccountable despair stalks the people of St.
Pierre, an otherwise idyllic fishing port. A beast stalks the village, coming
from the sea to exact a terrible price; if it were not for the strength of a
great Indian champion, the land would be lost. Now with the champion grievously
injured in the latest attack, who can stand between the simple fishermen and the
Invisible World?
– WHDP2-10 Corruption: Late Summer 1690. Along the Italian Alps a poison
spreads; a pact once sworn has been broken. The pact must be avenged before the
oaths can be restored. Proverbs 25:26 A righteous man falling down before the
wicked is as a troubled fountain, and a corrupt spring. Mathew 7:17 Even so
every good tree bringeth forth good fruit; but a corrupt tree bringeth forth
evil fruit.
– WHDP2-11 Redemption: Late Summer 1690. War comes to the Valley, yet the oaths
avenged must be restored. That which was stolen must be returned; that which is
free must willingly return to captivity. Proverbs 28:20; A faithful man shall
abound with blessings: but he that maketh haste to be rich shall not be
innocent. Revelation 11:9; And they of the people and kindreds and tongues and
nations shall see their dead bodies three days and an half, and shall not suffer
their dead bodies to be put in graves. It is recommended that Corruption be
played before Redemption, though playing the first two games of the trilogy out
of order is allowed. For best results, at least one character from a character
tree that played Corruption should be present. This is a Tier 1 and Tier 2 game.
– WHDP2-12 Salvation: Late Summer 1690. Death walks the land. The hand that set
the stone to roll may be forever severed if the memory of the hunt is keen. Yet
without the last tokens of faith, rites and sacrifices might never be the same.
Proverbs 26:8; As he that bindeth a stone in a sling, so is he that giveth honor
to a fool Job 14:4; Who can bring a clean thing out of an unclean? not one. Once
a player has played Salvation they may not play Redemption (part two of Aosta
Trilogy). At least one person who played Corruption should be present in order
to achieve complete success. This is a Tier 1 and Tier 2 game.
– WHDP2-13 Trier: Trier calls to you, with the lives of children at stake. A new
evil is walking the land and your skills are needed to put it to rest. Part One
of the Wicked Harvest 2009 trilogy.
– WHDP2-14 Munich: Munich-The road has called you to Munich to stop the second
half of a bet. The Lion's roar is growing louder. Will you be able to silence
it? Part Two of the Wicked Harvest 2009 trilogy.
– WHDP2-15 Wiesbaden: Wiesbaden-Stopping an army of unknown creatures is the
task before you.. Will you get there in time? Part Three of the Wicked Harvest
2009 trilogy.
Looking for something more than role-playing games, try some of our
other offerings:
– Boardgames running all the time: Come play exciting new releases or perennial
old favorites!
– Halloween Costume contest: Wear your scariest or funniest costume to the
convention on Saturday and those voted the best will win a prize!
Registration
To register, go to http://wiscons.roseocon.net/. All pre-registration will be
done online, and you will pay onsite! PRE REGISTRATION closes on MONDAY October
19th. Hurry, space for some events is limited. You can find continual updated
hotel registration information by going to the convention website, and the Youth
Center itself rents rooms. For information about this convention and future Cold
Iron Conventions, please join the "Cold Iron Conventions" Yahoo group!
Judging
Please consider volunteering to judge. We can't do these conventions without
you. We NEED more judges, get in free or at a reduced rate, and get space in our
judge rooms if you judge at the con! Judges receive a $10 discount for the first
slot they judge at the con, and $5 for each slot thereafter, or will gain free
admission if they judge four or more slots. Judges will have a chance to win
prizes drawn randomly every slot throughout the convention. Those who judge five
or more slots will be give a bed in one of the judge rooms. Preference for judge
rooms will be given to those judges who judge more slots or travel from greater
distances. Please let us know before the con if you need a room for judging.
Prospective judges please email Todd Ammerman calentir@... to be added to
our judge's list.
To stay onsite, contact Cheri at the Youth Center:
Tommy G. Thompson Youth Center
640 S. 84th Street
West Allis, WI 53214
Contact: Cheri Gravitter
414-266-7042
cheri.gravitter@...
See you at the show!
Greg Marks
Cold Iron Conventions
skerritthegreen@...
Hello,
I am pleased to announce the launch of weekly RPGA Living Forgotten
Realms events in Waterloo, Ontario, Canada. We will play every
Wednesday evening at 6 PM at the University of Waterloo, starting
September 2.
To register, or to see the gaming schedule, please visit:
http://www.warhorn.org/WaterlooRPGA/
To receive future messages about these events, please join:
http://games.groups.yahoo.com/group/LFR_UWaterloo/
For further information, please reply via the new Yahoo Group or
contact me off-list. I look forward to gaming with you.
--
Dan Lynch
dglynch@...
Milwaukee Summer Revel, one of the longest consecutive running gaming
conventions in Wisconsin, brings another year of fun and excitement to the Tommy
Thompson Youth Center in West Allis Wisconsin this June 12th to the 14th;
brought to you by Cold Iron Conventions (CIC). Come to the land of beer and
cheese for a Summer weekend packed full of Living Forgotten Realms and other
quality organized play campaigns. We will have the following events... (although
space is filling already up, pre-register today!)
Enjoy the RPGA's premier and largest 4e D&D campaign in the world, Living
Forgotten Realms:
–ADAP1-1 Barrow of the Ogre King: For many years, goblins have laired in a
nearby dungeon hidden in the boughs of the Southwood. This dungeon is known to
some as the Barrow of the Ogre King. Recently, the goblins have become bold
enough to leave their dungeon home to raid the nearby town of Loudwater. It is
up to your newly-formed band of adventurers to deal with the threat the goblins
pose and discover why they've attacked the town. An adventure set in Loudwater
for characters levels 1-2. **Con Organizer Suggestion: Please sign up for this
prior to playing ADAP1-5. Sign up for both adventures in a single day as they
play easily in 3 rounds together. We will be forming tables with this in mind
each day.
–ADAP1-5 Menace of the Icy Spire: Winter has come far too early to the Gray
Vale, and the harvest is threatened. Some thirty years ago, the warlock who
lived in Draigdurroch Tower disappeared under mysterious circumstances, and the
tower was sealed inside a magical cocoon of ice by forces unknown. Can these
events be related? A Living Forgotten Realms adapted adventure set in Loudwater
for characters levels 1-4. This adventure is found in Issue #159 of Dungeon
Magazine. **Con Organizer Suggestion: Please sign up to play this adventure
following the play of ADAP1-1. Sign up for both adventures in a single day as
they play easily in 3 rounds together. We will be forming tables with this in
mind each day.
–AGLA1-4 Through Twilight Boughs: The Tome of Twilight Boughs is a legendary
book of powerful ancient Yuir rituals protected by cryptic magic. The tome, or a
copy of it, has recently been found. A half-elf scholar believes he has decoded
a portion of it and now invites adventurers to help verify his findings. But how
exactly does one verify the contents of a book over 2,000 years old? This
adventure is the second part of the Tome of Twilight Boughs major quest, which
began in AGLA1-1 Lost Temple of the Fey Gods. A Living Forgotten Realms
adventure set in Aglarond for characters levels 4-7.
–BALD1-3 Tome of the Traitor: When a Scribe of Candlekeep betrays his brethren
to pursue his own goals, terrible knowledge escapes the walls of the Edificant
Library. Who will take the responsibility of wielding this power? A Living
Forgotten Realms adventure set in Baldur's Gate for characters levels 7-10.
–CORE1-6 Incident at the Gorge of Gauros: Powerful forces work, for both weal
and woe, in the lands surrounding the decimated nation of Thay. Where the forces
of good and evil clash great power can be unleashed, drawing those who seek
destruction, and those who strive to prevent destruction: A Living Forgotten
Realms adventure set on the border between Rashemen and Thay for characters
levels 7-10.
–CORE1-9 Ages Best Left Forgotten: Someone with a long memory has found that
others have uncovered something he hoped everyone else had forgotten. Can you
journey to a twisted land and aid in the re-emergence of something that some
feel is best left missing? A Living Forgotten Realms adventure set in Thay for
characters levels 7-10.
–CORM1-4 Black Steel and Blue Fire: What is a man touched by the Spellplague? A
wonder to a scar pilgrim from the Vilhon Wilds, an object of horror or pity to a
native of Cormyr, or just another opportunity for profit to an Amnite merchant.
Ask the man himself, though, and he will say a man touched by the Spellplague is
a man alone. A Living Forgotten Realms adventure set in Cormyr for characters
levels 7-10.
–DALE1-2 Blades for Daggerdale: Regular attacks by creatures of the wild turn
life in Daggerdale into a nightmare. So when mercenaries offer protection for a
fee, does it matter that these were the old enemies of the past? A Living
Forgotten Realms adventure set in the Dalelands for characters levels 4-7.
–DRAG1-3 A Stab in the Dark: Somewhere beneath the dirty streets of Westgate's
docks district, its one shining light of justice is held hostage by a force
intent on extinguishing any resistance. A rescue mission must be mounted, and it
all starts at…a masquerade ball? A Living Forgotten Realms adventure set in the
Dragon Coast for characters levels 7-10.
–EAST1-1 These Hallowed Halls: The Crafty Kobold Salvage Company has fearlessly
plumbed forgotten treasures from the depths of the earth for many years. Now the
owner's son has gone missing and he needs adventurers of uncommon mettle to
brave the dangers of the Underdark, find the lost explorers, and perhaps even
unlock the ancient secrets of Lodestone Deep. A Living Forgotten Realms
adventure set in the East Rift for characters levels 1-4.
–EAST1-4 Darkness in Delzimmer: A simple caravan run to the free city of
Delzimmer takes an unexpected turn. It's said that there is no honor among
thieves. Unfortunately, their struggles can still cause collateral damage, and
the future of the Crafty Kobold Salvage Company hangs in the balance. A Living
Forgotten Realms adventure set in the East Rift for characters levels 1-4.
–IMPI1-1 Alone: Impiltur is not a safe country for those who are alone. When a
young woman's father dies, can you resist her cry for help? A Living Forgotten
Realms adventure set in Impiltur for characters levels 1-4.
–IMPI1-4 Bandits on the Farm: A small farming community is being forced to give
up their harvest to protect themselves from bandits. You can protect the people
if you can convince them that they will be safe after your intervention. A
Living Forgotten Realms adventure set in Impiltur for characters levels 4 – 7.
–LURU1-2 The Gibbous Moon: Whispered rumors of dark deeds wrought below the
tavern called the Gibbous Moon slither through the heart of mercantile Everlund.
A Living Forgotten Realms adventure set in Luruar for characters levels 4- 7.
–LURU1-3 Shades of Blue Fire: A century ago, the Spellplague changed the very
face of Faerun. Now, whispered rumors emerging from the wilderness around
Sundabar tell of a hitherto unknown and yet active plagueland surrounding the
forsaken and long abandoned village of Dorn's Ford. A Living Forgotten Realms
adventure set in Luruar for characters levels 7-10.
–LURU1-4 Prey for the Night: The Eastern Glimmerwood is avoided by all but the
most foolhardy with good reason. For here, in the lands of the People of the
Black Blood, the civilized races are not the hunter; here they are nothing but
prey. A Living Forgotten Realms adventure set in Luruar for characters levels
7-10.
–MOON1-1 Nature's Wrath: Faith in Chauntea runs strong amongst the Ffolk, and
the village of Warlsbry is no exception. The village appears to have fallen from
favor, and now the beasts of field and sea bring their wrath against the
village. You must return the village to the gods' good graces or it may not
survive the coming winter. A Living Forgotten Realms adventure set in the
Moonshae Isles for characters levels 1-4.
–MOON1-4 Black Blood: The Black Blood tribe holds sway over much of the island
of Moray. An ambitious young man wants to break their power and make the island
safe again. However, he cannot do it alone. Part 2 of "The Fisherman" Major
Quest. A Living Forgotten Realms adventure set in the Moonshae Isles for
characters levels 7-10.
–SPEC1-1 Shades of Zhentarim: Zhentil Keep is a city with a storied history,
even if most of the tale is not fit for innocent ears. The mission to find the
wayward son of a wealthy merchant leads deep into the secrets, deceptions, and
brutal power on which the dreaded Zhentarim built their ominous keep. A Living
Forgotten Realms two-round special adventure set in the north section of Zhentil
Keep for characters levels 1-4.
–SPEC1-2 Zhent's Ancient Shadows: Rumors of an ancient artifact, sacred to Shar,
have proven all too true. The church of Amaunator has assembled an expedition to
return to Zhentil Keep, enter the dangerous twilight-shrouded southern ruins,
and destroy the aritifact before it can return to its dark mistress. Will you
join the followers of the Light on their quest to purge the Shadow? This is a
two-round continuous-play Living Forgotten Realms Core Special adventure set in
Zhentil Keep for characters levels 7-10. It is recommended, but not required,
that characters play SPEC1-1 Shades of the Zhentarim before playing this
adventure.
–TYMA1-4 Death Before Dishonor: A secret cabal seeks an artifact of unknown
power in the ruins of ancient Unthalass. Unfortunately, the only dragonborn in
all of Djerad Thymar with the knowledge to stop them has been declared outcast
by his own House. Can you trust one who has already proven himself untrustworthy
long enough to keep the relic out of the grasping hands of the cabal? A Living
Forgotten Realms adventure set in Tymanther for characters levels 4 - 7.
–WATE1-2 Dark Secrets of Downshadow: Adventurers are the only hope of a servant
who seeks her missing brother. Will the heroes be in time to save the boy and
best the villains? A Living Forgotten Realms adventure set in Waterdeep for
characters levels 4-7.
–WATE1-4 Mystery of Deepwater Harbor: The Necromancer strikes again at Waterdeep
and the brave adventurers must unravel the mystery behind his revenge. This
adventure is Part 2 of a major quest, Quest for the Necromancer and follows the
story in WATE1-3 The Woolmen's Restless Tomb. A Living Forgotten Realms
adventure set in Waterdeep for characters levels 7-10.
–LFR Replay Events: Miss an old event in the 1-4, 4-7, or 7-10 level band? Form
a table and we will supply a judge.
–Playing LFR for the first time? You can find more information on the campaign
and rules for generating a character at:
http://www.wizards.com/default.asp?x=dnd/lfrx/welcome.
Navigate brutal intrigues in the Shattered Empires of Paradigm Concepts' LIVING
ARCANIS (D&D 3.5 rules):
–LA-AP6-03 Storms Over Argent Seas: The Standards of the Legions have been a
recognized symbol of Imperial military might since the dawn of the First Empire.
But what is truly known about these powerful relics of a lost Age of Glory?
Truthfully, not much. So when you are asked to assist in the deconstruction of
one o the oldest standards, you are truly headed into the deep, dark realm of
the unknown. The Resistance in Grand Coryan is at last prepared to undertake a
dangerous gambit involving the Standard of the Legio Lex Talionis. Can the
Legio, the Inquisition it serves, and even perhaps Grand Coryan itself, survive
the sundering of this particular standard? Lend your voice, sword arm or trained
finger to the struggle and tip the balance. This LIVING ARCANIS STANDARD
adventure is designed for APL 11-21. Characters below 7th level may not play
this adventure.
–LA-IK-COL-02-01 Many Voices: A simple task – recover an item from a long-hidden
tomb. But is any task truly simple when there are so many voices calling out to
you? PCs with the Disfavor of Marden val'Dellenov from Scent of Prosperity and
Ruin will not be able to complete this adventure without the assistance of those
without such disfavor. This is a Living Arcanis STANDARD adventure, designed for
1st to 16th level characters (APL 2 through 15). Characters not within this
level range may not be played in this scenario.
–LA-IK-EMS-02-01 The Cold and the Dark: What is the essence or archaeology? Some
say archaeology is the rediscovery of lost treasure. Some say archaeology is the
"leg work" of writing history. Some say archaeology is just a hobby for the rich
and idle. There is some truth in all these explanations, and as a result
archaeology can be hard to quantify. What is it worth? What risks are
appropriate in its pursuit? The disaster at Dig 17 has seemingly terminated any
chance to understand how the people of the ancient monastery lived and died -
their tale lost and never to be retold. For at least one archeologist from
Milandir that was unacceptable. But despite precautions others have also begun
to hear of Dig 17 and their interests do not lie in learning the old stories.
Will disaster converge again upon the abandoned ruins? Or could swift heroes
ride down destructive elements and see that the border between Canceri and the
Hinterlands remains untroubled? This module is the third of the Shadows Over the
Hinterlands series and it is helpful, though not required, to have played the
Emerald Society adventures of I.C. 1029, particularly LA-IK-01-01 THE LONG
SHADOW and LA-IK-01-03 TWILIGHT ALWAYS FALLS. Be warned, the rulers of Canceri
are repressive and respond poorly to individuals who openly challenge their
authority. This LIVING ARCANIS STANDARD adventure is designed for 1st to 12th
level characters (APL 2 through 11). Characters not within this level range may
not be played in this scenario.
–LA-IK-PAL-02-01 Taxes: Do you dare work for the most feared group on Onara? Not
the Silence, not the Voiceless Ones – the tax collectors! Several tax collectors
have gone missing. What horrors might be uncovered? This LIVING ARCANIS CRAWL
adventure is designed for 2 to 10 level characters (APL 2 through 11).
Characters not within this level range may not be played in this scenario.
–LA-OCR-02-01 The Shield of Sand: A diplomatic contingent from the Elorii
enclave of Entaris recently visited Grand Coryan for talks with the Emperor. Two
of the delegates mysteriously vanished, having supposedly gone to Old Coryan
alone. Why did they go, and what happened to them? Although official apologies
for failure to protect the dignitaries have been offered and accepted,
representatives of the Mother Church want to discover the truth behind their
disappearance. This LIVING ARCANIS STANDARD adventure is designed for 1st to
12th level characters (APL 2 through 13). Characters not within this level range
may not be played in this scenario.
– Living Arcanis Replays: We will have most of the available LA and IK modules
available for play. Don't miss out on any of the Arcanis goodness!
–Playing LA for the first time? You can find more information on the campaign
and rules for generating a character at: http://www.livingarcanis.com/.
Battle the minions of the Adversary during colonial times in Paradigm Concepts'
WITCHHUNTER: DARK PROVIDENCE:
–DP1-06 Beasts of the Forest: "You bring darkness; it becomes night, and all the
beasts of the forest prowl." Rumors filtering out of the Carolina Colony tell of
colonists and savages being attacked and torn asunder by vicious beasts in the
dark of night. The Governor of Carolina has posted £100 for the head of the
beast, which is sure to bring all sorts of armed good-for-naught and scalawags.
–DP1-11 The Forgotten: In the village of Beaujois, everyone is having a
wonderful time at the fair. Everyone, that is, besides the Witch Hunters who
have newly arrived. What sinister force lurks behind the joyful music and the
colorful streamers?
–DP2-01 Red Tide: An ordinary voyage takes a grim and unexpected turn, leaving a
small group of Witch Hunters to face a mysterious, unseen enemy with only their
wits, faith, and courage. Lives hang in the balance…and perhaps more than mere
lives.
–DP2-04 Cargo: Off the coast of La Florida, the waters have always seemed warm
and inviting. Recently, however, you have learned not to trust the gentle waves,
for comfort often comes immediately before betrayal. Someone thirsts for
revenge, so there is little time for rest.
–Witch Hunter replays: Missing an old adventure? Have friends who want to come
along? We have the module and the judges.
–Playing Witch Hunter for the first time? You can find more information on the
campaign and rules for generating a character at: http://darkprovidence.net/.
Prove your honor in Legend of the Five Rings' HEROES OF ROKUGON:
–ST24 Grave of Heroes: A journey through the Seikitsu Pass leads to a moment of
heroism and tragedy that will change the future of the Empire. A Low/Mid Rank
adventure of role-playing and combat. Part One of "Ominous Portents."
– ST39 Courage Blurb TBA. A Low/Mid Rank adventure of role-playing and
investigation. Part three of "The Code of Bushido."
–Playing HOR for the first time? You can find more information on the campaign
and rules for generating a character at: http://heroes-of-rokugan.com/.
Play the heights of the D&D 3.5 rules system in Paizo's PATHFINDER campaign:
– PSS07 Among the Living: Famed Pathfinder Bodriggan Wuthers disappeared from
his dig site beneath the House of the Immortal Son in Taldor's gilded capital of
Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most
opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera
with members of the Oppara elite in order to gain access to the secretive
theater's dig site. When a cult crashes the performance and the nobility change
into hideous walking dead, the Pathfinders are forced to choose between finding
Wuthers or saving themselves. This product is a Pathfinder Society Scenario
designed for 1st to 7th level characters (Tiers: 1–2, 3–4, 6–7).
– PSS08 Slave Pits of Absalom: Someone kidnapped Lady Anilah Salhar—the Chelish
wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and
sold her into slavery. With Salhar holding delve permits over the heads of the
Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador.
Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders
must face the secrets of the Slave Pits to avoid becoming slaves themselves.
This product is a Pathfinder Society Scenario designed for 1st to 5th level
characters (Tiers: 1–2, 4–5).
– PSS09 Eye of the Crocodile King: Arcanamirium transmuter Maren Fuln found a
magically sealed amulet in the school's library and kept it as a shiny bauble.
Little did he know the amulet contained an entity far worse than he imagined,
and by unsealing it, he loosed a revenge-obsessed horror into the sewers beneath
the school. Can the Pathfinder Society halt the beast's plan in time, or will he
build his army of revenge and sow chaos in Absalom? This product is a Pathfinder
Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
– PSS10 Blood at Dralkar Manor: Venture-Captain Juberto Savarre plans to retire
soon, and he's set his sights on spooky Dralkard Manor in southern Andoran. With
the locals swapping tales of hauntings and missing persons, Savarre sends
Pathfinders in to uncover the truth. Are the stories just tall tales or will the
Pathfinders find themselves drenched in blood at Dralkard Manor? This product is
a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers:
1–2, 3–4, 6–7).
–PSS11 The Third Riddle: When Pathfinder Colm Safan entered the Nethys-linked
heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society
expected to solve one of Osirion's greatest riddles. Months passed with no word
from Safan, and you and your fellow Pathfinders find yourselves dispatched into
the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx,
find Safan, and uncover the mystery he sought. With a band of cloaked riders on
your trail and a trap-filled dungeon ahead, will you solve the third riddle
before time runs out? This product is a Pathfinder Society Scenario designed for
1st to 5th level characters (Tiers: 1–2, 4–5).
–PSS12 Stay of Execution: When a petty thief named Hadge gets a lucky break and
makes off with a powerful divination focus of the Pathfinder Society's masked
leadership, you and your fellow Pathfinders set out to the sparsely populated
Taldor frontier to find him and recover the focus. When the local governor
tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission
suddenly becomes a jail break. Will you free Hadge and uncover the location of
the focus before the gangs of Porthmos tear him apart? This product is a
Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers:
1–2, 4–5, 6–7).
–PSS13 The Prince of Augustana: When an old beggar shows up filthy and injured
on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be
recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to
chase him off. But when the old beggar reveals a wayfinder and tells a tale of
demons and portals to another world beneath the streets of Augustana, Wallace
summons you from Absalom to investigate. Will you make it through sewers,
swarms, and sanctuaries to uncover the truth or will the dangers of the
Augustana underworld consume you forever? This product is a Pathfinder Society
Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).
–PSS14 The Many Fortunes of Grandmaster Torch: When four statues of unspeakable
power were found in a tomb in Osirion and then stolen, the Pathfinder Society
assumed they were gone forever. When they appeared again in the illicit
inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society
wasted little time dispatching you there to recover them. Finding the smuggler
dead and a familiar face from Absalom responsible, your task quickly becomes a
race to retrieve the statues before their brutal power can be unleashed on the
citizens of the Satrap. Can you find the statues in time or will Sedeq be
swallowed in a plague like none Golarion has ever seen? This product is a
Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers:
1–2, 3–4, and 6–7).
–PSS15 The Asmodeus Mirage: Appearing only once a century in the western deserts
of Katapesh, the Asmodeus Mirage has plagued Golarion for thousands of years.
Powered by a crystal bone devil skeleton and legendary for trapping unwary
travelers, the Society has a vested interest in studying and cataloging the
source of its power. You have been sent deep into the deserts of northern Garund
to enter the Mirage, but there's a catch! The Mirage only exists on Golarion for
24 hours every 100 years. Get trapped in the Mirage, and you may never see
Golarion again. Written by Christopher Self. This product is a Pathfinder
Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4, and
6-7).
–PSS16 To Scale the Dragon: The last remains of a sage from an age long past
rests high atop the snow-covered tips of the Fog Peaks in Southern Galt and the
Society wants his bones in order to study them and learn from them. They've sent
you into a wintry wilderness of primordial beastmen and snow creatures not seen
below the snow line to do just that. With the Aspis Consortium also seeking the
bones, the race is on to beat them to the top and, once the bones are recovered,
to make it back down alive. Written by Tim Hitchcock. This product is a
Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5-6
and 8-9).
–PSS17 Perils of the Pirate Pact: When the Black Marquis lost all of the men he
could trust on a failed treasure hunt, he did the only thing he could: turned to
the Pathfinder Society for help. Offering an ancient lost text in return for
assistance, the Black Marquis of Deadbridge sends you deep into the
spider-haunted Echo Wood of the River Kingdoms to track down his missing pirates
and recover an ancient treasure for the Society. You'll face brigands, pirates,
spiders and more, but will you survive the perils of the Pirate Pact? Written by
Matthieu Dayon. This product is a Pathfinder Society Scenario designed for 1st
to 7th level characters (Tiers: 1-2, 3-4, and 6-7).
–PSS18 The Trouble with Secrets: Decades ago, an Osiriani Pathfinder named
Bossell locked his transformed lover in the vaults beneath the Sothis Pathfinder
Lodge. He then vowed that no one would ever discover his secret shame. The old
and senile Bossell now relies on his assistant Fendel for everything, and the
hapless assistant has disapeared into the vaults after reading his master's
journal. You've been sent beneath the Lodge to destroy whatever it is that
Bossell's lover has become, will you survive his secret or find yourself
transformed as well? Written by Craig Campbell. This product is a Pathfinder
Society Scenario designed for 5th to 9th level characters (Tiers: 5-6 and 8-9).
–PSS19 Skeleton Moon: When Pathfinder alchemist Andrax d'Aponte contracted a
mysterious wasting sickness, he set his mind to feverishly researching the
disease and its cures. With the rare skeleton moon hanging in the sky above
Absalom, the Decemvirate sends you to an ancient siege castle outside the city
to recover d'Aponte's research notes and inquire about his involvement in recent
Pathfinder deaths in Osirion. What you find, however, is a man changed by
madness and paralyzed by paranoia and fear. Will you survive the night of the
skeleton moon? Written by Benjamin Wenham. This product is a Pathfinder Society
Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4, and 6-7).
–PSS20 King Xeros of Old Azlant: Panic grips Absalom when a huge crystalline
sailing vessel appears suddenly in the harbor. Identified as the King Xeros of
Old Azlant, the ship presents a great opportunity for the Pathfinder Society.
You and your fellow adventurers are summoned by Venture-Captain Adril Hestram
and dropped aboard the King Xeros to explore it and report back. Only, what you
find isn't an empty vessel, but a sinister ship with a vile intent. Written by
Greg A. Vaughan. This product is a Pathfinder Society Scenario designed for 7th
to 11th level characters (Tiers: 7-8 and 10-11).
–Pathfinder replays: Pathfinder Society Replay Events #1~#6. Missing an old
adventure? Have friends who want to come along? We have the module and the
judges.
–Playing Pathfinder for the first time? You can find more information on the
campaign and rules for generating a character at:
http://paizo.com/pathfinderSociety.
Not a Role-playing fan? Would you rather sit around board with some friends?
Want to take a slot off to relax? Enjoy our board games. We have both
tournaments and games for fun!
–Agricola: In Agricola, you're a farmer in a wooden shack with your spouse and
little else. On a turn, you get to take only two actions, one for you and one
for the spouse, from all the possibilities you'll find on a farm: collecting
clay, wood, or stone; building fences; and so on. You might think about having
kids in order to get more work accomplished, but first you need to expand your
house. And what are you going to feed all the little rugrats? The rules include
a beginner's version and an advanced version. Agricola is a turn-based game.
There are 14 game turns plus 6 harvest phases (after turn 4, 7, 9, 11, 13, and
14). Each player starts with two playing tokens (farmer and wife) and thus can
take two actions per turn. There are multiple options, and while the game
progresses, you'll have more and more: first thing in a turn, a new action card
is flipped over. Problem: Each action can be taken just once per turn, so it's
important to do some things with high preference. Each player also starts with a
hand of 7 job cards (of more than 160 total) and 7 item cards (of more than 140
total) that he/she may use during the game if they fit in his/her strategy.
Speaking of: there are countless strategies, some depending on your card hand.
Sometimes it's a good choice to stay on course and sometimes it is better to
react to your opponents actions.
–Powergrid: The object of Power Grid is to supply the most cities with power
when someone's network gains a predetermined size. In this new edition, players
mark pre-existing routes between cities for connection, and then bid against
each other to purchase the power plants that they use to power their cities.
Multiple map boards will be used in this slot. Expect to play 2 games.
–Puerto Rico: The players are plantation owners in Puerto Rico in the days when
ships had sails. Growing up to five different kind of crops: Corn, Indigo,
Coffee, Sugar and Tobacco, they must try to run their business more efficiently
than their close competitors; growing crops and storing them efficiently,
developing San Juan with useful buildings, deploying their colonists to best
effect, selling crops at the right time, and most importantly, shipping their
goods back to Europe for maximum benefit. The game system lets players choose
the order of the phases in each turn by allowing each player to choose a role
from those remaining when it is their turn. No role can be selected twice in the
same round. The player who selects the best roles to advance their position
during the game will win.
–Stone Age: Featured Tournament!! $50 in Prizes!! Players struggle to survive
the Stone Age by working as hunters, collectors, farmers, and tool makers. As
you gather resources, and raise animals, you work to build the tools needed to
build your civilization.
–Ticket To Ride: With elegantly simple gameplay, Ticket to Ride can be learned
in 3 minutes, while providing players with intense strategic and tactical
decisions every turn. Players collect cards of various types of train cars they
then use to claim railway routes in North America. The longer the routes, the
more points they earn. Additional points come to those who fulfill Destination
Tickets, goal cards that connect distant cities; and to the player who builds
the longest continuous route.
And Much, Much More, including:
– Pickup Games: Have a slot off? Want to play a board game? Got enough people to
play and bringing a DDM constructed warband? Well square off against each other!
– Replays: Missing some old adventures and want to play? Hoping to get in a
Midnight Madness slot? We have most adventures for the campaigns we're running
available onsite and will be happy to provide materials and a place to play.
Judges available based upon demand.
–Vendors: We will have game stores hawking their wares onsite. Get the latest
products or just pick up a handful of new dice.
– Expect for us to have snacks and soda available onsite!
To register, go to http://wiscons.roseocon.net/. All pre-registration will be
done online, and you will pay onsite! PRE REGISTRATION closes on TUESDAY June
9th. Hurry, space for some events may be limited. You can find continual updated
hotel registration information by going to the convention website, and the Youth
Center itself rents rooms.
We badly NEED more judges, get in free or at a reduced rate, and get space in
our judge rooms if you judge at the con! Judges receive a $10 discount for the
first slot they judge at the con, and $5 for each slot thereafter, or will gain
free admission if they judge four or more slots. Judges will have a chance to
win prizes drawn randomly every slot throughout the convention. Those who judge
more than four slots will have more chances to win and will be given a bed in
one of the judge rooms. Preference for judge rooms will be given to those judges
who judge more slots or travel from greater distances. Prospective judges please
email Greg Marks at skerritthegreen@... to be added to our judge's list.
Approved role-playing clubs receive a $5 discount. Organized Play Campaign
Administrators members get in FREE!
To stay onsite for less than a regular hotel, contact Cheri at the Youth Center:
Tommy G. Thompson Youth Center
640 S. 84th Street
West Allis, WI 53214
Contact: Cheri Gravitter
414-266-7042
cheri.gravitter@...
See you at the show!
Greg Marks
LFR Global Administrator
Wisconsin Highfolk Triad Emeritus
Cabal of Shadows Factionmaster Emeritus
D&D Championship Coordinator Emeritus
Cold Iron Conventions
skerritthegreen@...
Conflagration is coming to the Tommy Thompson Youth Center in West
Allis Wisconsin this St. Patrick's Day for March 13th to the 15th;
brought to you by Cold Iron Conventions (CIC). Come to the land of
beer and cheese for a March weekend packed full of Living Forgotten
Realms and other quality organized play campaigns. We will have the
following events... (although space is filling already up, pre-
register today!)
Enjoy the RPGA premier 4e D&D campaign, Living Forgotten Realms:
– AGLA1-2 At the Foot of the Lighthouse: The Sea of Fallen Stars is
the lifeblood for many who live along the coast of Aglarond. For the
men and women who ply their trades over its dangerous depths, the
sight of a lighthouse means a welcome return to the relative safety
of shore. That is, of course, unless the lighthouse in question is no
longer dedicated to guiding travelers along the safe path. A Living
Forgotten Realms adventure set in Aglarond for characters levels 4-7.
–AKAN1-2 The Depths of Airspur: Kidnappers have taken the daughter of
a wealthy noble lord. You are entrusted with the task of saving her
before it's too late. A Living Forgotten Realms adventure set in
Akanûl for characters levels 4-7.
–AKAN1-3 Property For Sale: Trinkets and gold pieces are not the only
revenue involved in clearing out a dungeon. Sometimes the dungeon
itself is worth a hefty sum. A Living Forgotten Realms adventure set
in Akanûl for character levels 7-10.
–BALD1-2 The Night I called the Undead Out: You are asked to recover
a stolen statue from an abandoned mansion in the Bloombridge district
of Baldur's Gate. What seems to be a simple task quickly turns into a
night of terror. The timing of these events seems more than a bit
coincidental. Can you protect the locals and still survive long
enough to unravel the mystery? A Living Forgotten Realms adventure
set in Baldur's Gate for characters levels 4-7.
–CORE1-4 Crystal Clear: The Low Market of Athkatla is no place for
the more delicate flowers of civilization. For those of a less savory
character, or whose reputations need not be protected quite so
zealously, however, the Low Market is a bazaar like no other. Goods
and services of all kinds can be had as long as the price is right,
and the price is always right. But today, the coin of the realm seems
to be something other than gold. A Living Forgotten Realms adventure
set in Amn for characters levels 4-7.
–CORE1-6 Incident at the Gorge of Gauros: Powerful forces work, for
both weal and woe, in the lands surrounding the decimated nation of
Thay. Where the forces of good and evil clash great power can be
unleashed, drawing those who seek destruction, and those who strive
to prevent destruction: A Living Forgotten Realms adventure set on
the border between Rashemen and Thay for characters levels 7-10.
–CORE1-7 Sovereign of the Mines: Someone is interfering with valuable
shipments from the mining community of Ioma Town. Production is way
down, and the rulers of Amn aren't pleased. The evidence indicates
that it's an inside job, deep inside. Adventurers are needed to go
into the mines and find out who (or what) is trying to sabotage the
Iomic Crystals. A Living Forgotten Realms adventure for characters
levels 7-10 set in the Nelanther Isles.
–CORM1-3 Head Above Water: The Valwater family has fallen on hard
times but believes that a secret near their family's decaying estates
may redeem their good name. Can the PCs uncover the truth that will
restore the family's honor? A Living Forgotten Realms adventure set
in Cormyr for characters levels 7-10.
–DALE1-3 Master and Servant: A man of importance has disappeared in
hostile territory, and may have been captured. Returning him to
safety might not be easy. Sometimes... things are exactly as they
seem. A Living Forgotten Realms adventure set in the Dalelands for
characters levels 7-10.
–DRAG1-2 A Thin Gray Line: Shady people making even shadier deals are
commonplace in the docks district of Westgate. Locals have learnt
that siding with the lesser of many evils is the only way to scratch
out a living, but when a new chief sergeant upsets the delicate
balance of power, the fallout threatens to affect the entire docks
district. A Living Forgotten Realms adventure set in the Dragon Coast
for character levels 4-7.
–EAST1-2 Marauder's Spear: Gnolls swarm across the river, over the
palisades, and into the dusty streets of a halfling settlement on the
edge of the Eastern Shaar. Hapless hin and their hurbryn neighbors
cry out for protection from these marauding dogs. Why are the gnolls
attacking this backwater in such numbers tonight? Who is the real
leader of the pack? Living Forgotten Realms adventure set in the East
Rift for characters levels 4-7.
–IMPL1-3 Lost Souls: Even in a place like Impiltur not all are
corrupt. Some bright souls still strife to help the defenseless and
weak, but there is always something dark ready to extinguish what
little light remains. Or is there more going on when you hear the
screams of terror coming from the shrine of Ilmater and the poorhouse
behind? A Living Forgotten Realms adventure set in the Impiltur for
character levels 7-10.
–MOON1-2 The Sea Drake: Valiant seafarers travel among the Moonshae
Isles every day, bringing food, supplies and information to isolated,
insular communities. You have been hired as guard aboard the Sea
Drake, a sturdy Nordman vessel. The weather is rainy and the fog is
thick: a perfect time to sail the waters of the Moonshaes. A Living
Forgotten Realms adventure set in the Moonshae Isles for characters
levels 4-7.
–MOON1-3 Black Gold: Dirty Barnison got his treasure: a mysterious,
almost invisible, metallic stone of some unknown substance. A visitor
from a far away land now asks you to help him find some more of it
and is willing to pay top price for your efforts. A Living Forgotten
Realms adventure set in The Moonshae Isles for characters levels 7-
10.
–SPEC1-1 Shades of Zhentarim: Zhentil Keep is a city with a storied
history, even if most of the tale is not fit for innocent ears. The
mission to find the wayward son of a wealthy merchant leads deep into
the secrets, deceptions, and brutal power on which the dreaded
Zhentarim built their ominous keep. A Living Forgotten Realms two-
round special adventure set in the north section of Zhentil Keep for
characters levels 1-4.
–SPEC1-2 Zhent's Ancient Shadows: Rumors of an ancient artifact,
sacred to Shar, have proven all too true. The church of Amaunator has
assembled an expedition to return to Zhentil Keep, enter the
dangerous twilight-shrouded southern ruins, and destroy the aritifact
before it can return to its dark mistress. Will you join the
followers of the Light on their quest to purge the Shadow? This is a
two-round continuous-play Living Forgotten Realms Core Special
adventure set in Zhentil Keep for characters levels 7-10. It is
recommended, but not required, that characters play SPEC1-1 Shades of
the Zhentarim before playing this adventure.
–TYMA1-2 Taking Stock of the Situation: In the outlying village of
Ruinspoke , something or someone is taking the livestock. Others have
attempted to investigate, but they have not returned. A Living
Forgotten Realms adventure set in Tymanther for characters levels 4-7.
–WATE1-3 The Woolmen's Restless Tomb: A rich Waterdhavian guild wants
to lay its former guildmaster to rest in lavish ceremony, but the
guild tomb is occupied by undead. Adventurers are sought to clear out
the undead and discover clues as to how they came to be there. A
Living Forgotten Realms adventure set in Waterdeep for characters
levels 7-10.
Navigate brutal intrigues in the Shattered Empires of LIVING ARCANIS
(D&D 3.5 rules):
–LA-AP6-02 For the People: Amidst the stoic columns of the Senate,
voices rise in anger and contention. Amongst the quiet chambers of
the baths, voices are raised in insurrection. The fires of
insurrection are being fanned in Grand Coryan, the City of Emperors,
the Seat of the Patriach, Heart of the Resistance? This is an urban
adventure. The loyalties of characters involved in the Coryani Civil
War, while being tested, is not a cause for concern when playing this
adventure. Opportunities exist for both Loyalists and Rebels to
participate; while also providing opportunities for others who are
not involved in the Civil War to also be involved. This adventure may
be of particular interest to those who fought at the Battle of
Solanos Mor and/or the Battle of Savona. This STANDARD adventure is
designed for APL 11-21. Characters below 7th level may not play this
adventure.
–LA-IK-HAI-02-01 Year of the Dragon: As a new year dawns in the
Empire of Haina, an ancient evil is roused to wakefulness once again.
A river of cold blood may soon drown a discovery that was birthed in
an innocent thirst for knowledge. After one thousand years alone
behind the Godswall, will the Eternal Empire survive this coming new
year—the Year of the Dragon? This LIVING ARCANIS CRAWL adventure is
designed for 2nd to 16th level characters (APL 3 through 15).
Characters ranging from 1st through 18th level are able to play this
adventure.
–LA-IK-HAI-02-02 A Matter of Honor: Honor has not to be won; it must
only not be lost. –Arthur Schopenhauer This LIVING ARCANIS STANDARD
adventure is designed for 2nd to 16th level characters (APL 3 through
15). Characters ranging from 1st through 18th level are able to play
this adventure.
–LA-IK-HAI-02-03 Vestige of Power: Power tends to corrupt, and
absolute power corrupts absolutely – Lord Acton Washing one's hands
of the conflict between the powerful and the powerless means to side
with the powerful, not to be neutral – Paulo Freire Power is but a
word the subservient use to describe that which they lack – Ix'chal
This LIVING ARCANIS STANDARD adventure is designed for 2nd to 16th
level characters (APL 3 through 15). Characters ranging from 1st
through 18th level are able to play this adventure.
–LA-IK-HAI-02-04 To Sow Death and Madness: I have harnessed the
shadows that stride from world to world to sow death and madness… —H.
P. Lovecraft "From Beyond" This LIVING ARCANIS STANDARD adventure is
designed for 2nd to 16th level characters (APL 3 through 15).
Characters ranging from 1st through 18th level are able to play this
adventure.
–LA-IK-HAI-02-05 Rage Against the Light: The siege begins. After a
millennium of waiting, an overwhelming infernal onslaught strikes at
the Eternal Empire of Haina. The forces of good and evil clash, and
the fate of all Onara hangs in the balance. With little hope, and
even slimmer chances, will you be able to turn the tide of the
demonic hoards who rage against the light? This Two-Round LIVING
ARCANIS BATTLE INTERACTIVE adventure is designed for 2nd to 16th
level characters (APL 3 through 15). Characters ranging from 1st
through 18th level are able to play this adventure.
– Living Arcanis Replays: We will have most of the available LA and
IK modules available for play. Don't miss out on any of the Arcanis
goodness!
Battle the minions of the Adversary during colonial times in
WITCHHUNTER: DARK PROVIDENCE:
–WHDP1-05 Age of Innocence: In the city of Philadelphia, you can cut
the tension with a sword. The colonists and the local Indian tribes
are on the brink of war. With one wrong word from either side, the
powder keg will explode. Is this the inevitable result of a clash of
cultures, or is the Adversary pulling the strings and manipulating
events to a more sinister end?
–WHDP 2-02 Search For Innocence: A polite celebration goes terribly
wrong, and suddenly party goers find themselves in a fight for their
very lives. But what is the purpose of the attack, and who is behind
this? And what grand plot has the Adversary planned?
–WHDP 2-03 Death of Innocence: Discovery of a villainess leads to yet
a deeper, more dangerous plot. The children are missing, and
something sinister is afoot on the coast of the Bay of Mexico. The
guilty and the innocent intermingle, and you must determine who
should be saved from the impending doom.
–WHDP2-06 Ambidextrous: "Idle hands are the Devil's workshop" has
never been truer than it is in the sleepy little village of Boswyck.
A return visit is necessary to handle things left undone. This event
is a sequel to Swans and it is strongly recommended that Swans be
played before this game.
–Witch Hunter replays: Missing an old adventure? Have friends who
want to come along? We have the module and the judges.
Prove your honor in L5R's HEROES OF ROKUGON:
–ST19 Compassion: A wise monk believes he has found a way to restore
the purity of the Golden Sun Plain. Will you be able to help him
succeed, or will his quest end in disaster and chaos? A One-Round
Low/Mid-Rank Adventure for Heroes of Rokugan (Champions of the
Sapphire Throne) Part One of The Code of Bushido.
–ST32 Honesty: A newly-appointed Emerald Magistrate summons you to
investigate strange occurrences in Scorpion lands. A One-Round
Low/Mid-Rank Adventure for Heroes of Rokugan (Champions of the
Sapphire Throne) Part Two of The Code of Bushido.
Play the heights of the D&D 3.5 rules system in Paizo's PATHFINDER
campaign:
–PSS01 Silent Tide: When strange reports of misty undead spread
through Absalom, you and your fellow Pathfinders are dispatched to
the half-drowned district of Puddles. Notoriously rough, the drooling
addicts, flesh panderers, and quick-handed knifers of Puddles are the
least of your worries. The night's tide brings with it an ancient
armada of some long-forgotten war and you are the only thing between
their mist-shrouded ghost fleet and Absalom's utter oblivion. Silent
Tide is a Pathfinder Society Scenario designed for Tiers 1-2 (1st and
2nd level characters) and 4-5 (4th and 5th level characters.)
–PSS02 The Hydra's Fang Incident: After an Andoren village is razed
by the Hydra's Fang, a renegade Chelish slaver-ship, outrage
threatens the stability of both nations. You and your fellow
Pathfinders are sent to capture the Fang before the Inner Sea is
pitched into political frenzy. The Hydra's Fang Incident is a
Pathfinder Society Scenario designed for Tiers 1-2 (1st and 2nd level
characters) and 4-5 (4th and 5th level characters.)
–PSS03 Murder on the Silken Caravan: Volunteers are needed to escort
the body of a deceased venture-captain across the parched Qadiran
desert to Katheer. The Silken Caravan offers passage, hauling exotic
treasures across the perilous sea of sands. You'll brave bandits,
spies, and unwelcome mourners hell-bent on paying respects to your
dead companion. Worse still, the caravan's mistress, a satin-swathed
Qadiran princess, has designs of her own on you and your cargo. This
product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5).)
–PSS04 The Frozen Fingers of Midnight: Skelg the Ripper, envoy from
the Land of the Linnorm Kings, lies wasting in his villa on the
outskirts of Absalom. A frigid curse followed Skelg from his northern
homeland and grips his bearish heart in its frosty embrace. As the
bizarre freezing ailment pushes Skelg to the brink of death, the
Society dispatches you and your fellow Pathfinders to uncover the
secrets of the freezing curse before Absalom falls to its icy grip.
This product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5).
–PSS05 Mists of Mwangi: Pathfinder Lugizar Trantos recently returned
from the Mwangi Expanse with haunted eyes and a pack full of strange
idols. Absalom's famed Blakros Museum purchased his pieces and
Lugizar vanished. The strange monkey idols he pulled from the misty
jungles of Mwangi carry with them a fell curse, and now their power
has laid claim to the museum. Can the Pathfinder Society uncover the
source of the curse in time, or will the Blackros Museum be forever
lost to the mists of Mwangi? This product is a Pathfinder Society
Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
–PSS06 Black Waters: The Pathfinder Society seeks the ancient ruby
ring of the salamander and it falls to a team of Pathfinders to find
it. Last seen in the Tri-Towers Yard, a once elite academy for the
youth of Absalom, the ruby ring is now lost in the Drownyard, all
that remains of Tri-Towers after it was destroyed a decade ago in the
great quake. The Pathfinders must risk the strange black ichors and
salty brine to find their prize—will they risk their very souls as
well? This product is a Pathfinder Society Scenario designed for 1st
to 5th level characters (Tiers: 1–2, 4–5).
– PSS07 Among the Living: Famed Pathfinder Bodriggan Wuthers
disappeared from his dig site beneath the House of the Immortal Son
in Taldor's gilded capital of Oppara. Once a grand temple to Aroden,
the Immortal Son is now Oppara's most opulent theater. Sent to locate
Wuthers, the Pathfinders must attend an opera with members of the
Oppara elite in order to gain access to the secretive theater's dig
site. When a cult crashes the performance and the nobility change
into hideous walking dead, the Pathfinders are forced to choose
between finding Wuthers or saving themselves. This product is a
Pathfinder Society Scenario designed for 1st to 7th level characters
(Tiers: 1–2, 3–4, 6–7).
– PSS08 Slave Pits of Absalom: Someone kidnapped Lady Anilah Salhar—
the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand
Ambassadors to Absalom—and sold her into slavery. With Salhar holding
delve permits over the heads of the Decemvirute, the Pathfinders are
sent to assist the Osirian Ambassador. Venturing into Absalom's
darkest corners to save Lady Anilah, the Pathfinders must face the
secrets of the Slave Pits to avoid becoming slaves themselves. This
product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5).
– PSS09 Eye of the Crocodile King: Arcanamirium transmuter Maren Fuln
found a magically sealed amulet in the school's library and kept it
as a shiny bauble. Little did he know the amulet contained an entity
far worse than he imagined, and by unsealing it, he loosed a revenge-
obsessed horror into the sewers beneath the school. Can the
Pathfinder Society halt the beast's plan in time, or will he build
his army of revenge and sow chaos in Absalom? This product is a
Pathfinder Society Scenario designed for 1st to 5th level characters
(Tiers: 1–2, 4–5).
– PSS10 Blood at Dralkar Manor: Venture-Captain Juberto Savarre plans
to retire soon, and he's set his sights on spooky Dralkard Manor in
southern Andoran. With the locals swapping tales of hauntings and
missing persons, Savarre sends Pathfinders in to uncover the truth.
Are the stories just tall tales or will the Pathfinders find
themselves drenched in blood at Dralkard Manor? This product is a
Pathfinder Society Scenario designed for 1st to 7th level characters
(Tiers: 1–2, 3–4, 6–7).
–PSS11 The Third Riddle: When Pathfinder Colm Safan entered the
Nethys-linked heart of the fabled dungeon known as the Ravenous
Sphinx, the Pathfinder Society expected to solve one of Osirion's
greatest riddles. Months passed with no word from Safan, and you and
your fellow Pathfinders find yourselves dispatched into the desolate
wastes of Osirion's notorious Parched Dunes to find the sphinx, find
Safan, and uncover the mystery he sought. With a band of cloaked
riders on your trail and a trap-filled dungeon ahead, will you solve
the third riddle before time runs out? This product is a Pathfinder
Society Scenario designed for 1st to 5th level characters (Tiers: 1–
2, 4–5).
–PSS12 Stay of Execution: When a petty thief named Hadge gets a lucky
break and makes off with a powerful divination focus of the
Pathfinder Society's masked leadership, you and your fellow
Pathfinders set out to the sparsely populated Taldor frontier to find
him and recover the focus. When the local governor tosses Hadge into
the brutal Porthmos Prison for a minor crime, your mission suddenly
becomes a jail break. Will you free Hadge and uncover the location of
the focus before the gangs of Porthmos tear him apart? This product
is a Pathfinder Society Scenario designed for 1st to 7th level
characters (Tiers: 1–2, 4–5, 6–7).
–PSS13 The Prince of Augustana: When an old beggar shows up filthy
and injured on the doorstep of the Augustana Pathfinder Lodge in
Andoran and demands to be recognized as Andoran's one true Emperor,
Venture-Captain Wallace is inclined to chase him off. But when the
old beggar reveals a wayfinder and tells a tale of demons and portals
to another world beneath the streets of Augustana, Wallace summons
you from Absalom to investigate. Will you make it through sewers,
swarms, and sanctuaries to uncover the truth or will the dangers of
the Augustana underworld consume you forever? This product is a
Pathfinder Society Scenario designed for 1st to 5th level characters
(Tiers: 1–2 and 4–5).
–PSS14 The Many Fortunes of Grandmaster Torch: When four statues of
unspeakable power were found in a tomb in Osirion and then stolen,
the Pathfinder Society assumed they were gone forever. When they
appeared again in the illicit inventory of a Qadiran smuggler in the
massive trade city of Sedeq, the Society wasted little time
dispatching you there to recover them. Finding the smuggler dead and
a familiar face from Absalom responsible, your task quickly becomes a
race to retrieve the statues before their brutal power can be
unleashed on the citizens of the Satrap. Can you find the statues in
time or will Sedeq be swallowed in a plague like none Golarion has
ever seen? This product is a Pathfinder Society Scenario designed for
1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
–PSS15 TBD: Blurb TBD
–PSS16 TBD: Blurb TBD
And Much, Much More, including:
– Pickup Games: Have a slot off? Want to play a board game? Got
enough people to play and bringing a DDM constructed warband? Well
square off against each other!
– Replays: Missing some old adventures and want to play? Hoping to
get in a Midnight Madness slot? We have most adventures for the
campaigns we're running available onsite and will be happy to provide
materials and a place to play. Judges available based upon demand.
–Vendors: We will have game stores hawking their wares onsite. Get
the latest products or just pick up a handful of new dice.
– Expect for us to have snacks and soda available onsite!
To register, go to http://wiscons.roseocon.net/. All pre-registration
will be done online, and you will pay onsite! PRE REGISTRATION closes
on MONDAY March 9th. Hurry, space for some events may be limited. You
can find continual updated hotel registration information by going to
the convention website, and the Youth Center itself rents rooms.
We NEED more judges, get in free or at a reduced rate, and get space
in our judge rooms if you judge at the con! Judges receive a $10
discount for the first slot they judge at the con, and $5 for each
slot thereafter, or will gain free admission if they judge four or
more slots. Judges will have a chance to win prizes drawn randomly
every slot throughout the convention. Those who judge more than four
slots will have more chances to win and will be given a bed in one of
the judge rooms. Preference for judge rooms will be given to those
judges who judge more slots or travel from greater distances.
Prospective judges please email Gary Affeldt at
gaffeldt@... to be added to our judge's list. Approved role-
playing clubs receive a $5 discount. Organized Play Campaign
Administrators members get in FREE!
To stay onsite for less than a regular hotel, contact Cheri at the
Youth Center:
Tommy G. Thompson Youth Center
640 S. 84th Street
West Allis, WI 53214
Contact: Cheri Gravitter
414-266-7042
cheri.gravitter@...
See you at the show!
Greg Marks
LFR Global Administrator
Wisconsin Highfolk Triad Emeritus
Cabal of Shadows Factionmaster Emeritus
D&D Championship Coordinator Emeritus
Cold Iron Conventions
skerritthegreen@...
Conflagration is coming to the Tommy Thompson Youth Center in West
Allis Wisconsin this St. Patrick's Day for March 13th to the 15th;
brought to you by Cold Iron Conventions (CIC). Come to the land of
beer and cheese for a March weekend packed full of Living Forgotten
Realms and other quality organized play campaigns. We will have the
following events... (although space is filling already up, pre-
register today!)
Enjoy the RPGA premier 4e D&D campaign, Living Forgotten Realms:
– AGLA1-2 At the Foot of the Lighthouse: The Sea of Fallen Stars is
the lifeblood for many who live along the coast of Aglarond. For the
men and women who ply their trades over its dangerous depths, the
sight of a lighthouse means a welcome return to the relative safety
of shore. That is, of course, unless the lighthouse in question is no
longer dedicated to guiding travelers along the safe path. A Living
Forgotten Realms adventure set in Aglarond for characters levels 4-7.
–AKAN1-2 The Depths of Airspur: Kidnappers have taken the daughter of
a wealthy noble lord. You are entrusted with the task of saving her
before it's too late. A Living Forgotten Realms adventure set in
Akanûl for characters levels 4-7.
–AKAN1-3 Property For Sale: Trinkets and gold pieces are not the only
revenue involved in clearing out a dungeon. Sometimes the dungeon
itself is worth a hefty sum. A Living Forgotten Realms adventure set
in Akanûl for character levels 7-10.
–BALD1-2 The Night I called the Undead Out: You are asked to recover
a stolen statue from an abandoned mansion in the Bloombridge district
of Baldur's Gate. What seems to be a simple task quickly turns into a
night of terror. The timing of these events seems more than a bit
coincidental. Can you protect the locals and still survive long
enough to unravel the mystery? A Living Forgotten Realms adventure
set in Baldur's Gate for characters levels 4-7.
–CORE1-4 Crystal Clear: The Low Market of Athkatla is no place for
the more delicate flowers of civilization. For those of a less savory
character, or whose reputations need not be protected quite so
zealously, however, the Low Market is a bazaar like no other. Goods
and services of all kinds can be had as long as the price is right,
and the price is always right. But today, the coin of the realm seems
to be something other than gold. A Living Forgotten Realms adventure
set in Amn for characters levels 4-7.
–CORE1-6 Incident at the Gorge of Gauros: Powerful forces work, for
both weal and woe, in the lands surrounding the decimated nation of
Thay. Where the forces of good and evil clash great power can be
unleashed, drawing those who seek destruction, and those who strive
to prevent destruction: A Living Forgotten Realms adventure set on
the border between Rashemen and Thay for characters levels 7-10.
–CORE1-7 Sovereign of the Mines: Someone is interfering with valuable
shipments from the mining community of Ioma Town. Production is way
down, and the rulers of Amn aren't pleased. The evidence indicates
that it's an inside job, deep inside. Adventurers are needed to go
into the mines and find out who (or what) is trying to sabotage the
Iomic Crystals. A Living Forgotten Realms adventure for characters
levels 7-10 set in the Nelanther Isles.
–CORM1-3 Head Above Water: The Valwater family has fallen on hard
times but believes that a secret near their family's decaying estates
may redeem their good name. Can the PCs uncover the truth that will
restore the family's honor? A Living Forgotten Realms adventure set
in Cormyr for characters levels 7-10.
–DALE1-3 Master and Servant: A man of importance has disappeared in
hostile territory, and may have been captured. Returning him to
safety might not be easy. Sometimes... things are exactly as they
seem. A Living Forgotten Realms adventure set in the Dalelands for
characters levels 7-10.
–DRAG1-2 A Thin Gray Line: Shady people making even shadier deals are
commonplace in the docks district of Westgate. Locals have learnt
that siding with the lesser of many evils is the only way to scratch
out a living, but when a new chief sergeant upsets the delicate
balance of power, the fallout threatens to affect the entire docks
district. A Living Forgotten Realms adventure set in the Dragon Coast
for character levels 4-7.
–EAST1-2 Marauder's Spear: Gnolls swarm across the river, over the
palisades, and into the dusty streets of a halfling settlement on the
edge of the Eastern Shaar. Hapless hin and their hurbryn neighbors
cry out for protection from these marauding dogs. Why are the gnolls
attacking this backwater in such numbers tonight? Who is the real
leader of the pack? Living Forgotten Realms adventure set in the East
Rift for characters levels 4-7.
–IMPL1-3 Lost Souls: Even in a place like Impiltur not all are
corrupt. Some bright souls still strife to help the defenseless and
weak, but there is always something dark ready to extinguish what
little light remains. Or is there more going on when you hear the
screams of terror coming from the shrine of Ilmater and the poorhouse
behind? A Living Forgotten Realms adventure set in the Impiltur for
character levels 7-10.
–MOON1-2 The Sea Drake: Valiant seafarers travel among the Moonshae
Isles every day, bringing food, supplies and information to isolated,
insular communities. You have been hired as guard aboard the Sea
Drake, a sturdy Nordman vessel. The weather is rainy and the fog is
thick: a perfect time to sail the waters of the Moonshaes. A Living
Forgotten Realms adventure set in the Moonshae Isles for characters
levels 4-7.
–MOON1-3 Black Gold: Dirty Barnison got his treasure: a mysterious,
almost invisible, metallic stone of some unknown substance. A visitor
from a far away land now asks you to help him find some more of it
and is willing to pay top price for your efforts. A Living Forgotten
Realms adventure set in The Moonshae Isles for characters levels 7-
10.
–SPEC1-1 Shades of Zhentarim: Zhentil Keep is a city with a storied
history, even if most of the tale is not fit for innocent ears. The
mission to find the wayward son of a wealthy merchant leads deep into
the secrets, deceptions, and brutal power on which the dreaded
Zhentarim built their ominous keep. A Living Forgotten Realms two-
round special adventure set in the north section of Zhentil Keep for
characters levels 1-4.
–SPEC1-2 Zhent's Ancient Shadows: Shady people making even shadier
deals are commonplace in the docks district of Westgate. Locals have
learnt that siding with the lesser of many evils is the only way to
scratch out a living, but when a new chief sergeant upsets the
delicate balance of power, the fallout threatens to affect the entire
docks district. A Living Forgotten Realms adventure set in the Dragon
Coast for character levels 4-7.
–TYMA1-2 Taking Stock of the Situation: In the outlying village of
Ruinspoke , something or someone is taking the livestock. Others have
attempted to investigate, but they have not returned. A Living
Forgotten Realms adventure set in Tymanther for characters levels 4-7.
–WATE1-3 The Woolmen's Restless Tomb: A rich Waterdhavian guild wants
to lay its former guildmaster to rest in lavish ceremony, but the
guild tomb is occupied by undead. Adventurers are sought to clear out
the undead and discover clues as to how they came to be there. A
Living Forgotten Realms adventure set in Waterdeep for characters
levels 7-10.
Navigate brutal intrigues in the Shattered Empires of LIVING ARCANIS
(D&D 3.5 rules):
–LA-AP6-02 For the People: Amidst the stoic columns of the Senate,
voices rise in anger and contention. Amongst the quiet chambers of
the baths, voices are raised in insurrection. The fires of
insurrection are being fanned in Grand Coryan, the City of Emperors,
the Seat of the Patriach, Heart of the Resistance? This is an urban
adventure. The loyalties of characters involved in the Coryani Civil
War, while being tested, is not a cause for concern when playing this
adventure. Opportunities exist for both Loyalists and Rebels to
participate; while also providing opportunities for others who are
not involved in the Civil War to also be involved. This adventure may
be of particular interest to those who fought at the Battle of
Solanos Mor and/or the Battle of Savona. This STANDARD adventure is
designed for APL 11-21. Characters below 7th level may not play this
adventure.
–LA-IK-HAI-02-01 Year of the Dragon: As a new year dawns in the
Empire of Haina, an ancient evil is roused to wakefulness once again.
A river of cold blood may soon drown a discovery that was birthed in
an innocent thirst for knowledge. After one thousand years alone
behind the Godswall, will the Eternal Empire survive this coming new
year—the Year of the Dragon? This LIVING ARCANIS CRAWL adventure is
designed for 2nd to 16th level characters (APL 3 through 15).
Characters ranging from 1st through 18th level are able to play this
adventure.
–LA-IK-HAI-02-02 A Matter of Honor: Honor has not to be won; it must
only not be lost. –Arthur Schopenhauer This LIVING ARCANIS STANDARD
adventure is designed for 2nd to 16th level characters (APL 3 through
15). Characters ranging from 1st through 18th level are able to play
this adventure.
–LA-IK-HAI-02-03 Vestige of Power: Power tends to corrupt, and
absolute power corrupts absolutely – Lord Acton Washing one's hands
of the conflict between the powerful and the powerless means to side
with the powerful, not to be neutral – Paulo Freire Power is but a
word the subservient use to describe that which they lack – Ix'chal
This LIVING ARCANIS STANDARD adventure is designed for 2nd to 16th
level characters (APL 3 through 15). Characters ranging from 1st
through 18th level are able to play this adventure.
–LA-IK-HAI-02-04 To Sow Death and Madness: I have harnessed the
shadows that stride from world to world to sow death and madness… —H.
P. Lovecraft "From Beyond" This LIVING ARCANIS STANDARD adventure is
designed for 2nd to 16th level characters (APL 3 through 15).
Characters ranging from 1st through 18th level are able to play this
adventure.
–LA-IK-HAI-02-05 Rage Against the Light: The siege begins. After a
millennium of waiting, an overwhelming infernal onslaught strikes at
the Eternal Empire of Haina. The forces of good and evil clash, and
the fate of all Onara hangs in the balance. With little hope, and
even slimmer chances, will you be able to turn the tide of the
demonic hoards who rage against the light? This Two-Round LIVING
ARCANIS BATTLE INTERACTIVE adventure is designed for 2nd to 16th
level characters (APL 3 through 15). Characters ranging from 1st
through 18th level are able to play this adventure.
– Living Arcanis Replays: We will have most of the available LA and
IK modules available for play. Don't miss out on any of the Arcanis
goodness!
Battle the minions of the Adversary during colonial times in
WITCHHUNTER: DARK PROVIDENCE:
–WHDP1-05 Age of Innocence: In the city of Philadelphia, you can cut
the tension with a sword. The colonists and the local Indian tribes
are on the brink of war. With one wrong word from either side, the
powder keg will explode. Is this the inevitable result of a clash of
cultures, or is the Adversary pulling the strings and manipulating
events to a more sinister end?
–WHDP 2-02 Search For Innocence: A polite celebration goes terribly
wrong, and suddenly party goers find themselves in a fight for their
very lives. But what is the purpose of the attack, and who is behind
this? And what grand plot has the Adversary planned?
–WHDP 2-03 Death of Innocence: Discovery of a villainess leads to yet
a deeper, more dangerous plot. The children are missing, and
something sinister is afoot on the coast of the Bay of Mexico. The
guilty and the innocent intermingle, and you must determine who
should be saved from the impending doom.
–WHDP2-06 Ambidextrous: "Idle hands are the Devil's workshop" has
never been truer than it is in the sleepy little village of Boswyck.
A return visit is necessary to handle things left undone. This event
is a sequel to Swans and it is strongly recommended that Swans be
played before this game.
–Witch Hunter replays: Missing an old adventure? Have friends who
want to come along? We have the module and the judges.
Prove your honor in L5R's HEROES OF ROKUGON:
–ST19 Compassion: A wise monk believes he has found a way to restore
the purity of the Golden Sun Plain. Will you be able to help him
succeed, or will his quest end in disaster and chaos? A One-Round
Low/Mid-Rank Adventure for Heroes of Rokugan (Champions of the
Sapphire Throne) Part One of The Code of Bushido.
–ST32 Honesty: A newly-appointed Emerald Magistrate summons you to
investigate strange occurrences in Scorpion lands. A One-Round
Low/Mid-Rank Adventure for Heroes of Rokugan (Champions of the
Sapphire Throne) Part Two of The Code of Bushido.
Play the heights of the D&D 3.5 rules system in Paizo's PATHFINDER
campaign:
–PSS01 Silent Tide: When strange reports of misty undead spread
through Absalom, you and your fellow Pathfinders are dispatched to
the half-drowned district of Puddles. Notoriously rough, the drooling
addicts, flesh panderers, and quick-handed knifers of Puddles are the
least of your worries. The night's tide brings with it an ancient
armada of some long-forgotten war and you are the only thing between
their mist-shrouded ghost fleet and Absalom's utter oblivion. Silent
Tide is a Pathfinder Society Scenario designed for Tiers 1-2 (1st and
2nd level characters) and 4-5 (4th and 5th level characters.)
–PSS02 The Hydra's Fang Incident: After an Andoren village is razed
by the Hydra's Fang, a renegade Chelish slaver-ship, outrage
threatens the stability of both nations. You and your fellow
Pathfinders are sent to capture the Fang before the Inner Sea is
pitched into political frenzy. The Hydra's Fang Incident is a
Pathfinder Society Scenario designed for Tiers 1-2 (1st and 2nd level
characters) and 4-5 (4th and 5th level characters.)
–PSS03 Murder on the Silken Caravan: Volunteers are needed to escort
the body of a deceased venture-captain across the parched Qadiran
desert to Katheer. The Silken Caravan offers passage, hauling exotic
treasures across the perilous sea of sands. You'll brave bandits,
spies, and unwelcome mourners hell-bent on paying respects to your
dead companion. Worse still, the caravan's mistress, a satin-swathed
Qadiran princess, has designs of her own on you and your cargo. This
product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5).)
–PSS04 The Frozen Fingers of Midnight: Skelg the Ripper, envoy from
the Land of the Linnorm Kings, lies wasting in his villa on the
outskirts of Absalom. A frigid curse followed Skelg from his northern
homeland and grips his bearish heart in its frosty embrace. As the
bizarre freezing ailment pushes Skelg to the brink of death, the
Society dispatches you and your fellow Pathfinders to uncover the
secrets of the freezing curse before Absalom falls to its icy grip.
This product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5).
–PSS05 Mists of Mwangi: Pathfinder Lugizar Trantos recently returned
from the Mwangi Expanse with haunted eyes and a pack full of strange
idols. Absalom's famed Blakros Museum purchased his pieces and
Lugizar vanished. The strange monkey idols he pulled from the misty
jungles of Mwangi carry with them a fell curse, and now their power
has laid claim to the museum. Can the Pathfinder Society uncover the
source of the curse in time, or will the Blackros Museum be forever
lost to the mists of Mwangi? This product is a Pathfinder Society
Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).
–PSS06 Black Waters: The Pathfinder Society seeks the ancient ruby
ring of the salamander and it falls to a team of Pathfinders to find
it. Last seen in the Tri-Towers Yard, a once elite academy for the
youth of Absalom, the ruby ring is now lost in the Drownyard, all
that remains of Tri-Towers after it was destroyed a decade ago in the
great quake. The Pathfinders must risk the strange black ichors and
salty brine to find their prize—will they risk their very souls as
well? This product is a Pathfinder Society Scenario designed for 1st
to 5th level characters (Tiers: 1–2, 4–5).
– PSS07 Among the Living: Famed Pathfinder Bodriggan Wuthers
disappeared from his dig site beneath the House of the Immortal Son
in Taldor's gilded capital of Oppara. Once a grand temple to Aroden,
the Immortal Son is now Oppara's most opulent theater. Sent to locate
Wuthers, the Pathfinders must attend an opera with members of the
Oppara elite in order to gain access to the secretive theater's dig
site. When a cult crashes the performance and the nobility change
into hideous walking dead, the Pathfinders are forced to choose
between finding Wuthers or saving themselves. This product is a
Pathfinder Society Scenario designed for 1st to 7th level characters
(Tiers: 1–2, 3–4, 6–7).
– PSS08 Slave Pits of Absalom: Someone kidnapped Lady Anilah Salhar—
the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand
Ambassadors to Absalom—and sold her into slavery. With Salhar holding
delve permits over the heads of the Decemvirute, the Pathfinders are
sent to assist the Osirian Ambassador. Venturing into Absalom's
darkest corners to save Lady Anilah, the Pathfinders must face the
secrets of the Slave Pits to avoid becoming slaves themselves. This
product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5).
– PSS09 Eye of the Crocodile King: Arcanamirium transmuter Maren Fuln
found a magically sealed amulet in the school's library and kept it
as a shiny bauble. Little did he know the amulet contained an entity
far worse than he imagined, and by unsealing it, he loosed a revenge-
obsessed horror into the sewers beneath the school. Can the
Pathfinder Society halt the beast's plan in time, or will he build
his army of revenge and sow chaos in Absalom? This product is a
Pathfinder Society Scenario designed for 1st to 5th level characters
(Tiers: 1–2, 4–5).
– PSS10 Blood at Dralkar Manor: Venture-Captain Juberto Savarre plans
to retire soon, and he's set his sights on spooky Dralkard Manor in
southern Andoran. With the locals swapping tales of hauntings and
missing persons, Savarre sends Pathfinders in to uncover the truth.
Are the stories just tall tales or will the Pathfinders find
themselves drenched in blood at Dralkard Manor? This product is a
Pathfinder Society Scenario designed for 1st to 7th level characters
(Tiers: 1–2, 3–4, 6–7).
–PSS11 The Third Riddle: When Pathfinder Colm Safan entered the
Nethys-linked heart of the fabled dungeon known as the Ravenous
Sphinx, the Pathfinder Society expected to solve one of Osirion's
greatest riddles. Months passed with no word from Safan, and you and
your fellow Pathfinders find yourselves dispatched into the desolate
wastes of Osirion's notorious Parched Dunes to find the sphinx, find
Safan, and uncover the mystery he sought. With a band of cloaked
riders on your trail and a trap-filled dungeon ahead, will you solve
the third riddle before time runs out? This product is a Pathfinder
Society Scenario designed for 1st to 5th level characters (Tiers: 1–
2, 4–5).
–PSS12 Stay of Execution: When a petty thief named Hadge gets a lucky
break and makes off with a powerful divination focus of the
Pathfinder Society's masked leadership, you and your fellow
Pathfinders set out to the sparsely populated Taldor frontier to find
him and recover the focus. When the local governor tosses Hadge into
the brutal Porthmos Prison for a minor crime, your mission suddenly
becomes a jail break. Will you free Hadge and uncover the location of
the focus before the gangs of Porthmos tear him apart? This product
is a Pathfinder Society Scenario designed for 1st to 7th level
characters (Tiers: 1–2, 4–5, 6–7).
–PSS13 The Prince of Augustana: When an old beggar shows up filthy
and injured on the doorstep of the Augustana Pathfinder Lodge in
Andoran and demands to be recognized as Andoran's one true Emperor,
Venture-Captain Wallace is inclined to chase him off. But when the
old beggar reveals a wayfinder and tells a tale of demons and portals
to another world beneath the streets of Augustana, Wallace summons
you from Absalom to investigate. Will you make it through sewers,
swarms, and sanctuaries to uncover the truth or will the dangers of
the Augustana underworld consume you forever? This product is a
Pathfinder Society Scenario designed for 1st to 5th level characters
(Tiers: 1–2 and 4–5).
–PSS14 The Many Fortunes of Grandmaster Torch: When four statues of
unspeakable power were found in a tomb in Osirion and then stolen,
the Pathfinder Society assumed they were gone forever. When they
appeared again in the illicit inventory of a Qadiran smuggler in the
massive trade city of Sedeq, the Society wasted little time
dispatching you there to recover them. Finding the smuggler dead and
a familiar face from Absalom responsible, your task quickly becomes a
race to retrieve the statues before their brutal power can be
unleashed on the citizens of the Satrap. Can you find the statues in
time or will Sedeq be swallowed in a plague like none Golarion has
ever seen? This product is a Pathfinder Society Scenario designed for
1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
–PSS15 TBD: Blurb TBD
–PSS16 TBD: Blurb TBD
And Much, Much More, including:
– Pickup Games: Have a slot off? Want to play a board game? Got
enough people to play and bringing a DDM constructed warband? Well
square off against each other!
– Replays: Missing some old adventures and want to play? Hoping to
get in a Midnight Madness slot? We have most adventures for the
campaigns we're running available onsite and will be happy to provide
materials and a place to play. Judges available based upon demand.
–Vendors: We will have game stores hawking their wares onsite. Get
the latest products or just pick up a handful of new dice.
– Expect for us to have snacks and soda available onsite!
To register, go to http://wiscons.roseocon.net/. All pre-registration
will be done online, and you will pay onsite! PRE REGISTRATION closes
on MONDAY March 9th. Hurry, space for some events may be limited. You
can find continual updated hotel registration information by going to
the convention website, and the Youth Center itself rents rooms.
We NEED more judges, get in free or at a reduced rate, and get space
in our judge rooms if you judge at the con! Judges receive a $10
discount for the first slot they judge at the con, and $5 for each
slot thereafter, or will gain free admission if they judge four or
more slots. Judges will have a chance to win prizes drawn randomly
every slot throughout the convention. Those who judge more than four
slots will have more chances to win and will be given a bed in one of
the judge rooms. Preference for judge rooms will be given to those
judges who judge more slots or travel from greater distances.
Prospective judges please email Gary Affeldt at
gaffeldt@... to be added to our judge's list. Approved role-
playing clubs receive a $5 discount. Organized Play Campaign
Administrators members get in FREE!
To stay onsite for less than a regular hotel, contact Cheri at the
Youth Center:
Tommy G. Thompson Youth Center
640 S. 84th Street
West Allis, WI 53214
Contact: Cheri Gravitter
414-266-7042
cheri.gravitter@...
See you at the show!
Greg Marks
LFR Global Administrator
Wisconsin Highfolk Triad Emeritus
Cabal of Shadows Factionmaster Emeritus
D&D Championship Coordinator Emeritus
Cold Iron Conventions
skerritthegreen@...
The third and last part of the story related in the previous two posts
---------
Abada whirled on Khavar.
"Are you mad, Captain? In the space of ten minutes, you have given
away everything you own. Am I to see you next week in my court as a
bankrupt ushdar?"
Khavar shrugged nonchalantly. "I doubt it, Aabada. Next week, I shall
be guarding some dirt farm in Durva Province, and I understand that
there is nothing much to buy there, so little need of cash."
At that moment there was yet another knock at the door, and Khavar
held up his hand to stem the old jurat's rebuttal.
"A moment longer, good sir. I require your services as a witness one
more time."
He left the room and returned, accompanied by a red-faced Thresher in
his thirties, big-boned but running to fat around the middle. The
Thresher stopped abruptly as he caught sight of the jurat, and bowed
cautiously. Abada inclined his head slightly.
Khavar made the introductions. "Abada al'Jurat, may I introduce Hashem
al'Thresher of Lopolla. I heard that he was in Falwur making some
inquiries, and I invited him over in case I was able to help."
"Indeed you can, Captain," the Thresher rasped. "You were Saba's
commanding officer, were you not? Yes, you will be able to help me
finalize my report."
"And what report is that, Hashem?" asked Abada, disliking something in
the Thresher's manner.
"I have heard a rumour that the invasion by Bissel is in direct
response to a raid by Ketite soldiers. I came from Lopolla immediately
to gather the facts."
"And what have you discovered?" the Jurat asked.
Hashem licked his lips. "Abada, it is as the rumour suggested. This
invasion was precipitated by a border raid carried out by the officers
and men led by none other than Khavar here! However, Khavar was
evidently just a pawn in a greater game. The raid was planned by none
other than Saba, the same woman that some are now holding up as a
`hero'. Although it would be easy to believe Saba was unaware that the
Margrave of Bissel was being crowned on the same day as the raid, the
coincidence is just too great. It is clear that Saba is part of a
larger plot against the Beygraf, and sought to bring discredit and
dishonour upon him by forcing a war upon him against his will! She is
guilty of treason against the Beygraf!" Hashem's face was bright red,
and saliva sprayed from his lips.
"But she is dead," Abada pointed out.
"Yes, she is dead at the hands of the invading Bisselites, surely a
just punishment for her crime. But now her fellow soldiers wish to
raise her from the dead. With my evidence put before a reasonable
Jurat—" Hashem looked at Abada hopefully, "—I can arrest her the
moment she is resurrected. I will drag her in chains to Lopolla and
bring her before the Beygraf himself for judgement. She will hang from
a meat hook before the day is out!" Hashem's eyes gleamed greedily.
"Certainly that is an action that will bring you to the attention of
the Copper Palace?" Abada commented drily.
Hashem realized his naked ambition was written across his face, and
abruptly changed his manner, becoming once again the obedient
Thresher. "If the Black Scorpions were to learn of my initiative,
perhaps a promotion would be a just reward for my work," he said piously.
Khavar interrupted. "There is only one problem, Hashem."
The Thresher turned to look at him curiously. "What?"
"I planned the attack on Thornward that day."
Hashem's eyes widened. "YOU did? No! I have a copy of your official
report here, stating that Saba was the intelligence officer charged
with tactical planning for your unit." He started to dig through a
shoulder bag full of papers.
"In this case, you are mistaken. I didn't care for Saba's tactical
planning, and had recently demoted her while I took on the task of
tactical planning."
Hashem shook his head and threw up his hands angrily. "No! You did not
report that!"
"I didn't feel a need to after she died," Khavar interjected coolly.
"She was dead. Who cared that I had busted her down to ensign in
charge of the haywagon? However, I can see now that I was wrong to not
add that to my final report. I shall file a revised report with the
details of her demotion immediately."
Hashem blinked. Slowly he drew himself up. "Very well, Captain, if you
were the one who planned the attack, then I place you under arrest on
the charge of treason. Come along, I have an Archon standing by to
teleport us to Lopolla tonight."
"No," Khavar replied.
"What?" Hashem was dumbfounded.
"I said `no', you buffoon," Khavar growled. "You have no evidence, you
only seek to place me under arrest and then use my arrest as proof of
my guilt." Before Abada could intercede, the captain strode over to
the sword rack and pulled the presentation blade from its sheath. With
a yell, he swung wildly, knocking the Thresher's turban from his head.
By instinct, Hashem drew his own blade and parried another two wild
swings from Khavar.
"No! Stop it!" Abada cried. Having seen Khavar wield his family sword
with deadly precision only a few minutes before, he watched, appalled,
as Khavar ineptly cut and thrust as if he had forgotten how to use a
sword. It suddenly occurred to him what Khavar was planning, but
before he could intervene, Hashem lunged. Khavar parried, but the
cheap presentation blade shattered, and Hashem buried the point of his
blade in Khavar's chest. As Khavar fell to the ground, Hashem made to
crush his skull with another swing, but Abada interceded.
"Enough, Thresher," he commanded. "You have already killed him."
As Hashem fell back and leaned against a wall, breathing heavily,
Abada kneeled beside the mortally wounded officer. Khavar looked up at
him and smiled.
"Forgive me, Jurat," he whispered. "Two weeks in the stocks for lying
to a jurat. Saba was… best officer I ever… Like a daughter…" His eyes
closed.
Abada sighed and brushed off his hands as he rose. Hashem had
recovered some of his bravado.
"So Khavar was the traitor! I shall return to Lopolla at once and
write my report!"
Abada carefully looked him over, and the Thresher wilted a bit under
the old Jurat's steady gaze.
"Return to Lopolla? I think not, Hashem. You have made grave
accusations against a Kaman officer. You must show yourself in my
court by noon tomorrow and substantiate these charges with the
evidence you have managed to gather."
Hashem's eyes widened with panic. "But… but… my evidence. Yes, I was
in the midst of gathering it! But I do not have all the pieces yet."
"Nevertheless, you must substantiate these charges of a treasonous
conspiracy against the Beygraf."
"But he attacked me!"
"Self-defence is not a defence in Ket," the Jurat reminded Hashem. "If
you did not have evidence that Khavar was guilty of treason, then you
could not place him under arrest, If you were not placing him under
arrest, then the skirmish I witnessed was simply a fight between two
Citizens of Ket. The penalty for murder of an army officer is life in
the mines. However, I will be lenient and allow you until noon
tomorrow to present evidence against Khavar in my court. If you
cannot, you will stand trial for murder."
He moved past the horror-stricken Thresher to the door.
"And now I must go report this tragic event and see that Khavar's body
receives a proper cremation. And I also have a donation of ten
thousand lances to make to a worthy cause…"
Part 2 of story started in the preceding message
-------
Abada shook his head in disbelief as he listened to the front door close.
"I have never seen anything like that, Khavar. Washing away a debt of
seventy thousand lances by selling all you own in order to free your
ushdar. You are very lucky to have your money back--Eshqi would have
been quite within his rights to keep it and invest it."
Khavar shrugged nonchalantly.
"After a man has been in your household for five years, and has saved
your life at least once, you come to trust what he will do, given the
opportunity."
"I suppose," the jurat replied. "Well, now that we have finished with
that, I must get these papers back to my courtroom—"
At that moment there was a knock at the door, and Khavar held up his
hand to forestall Abada.
"I am sorry to hold you here, Abada, but there are a couple of other
matters for which your presence is required."
Khavar waited for a moment as if expecting something, and then laughed
. "Perhaps I should not have let Eshqi go. I have forgotten how to
answer my own front door."
He disappeared, then came back with a young Kaman officer, who looked
askance at the bare room.
"Abada al'Jurat, may I introduce Lieutenant Yazad, Keeper of Saba."
Abada looked over the young man as he shook hands with him. Yazad did
not even seem to be twenty—a very young age for a lieutenant. A small
silver cylinder on a chain hung around the officer's neck.
"Yazad. Yazad," Abada murmured. "I have heard your name before." He
thought for a moment, then snapped his fingers. "You were the one who
snuck into the Bisselite camp and rescued the body of your commanding
officer."
Yazad dropped his eyes and shrugged. "My scout did the hard work. I
merely went along for the walk."
Abada wagged his finger back and forth in approbation. "Not what I
heard," he scolded. "I recall that you were the one that brought word
of the invasion to Ket before you rode back to rescue the body of…
What was her name again?"
"Saba. Lieutenant Saba," Yazad replied, grief shadowing his eyes for a
moment.
Khavar stepped forward. "And now, as Saba's Keeper, Yazad has taken on
a task at least as difficult, and just as honourable."
"Keeper," Abada murmured. "I am unfamiliar with this term."
"When a soldier dies performing a selfless and heroic act," Khavar
explained, "her fellow soldiers take a single strand of hair from the
body before it is cremated and choose someone to safeguard it." He
gently lifted the small silver cylinder on the chain around Yazad's
neck for a moment. "The Keeper also takes up a collection from his
fellow soldiers in order to pay to have the hero resurrected. All the
priests need is a single hair."
"And now you are Saba's Keeper, Yazad," Abada commented. "An admirable
goal. How much have you raised?"
"Just over twenty thousand lances," Yazad replied, his face glowing.
"My fellow officers and soldiers have been most generous."
"And how much do you need to collect?"
Yazad's cheeks flushed a bit.
"A hundred thousand lances, sir," he replied. His tone turned fierce.
"I will succeed! Word is getting out about Saba's sacrifice, and how
she alerted Ket to the invasion. I am sure I will raise the rest of
the money!"
"A hundred thousand lances?" Aabada's eyebrows shot up. "That is a lot
of money! Do many Keepers succeed in their task?"
Yazad turned away slightly as Khavar wordlessly shook his head.
"What happens to the money you collected if you do not succeed?" the
old Jurat gently asked.
Yazad's mouth worked silently for a moment as he tried to frame a
reply. Khavar interjected, "The money is given to the fallen soldier's
family."
Abada coughed a little self-consciously. "Well, good luck, young man.
I'm sure the gods are on your side."
Khavar grinned at this. "Oh, yes," he said, "the gods have smiled on
Yazad today. Here is my contribution to Saba's fund."
Abada gasped as, for the second time, the Kaman captain pick up his
life savings in the leather backpack and casually gave it away,
handing it to the unsuspecting Yazad.
"You can take the time to count it if you wish," Khavar chuckled, "but
the good Jurat here will testify that that pack contains seventy
thousand lances."
For the second time in ten minutes, Abada saw someone speechless with
surprise.
"But… but… Captain…' Yazad stammered. "Seventy THOUSAND lances?"
"Seventy thousand, Lieutenant," Khavar confirmed. "I believe that
only leaves you with the task of finding about ten thousand lances.
Think you can do that?"
Yazad's mouth open and closed again. Then determination gripped his
slim frame.
"Yes, sir! Saba will be resurrected by the end of the week or I will
clean up the stables for a year!" He saluted sharply, bowed to the
Jurat and turned to exit.
"A moment more, Lieutenant," Khavar called. As the young officer
turned back, Khavar crossed to the sword rack and picked up one of the
sheathed scimitars. The brass sheath was old and scarred, but Khavar
held it with reverence. He drew the blade and riposted and lunged
against an unseen opponent, his stroke controlled and deadly. He
turned over the beautifully tempered and watermarked blade for them to
admire. "It comes down my family line from generation to generation—my
mother told me her grandfather had told her that his great-grandmother
had told him it was forged somewhere beyond the Dramidj Ocean before
the fall of the Baklunish Empire." He glanced up at Yazad. "I read in
your report that Saba lost her blade when she was killed?"
Yazad nodded.
Khavar considered the blade a moment longer, then returned it to its
sheath with a snick and held it out to Yazad. "Give this to her when
she lives again."
"But… sir, I can't take your family sword. What will you do for a blade?"
Khavar waved away the objections. "I have this other scimitar here,"
he said, waving casually at the other sword in a bright gold sheath.
"It is a presentation sword given to me some years ago for something
or other. It will do." He pressed his scimitar into Yazad's hand, and
his smile disappeared. "I have no children, Lieutenant," he said in a
low tone. "When you greet Saba again, tell her she was like a daughter
to me."
Yazad stared at his commanding officer, incomprehension clouding his
eyes. Finally he nodded. Shouldering the sack, he saluted Khavar, who
respectfully returned the salute. Bowing to the jurat, the young
officer left the room. For the second time in ten minutes, the two men
listened to the sound of the closing door echo around the empty room.
------------
continued...
As the official Living Greyhawk campaign draws to a close tonight. I
would like to thank all of you who made it a surfing disco time.
I was weeding out some old material from my hard drive and cam across
the following story (broken into three parts) that I originally wrote
with the intention of publishing it here in the winter of 2007,
shortly after Bissel invaded Ket. Somehow the story did not get
posted. It is based on the events of interludes posted in message
#6681 & #6936, which you may want to read first to remind you of past
events.
Alan Brown
Ordinary Citizen of Ket with a small farm just outside Molvar
---------------
Somewhere in Ket, 28th Day of Fireseek, CY597
Abada brushed off the dust that clung to his jurat's robes. It had
been a short walk from his courtroom, but the wind blowing from the
Yatils at this time of year dropped a constant supply of dirt onto the
streets of Falwur. Satisfied that he looked socially acceptable, the
old Jurat knocked on Khavar's door. He had met the popular Kaman
officer a few times, but had never been in the captain's quarters.
Just last week, Khavar had been in court for his ushdar's annual
accounting of service; Abada wondered why Khavar had asked him to a
meeting so soon afterwards.
The door opened and a fit-looking man in his thirties, marked as an
ushdar by the thin iron ring around his neck, bowed briefly and
motioned for the Jurat to enter. Abada nodded pleasantly to the man as
he entered the house—this was the ushdar Khavar had brought to his
courtroom last week.
"Khavar has been expecting you," the ushdar murmured as he ushered
Abada into the main room of the officer's residence. Abada's footsteps
echoed loudly off the bare wooden floor, and he was startled to see
that the room was completely empty save for a sword rack holding two
sheathed scimitars, and a small table with some papers and a quill. An
open door to his left revealed another room that was just as barren.
The gambling and spendthrift ways of younger cavalry officers was
legendary, and Abada knew several who had been forced to sell
everything they owned after rolling the dice one too many times.
Although Khavar, in his late fifties, looked to be beyond that age of
wild excess, Abada had seen too much in his years as a jurat to rule
out a similar occurrence here.
Khavar stood looking out a window, apparently lost in thought, but
turned as Abada entered.
"Abada al'Jurat, welcome to my home," Khavar said with a smile,
proffering a hand. "I would offer you a seat, but…" He gestured around
the empty room. "I've just been transferred to a small outpost in
Durva Province and I suspect my quarters will be somewhat smaller that
these. So I sold all my furniture. Unfortunate timing…"
Abada smiled politely, although perhaps a bit stiffly, as he shook
Khavar's hand. A posting to Durva Province was considered a slap
across the face and certainly the end of one's military career. A
competent officer like Khavar must have angered someone very powerful
to be punished in such a way.
"It is of no concern, Captain," he replied. "How may I be of
assistance? Your message indicated that it would be better to meet
here rather than my courtroom."
"Indeed, there are actually three pieces of business that I would like
you to witness," Khavar replied. He gestured at the ushdar quietly
standing at the room's entrance. "Eshqi, fetch my pack, if you please."
The ushdar nodded and left the room, reappearing a moment later
carrying a large leather rucksack. Although Eshqi appeared fit and
strong, it was obvious from his straining muscles that the pack was
very heavy. He placed it at Khavar's feet—there was a slight "chink"
as he did so. At Khavar's gesture, Eshqi left the room.
"As I was saying, there are three matters to attend to. The first
concerns my ushdar, Eshqi. I believe you are familiar with his case?
"Indeed," replied Abada. "Although I was not the Jurat who originally
heard his case—-that would have been Leila al'Jurat—-I inherited
Eshqi's file when Leila retired three years ago. Before his annual
accounting hearing comes up each year, I re-read his file to
reacquaint myself with the details of his case. As I recall, he was a
Kaman officer like yourself—-younger, of course. He borrowed ninety
thousand lances from your father eight years ago for a business
venture which ultimately failed. Since he had used his honour as
collateral and had no other assets, Leila al'Jurat had no choice but
to commit him to your father's household as an ushdar. When your
father died four years ago, you inherited him. My judgment last week
was that he owes you seventy thousand of the original ninety thousand
lances."
Khavar nodded. "You are absolutely correct—-that in a nutshell is how
he came to be here. However, let me apprise you of the finer details.
For that, perhaps Eshqi should be present."
He clapped his hands twice and Eshqi immediately reappeared in the
doorway.
"What is that you wish, Master?" the ushdar asked.
"Just a moment of your time, Eshqi. I was having a conversation with
Abada al'Jurat about how you came to be part of my household."
Eshqi nodded, but Abada could sense a wariness settle around the
ushdar like a cloak. He stood stoically just inside the door, his back
straight, his hands clasped behind him.
"Abada al'Jurat, Eshqi's failed business venture involved an
investment in a caravan of precious but fragile goods from the
Ourmistan. After purchasing the goods, Eshqi then accompanied the
caravan down the Irafa Road through the Bramblewood forest, intending
to travel to the Sheldomar Valley to sell the goods. As I understand
it, he employed six caravan guards—-that should have been enough to
protect him from monsters and bandits. However, as he travelled
through the Bramblewood, he came across another group of travellers
who had been beset by monsters of the forest." Khavar turned to the
silent ushdar. "Then you and your guards rushed to their aid, did you
not? How many of the other travellers survived?"
"All of them, Master."
"And how many of your party survived?"
Grim lines framed Eshqi's face as he replied, "Just myself and one
guard, Master."
"And what of your unprotected caravan?"
"It was destroyed during the battle, Master."
"And if you had simply avoided the fight, taken your caravan back to
the nearest fort, and left the army to sort out the tragedy, you would
still have your ninety thousand lances—-or more, I suppose, since you
would have made a handsome profit once you reached your destination in
the Sheldomar Valley."
"Yes, master."
"Why didn't you avoid the fight then?"
"Better to be an ushdar without honour than a Citizen without honour,
Master."
Abada gave an inward sigh. Although the law was clear that Eshqi was
responsible for his debts, here was an honourable man who had taken
the hard path when the choice had been presented to him. At his
current rate of repayment for service, Eshqi was committed to at least
another twenty years in Khavar's household.
Khavar gestured to Eshqi, who still stood waiting. "Thank you, Eshqi,
that will be all for now. No wait…" The ushdar paused in the doorway.
"What was the name of the caravan guard who survived that horrendous
fight in the Bramblewood?"
Eshqi hesitated for a moment. "Gobryas."
Khavar snapped his fingers. "Gobryas! Yes, I thought the name was
familiar." He turned to Abada. "I ran into Gobryas just last month. He
now tends bar in a little village beside the Tuflik River. When I told
him that I knew Eshqi, he insisted on buying me a drink and telling me
the story all over again. But there were a couple of differences in
his tale. The way he told it, it was Eshqi's sister, Estella, who had
borrowed money from my father to buy the caravan, not Eshqi, and it
was she who had hired Gobryas and the rest of the caravan guards.
Eshqi was just along for the ride through the Bramblewood as he
returned to his cavalry unit here in Falwur."
Eshqi flushed red and shouted, "That's a lie! I borrowed the money,
not Estella! It was my honour that was lost, not hers!"
Khavar held up his hands to stave off the flow of anger.
"Yes, yes, undoubtedly a misunderstanding on the part of Gobryas,
although it is hard to understand how he came to believe that your
sister had hired him, not you. In fairness, I did re-examine my
father's papers upon my return, and found nothing that would lend
credence to Gobryas's version of events. The only unusual thing was
that according to my father's notes, he met with your sister several
times before the caravan's journey, but only met with you for the
first time after the tragedy. Nevertheless, all his papers indicate
that it was you who borrowed the money, not Estella."
Abada considered what he had heard. If it had been Estella and not
Eshqi that had borrowed the money from Khavar's father, then it was
she and not Eshqi who should have become an ushdar. If the old
caravan guard's version was true, it was an iron vice of honour that
had trapped Eshqi when his act of saving the travellers in the
Bramblewood had sacrificed his sister's caravan, her personal fortune
and her honour. This was undoubtedly Eshqi's way of repaying his
sister for the consequences of his honourable act in the Bramblewood.
Khavar bent over the rucksack and flipped open the top. Abada
involuntarily caught his breath --the rucksack was filled with
bastions, the valuable but rare platinum coin of Ket.
"How did you come by this fortune, Khavar?" Abada asked cautiously.
Khavar shrugged.
"I don't have many expenses, no family left after my wife died, never
had children, don't have any expensive hobbies. This is my share of a
few profitable border raids, the bulk of my savings from my army
pay—-and what I got for selling all my belongings," he concluded,
waving his hand around the empty room. He easily lifted the heavy
rucksack and proffered it to Abada. "All of that adds up to seventy
thousand lances. Would you like to count it?"
The old jurat bowed.
"Your word as an officer is sufficient, Captain Khavar. I concede that
you hold seventy thousand lances."
Khavar smiled, although his eyes were serious, as he tossed the pack
to Eshqi.
"Eshqi, I give you seventy thousand lances as a gift."
The ushdar staggered under both the weight of the pack and the shock
of Khavar's statement.
"Wha… Master… I…"
"Seventy thousand lances, Eshqi, to do with as you wish. Spend it,
invest it, give it away, keep it in a sock under your bed—-it is your
choice." Khavar took Abada's elbow and nonchalantly steered the
shocked jurat over to the window. "There are privileges to being
captain, Abada. My quarters overlook the gardens and ornamental pools
of the temple of Geshtai…"
Eshqi's gaze flitted from the heavy pack in his arms to Khavar, now
describing the wonders of Geshtai's gardens to the Jurat. Snapping out
of his state of disbelief, the ushdar gathered himself and walked over
to the window.
"Master," he began.
Khavar turned around, his tone casual.
"Yes, Eshqi?"
"Master," Eshqi replied, his voice becoming firmer. "My debt to you
and your family, as recently accounted by Abada al'Jurat, is seventy
thousand lances. I freely give these seventy thousand lances to you in
order to discharge my debt."
Khavar took the proffered sack and looked into it.
"Why, I do believe there are seventy thousand lances here, Eshqi.
Well, we must seek out a jurat at once and have your act officially
acknowledged." His gaze fell upon Abada. "What luck. There happens to
be a jurat right here." He walked over to Abada. "Abada al'Jurat, you
have witnessed that Eshqi, an ushdar in my service, has totally
discharged his debt to me and my family, using money that was not
borrowed, but that was totally his to give, keep or spend."
Abada, who had been as astounded as Eshqi at Khavar's act, adjusted
his robes and cleared his throat. He turned to Eshqi.
"Eshqi, in front of witnesses, you have discharged your debt to
Captain Khavar and his family."
He leaned forward and touched the thin iron ring around Eshqi's
throat. "Only honour has held you in servitude. This collar has no
lock, and could have been removed at any time," he intoned.
Eshqi, his heart pounding, recited the ancient words that he never
thought he would never say.
"This collar has been locked with my honour. None may unlock it but me."
Abada bowed.
"You have worn the collar of servitude with honour. Remove it, Eshqi.
I declare that all your debts have been paid, and that you have taken
your place once again as a full Citizen of Ket, with all of its
privileges and responsibilities."
Eshqi slowly reached up and unsnapped the thin band, and just as
slowly removed it. As he gazed at the former mark of dishonour in his
hands, Abada turned to Khavar.
"Once I have returned to my courtroom and signed certain papers, I
will send for the town crier and have him make the announcement in
Thresher Square that Eshqi's honour has been restored."
Khavar coughed a bit self-consciously as he picked up the papers lying
on the small end table.
"Suspecting that they would be needed, I actually took the opportunity
to have the papers drawn up by Faheen the Scribe and brought here," he
said, handing the papers and the quill to the Jurat. Abada frowned at
this breach of protocol, but could not think of a reason why the
papers had to be signed in his courtroom.
As Abada busied himself signing the various declarations and forms,
Eshqi turned to his former master.
"Why now, master… err.. ?" H caught himself. "Why now, Captain?"
"The Ket army suffered mightily during the Battle of the Bramblewood
last fall," Khavar replied. "It left the army severely under strength
for the first time in living memory. Now that Bissel has invaded, the
Beygraf will need the services of every good soldier. You are trained
as a Kaman officer, and you are still young and fit. The Beygraf and
his generals can make good use of such as you, whereas I will have
little use for a manservant in the coming days. The solution seemed
obvious."
Abada interrupted, his work done.
"I will keep these documents for my files, but you may take this
notice" he said, holding out a piece of paper to Abada. "Post it in
Thresher Square and ensure the crier also announces it."
"And," Khavar added, "you should then immediately report to Captain
Seeta. I believe she has a patrol in need of a lieutenant that leaves
Falwur tomorrow morning."
Eshqi, still unbelieving, took the proffered piece of paper from
Abada. Sombrely, he shook hands with Khavar, then straightened his
shoulders, breathing in his freedom.
"Farewell, Khavar. You have been a generous master."
"And you have been an honourable brother to your sister," Khavar
replied. He saluted Eshqi. "For the Glory of Ket and in the service of
the Beygraf."
Eshqi returned the salute, shook hands with Abada, then quickly ran
out the door, clutching the paper that proclaimed his freedom.
------------
(continued...)
In addition to the Ket mods that we have offered for play at Needfest,
there has also been a request to run some VTFs from Year 7 and/or 8.
If you have pretty well finished all the Ket mods from Year 7 & 8, but
still have some VTFs mods to play, drop me a line off-list and we will
put together a table for you.
Alan Brown
guinness323 <at> yahoo.com
Hello all,
I'm doing some Christmas shopping. I'm looking for clean copies of 13
old Ket ARs, not mods;
KET3-01, KET3-02, KET3-03, KET3-04, KET3-05, KET3-06, KET3-07, KET4-02,
KET4-04, KET5-02, KET5-03, KET5-04, KET6-03,
Plus copies of any intros, minis, and interactives I can get. [:)]
Merry Christmas, and thank you.
Stephen
zagygthemad @ yahoo.com
[Non-text portions of this message have been removed]
We have narrowed down the list of mods that people want to play at
Needfest (Sat Dec 27 at Hobby Kingdom in Burlington). If you would
like to play any of the following, players are needed to fill out
these tables, and it will be your last chance to play them officially:
KET7-08 Blot Out the Sun
KET7-09 A Thorny Issue
KET8-01 Visible Means
KET8-02 Crossing the Threshold
KET8-03 Blood of the True
KET8-06 The Empty Throne
There are no registration of slot fees, but pre-registration is
necessary. To pre-register and for more details, go to
http://warhorn.net/needfest2008
Note that the APLs listed by already-registered players are only their
"opening bid". We will try to find an APL that can fit everyone in at
the table, so be prepared to be flexible in that regard.
Alan Brown
Needfest 2008
Needfest, in the calendar of the Flanaess, is the final week of the
year. For the past two years, in the calendar of the mundane world, it
has also been the opportunity to play the LG mods that you need before
they are removed from play.
We are again offering you that opportunity at one final Living
Greyhawk game day on Saturday, December 27.
Needfest 2008, at The Hobby Kingdom in Burlington (Ontario), will
offer three slots of crunchy Ket goodness from Year 7 & 8 so you can
check off those last few Ket mods you haven't played yet.
From Year 7, there was the 4-part Seeking Balance series, as well as
the final adventure from Jason O'Gorman's "Good versus Evil" trilogy,
the conclusion of Andrew Jaremkow's Cthulu-esque trilogy, and several
adventures from Vizier Stephen "All Evil, All the Time" Baker.
In Year 8, there was the three-part "Beygraf in Molvar" series for PCs
supporting Nadaid in his exile, the three-part "Road to Righteousness"
series for those who supported the other side, and the final
concluding adventure "The Empty Throne" that brings the two series, as
well as the Ket storyline, to a close.
As with past Needfests, the programming of the three slots will be
totally up to you--we are providing three tables in each slot, so the
first three adventures to attract a full table in each slot will be
the ones that are run. (If one adventure gains enough players on its
waitlist for 2 or even 3 tables before other adventures reach viable
status, then that one adventure will run at 2 or 3 tables.)
Free registration is via Warhorn.net
(http://www.warhorn.net/needfest2008), and there are no slot fees.
Directions to The Hobby Kingdom and more information about Needfest
are found on Warhorn.
Your judges will be Alan Brown & Penn Davies (former Ket Triad
members) and Heather Davies (spouse of former Ket Triad member, and
real power behind the Ketite throne).
If you have any questions about Needfest, please contact me off-list.
Alan Brown
Ordinary Citizen of Ket, lives on a quiet farm outside Molvar
guinness323 <AT> yahoo.com
On Mon Nov 24, we were planning to play "A Thorny Issue". Our plans
have now changed.
We are now planning to play KETIA8-02 Time for Action.
Blurbage:
Time for Action
by Alan Brown, Penn Davies & Stephen Baker
Two months ago, the rebel Bisselite general Valiscerat, the
self-styled "King of Ket", watched half his army march home to Bissel.
After a discussion in Buttercup Widebottom's Feasthall about how to
exploit this opportunity, a council of adventurers has recommended
immediate military action. Nadaid has agreed—the time for talk has
passed. The time for action is here.
We have room for 2 players, the table will be APL 4, and the location
is in Toronto. If you are interested, contact me off-list.
Alan Brown
guinness323 <AT> yahoo.com
Unfortuately, A Thorny Issue and Crossing the Threshold are the only
two Ket mods I've played. :( I could play any other Year 7 or 8 Ket
or VTF mod.
Sorry to throw a wrinkle into the works!
Rob.
--- In ket@yahoogroups.com, "guinness323" <guinness323@...> wrote:
>
> Anyone interested in gaming with Rob and Lisa on Mon Nov 24 in
Toronto
> contact me off-list and we will see if there's enough interest and
> what mod to play. (Rob & Lisa, also include yourself in emailing me,
> thanks.)
>
> Alan
> guinness323 <at> yahoo.com
>
> --- In ket@yahoogroups.com, "Rob" <come_game@> wrote:
> >
> > Hi Alan,
> >
> > I am going to be in Toronto on the evening of Monday the 24th,
and
> > would love to get in a Ket mod. Are you free, and is there any
> > appetitie out there for a weeknight game?
> >
> > Cheers,
> >
> > Rob
> >
> > A.K.A. Paquaan AKA. Al'Simane
> >
> >
> > --- In ket@yahoogroups.com, "guinness323" <guinness323@> wrote:
> > >
> > > Have you played all the Year 7 and 8 Ket mods yet? If not, I am
> > > offering to DM for players who want to finish off the last few
Ket
> > > adventures on their "to do" list.
> > >
> > > If you are interested, email me off-list with the Year 7 & 8
Ket mods
> > > you still need to play--but do so pronto.
> > >
> > > Alan Brown
> > > Former Ket Triad, still a nice guy
> > > guinness323 <AT> yahoo.com
> > >
> >
>
I am going to be running KET7-09 A Thorny Issue in Toronto on Monday
Nov 24. If you are interested in playing, please email me offline with
details of what APLs you can play.
Alan Brown
guinness323 <AT> yahoo.com
KET7-09 A Thorny Issue
by Penn Davies, Chris Wachal & Alan Brown with special thanks to
Sandra Sine
Mullahs of the True Faith have taken the Ket army on a holy quest to
invade Ekbir. With no army protecting Ket, Bissel has invaded, taking
Lopolla by storm. Ketites remaining in the country are divided and
leaderless. Can Ket be saved? Will anyone try? Or is there no place
left for those more loyal to Ket than to the True Faith? An adventure
for levels 1-15 (APL 2-12). Part 1 of the Beygraf in Molvar series.
Any PCs may play this adventure, even if they have previously worked
for the quest for the Cup & Talisman. However, PCs who have declared
for the Beygraf and/or have not played any of the adventures in the
Road to Righteousness series may be rewarded for their loyalty. This
adventure may be unsuitable for characters from Bissel. Players should
be aware that due to advances in the regional storyline, playing Ket
adventures published prior to November 2007 after they have played
this one will result in regional storyline discontinuity.
Anyone interested in gaming with Rob and Lisa on Mon Nov 24 in Toronto
contact me off-list and we will see if there's enough interest and
what mod to play. (Rob & Lisa, also include yourself in emailing me,
thanks.)
Alan
guinness323 <at> yahoo.com
--- In ket@yahoogroups.com, "Rob" <come_game@...> wrote:
>
> Hi Alan,
>
> I am going to be in Toronto on the evening of Monday the 24th, and
> would love to get in a Ket mod. Are you free, and is there any
> appetitie out there for a weeknight game?
>
> Cheers,
>
> Rob
>
> A.K.A. Paquaan AKA. Al'Simane
>
>
> --- In ket@yahoogroups.com, "guinness323" <guinness323@> wrote:
> >
> > Have you played all the Year 7 and 8 Ket mods yet? If not, I am
> > offering to DM for players who want to finish off the last few Ket
> > adventures on their "to do" list.
> >
> > If you are interested, email me off-list with the Year 7 & 8 Ket mods
> > you still need to play--but do so pronto.
> >
> > Alan Brown
> > Former Ket Triad, still a nice guy
> > guinness323 <AT> yahoo.com
> >
>
I'd be interested.
Lisa
On Fri, Nov 14, 2008 at 3:14 PM, Rob <come_game@...> wrote:
> Hi Alan,
>
> I am going to be in Toronto on the evening of Monday the 24th, and
> would love to get in a Ket mod. Are you free, and is there any
> appetitie out there for a weeknight game?
>
> Cheers,
>
> Rob
>
> A.K.A. Paquaan AKA. Al'Simane
>
> --- In ket@yahoogroups.com, "guinness323" <guinness323@...> wrote:
>>
>> Have you played all the Year 7 and 8 Ket mods yet? If not, I am
>> offering to DM for players who want to finish off the last few Ket
>> adventures on their "to do" list.
>>
>> If you are interested, email me off-list with the Year 7 & 8 Ket mods
>> you still need to play--but do so pronto.
>>
>> Alan Brown
>> Former Ket Triad, still a nice guy
>> guinness323 <AT> yahoo.com
>>
>
>
Hi Alan,
I am going to be in Toronto on the evening of Monday the 24th, and
would love to get in a Ket mod. Are you free, and is there any
appetitie out there for a weeknight game?
Cheers,
Rob
A.K.A. Paquaan AKA. Al'Simane
--- In ket@yahoogroups.com, "guinness323" <guinness323@...> wrote:
>
> Have you played all the Year 7 and 8 Ket mods yet? If not, I am
> offering to DM for players who want to finish off the last few Ket
> adventures on their "to do" list.
>
> If you are interested, email me off-list with the Year 7 & 8 Ket mods
> you still need to play--but do so pronto.
>
> Alan Brown
> Former Ket Triad, still a nice guy
> guinness323 <AT> yahoo.com
>
Hello, Once and Future AnonyCon GMs!
Yes, it is in fact time for AnonyCon 2008!
Where and When:
AnonyCon 2008
December 12-14
at the Marriott Hotel and Spa in downtown Stamford, CT
http://www.anonycon.comhttp://www.warhorn.net/AnonyCon2008
Games:
As always we want to run an exciting and long lineup of games: This
year marks the launch of the Living Forgotten Realms RPGA campaign
and the close of the Living Greyhawk campaign and we're offering both!
We are also running games for Pathfinder, Living Arcanis, Xen'drik
Expeditions, Witch Hunter and more.
Note: For Living Greyhawk we're looking for judges who can be
flexible as for this year's going out bash we're going to try to
offer all of the Bissel year 8 mods in all slots.
New to GMing/Judging/DMing/STing?
If you've never GM'd at AnonyCon before, this is your chance to join
a crew of friendly, enthusiastic, creative people, and help make this
exciting con happen! If you've never GM'd before at all, this is a
perfect opportunity to take time to try it out on your favorite
game(s) and perhaps learn a few things from some of the best GMs in
the area.
If you think you might be interested but want to know more, feel free
to send me an email with any questions you have.
Seasoned GM/DM/ST/Judge?
If you have other ideas for games, or want to try something new, let
us know. Anonycon has a history of hosting all sorts of games from
RPGA, to its Anonycon Originals, to campaigns from other systems and
game "leagues".
Judge Perks!
Judges who signup to judge 4 or more slots will have entry to the
convention paid for and those who judge more than 4 slots will get
access to our judge prize pool!
How to Sign Up to Judge?
First, sign on to warhorn.net (see links above) and make an account.
Second, send me email with what you'd like to judge and how many
slots you can commit to. Feel free to request particular slots. I
will then clear you on warhorn to sign up and send you more
information.
As Always Thanks!
Thank you in advance! This is going to be another great year for
AnonyCon, and I hope that you can join us for it!
Sincerely,
Joe Boerjes,
Anonycon GM Coordinator
--
--
http://www.anonycon.com/http://www.warhorn.net/AnonyCon2008
Oklahoma's largest RPGA convention changes it's name this year from BK
con Queso to OK con Queso.
This year it'll be held at the Tulsa Select Hotels from Oct. 31st - Nov. 2nd.
Registration and Convention information can be found at:
http://www.warhorn.net/OKConQueso2008/
Featuring:
Living Greyhawk events
Living Forgotten Realms events
GenCon LFR Special Spec 1-1 Shades of the Zhentarim
D&D Mini Alt Base Promo Fig: Vampire Dire Wolf (All attendees while
supplies last)
We've gone democractic! Go to the event community and vote in the
polls for which LG adventures (BK/IUZ/Core) you still need to play
before the end of the campaign. With critical mass, it'll be added to
the schedule.
Pre-paid Registration $30
Registration at the door $40
Hotel: Tulsa Select Hotels
5000 East Skelly Drive
Tulsa, OK 74135
(918) 622-700
Convention Code: OK con Queso
Room Rate $69/night.
http://www.selecttulsa.com/contact.html
Dan's Con of the Vale IX is coming to the Tommy Thompson Youth Center
in West Allis Wisconsin on October 23rd to the 26th; brought to you
by Cold Iron Conventions (CIC) and Virtual Magic Gaming Store. This
October weekend is going to be packed full of exciting gaming action
with Living Forgotten Realms, Living Greyhawk, Pathfinder, Living
Arcanis, Heroes of Rokugon and Witch Hunter. We will have role-
playing, card and miniature games. Space is filling up, pre-register
today!
First Run and Replay LIVING GREYHAWK events:
– COR8-08 Lost Souls Eternal by Colleen Simpson: You find yourselves
in a race against time and the servants of an ancient foe with an
island of ill-repute as your destination. Your mission is to
discover, and return with, what your rivals wish to obtain... if you
can. Fighters, clerics and diplomats are highly recommended. Not
recommended for those with a fear of the sea or a dislike for water.
A one-round core adventure set in the Splintered Suns meta-region for
PCs of levels 4-15 (APLs 6-16). Part three of the Ascension arc.
– COR8-10 Chains of Darkness by Pieter Sleijpen: Old Wicked One is on
the verge of success and the forces of good are desperately looking
for ways to stop him. When Tenser hears of knowledge hidden on the
Abyss, he suspects a trap, but he cannot ignore any chance for a
victory however slim it might be and Iuz is not without enemies in
that place. So now he is looking for adventurers, hoping that they
have an easier time to remain undetected in that dismal place than he
would have. Are you willing to go in his stead? A two-round core
adventure set in the Abyss for character levels 9 to 15 (APLs 10-16).
Part four of the Ascension arc.
– CORS8-02 Wheels Within Wheels by Britt Frey: Iuz's magnum opus of
power and deception nears its climax. While the gods quake at the
consequences of his possible success, the nations of Oerth fight
amongst themselves, unaware of what is truly going on in the abode of
evil on Oerth. Choose your allies carefully; the fate of Oerth lies
in your hands. A two round adventure for Average Party Levels 10
through 16. This adventure includes untiered encounters. (Part of the
Ascension series — CORS8-01 Whispers of the Obsidian Citadel, COR8-06
Dedications, COR8-08 Lost Souls Eternal, COR8-10 Chains of Darkness,
and CORS8-02 Wheels Within Wheels.)
– IUZ8-01 End of the Line by Joshua B Grace and Chris Hoffman: After
years of scheming, the chromatic dragon cultists take a daring new
step as they move toward the completion of their plans, and you are
recruited to thwart them. Meanwhile, the Drinkers of the Midnight Cup
want you to help investigate a startling new connection between the
cultists and Iuz. Finally, another party wants your assistance, too,
for what could be the strangest mission you've ever undertaken. What
does all this mean? You're going deep into lands swarming with orcs,
demons and undead to find out. A two-round Iuz's Border States
metaregional adventure for APLs 10-16. This adventure includes
untiered encounters and an extended play opportunity. Conclusion of
the Dragon Scales plot arc. Available for all types of play.
– IUZ8-02 Final Words by John du Bois and Andy Pearlman: Find the
Nine, not Five Lying Free the Cold from Wicked Old And Stop One from
Calling None A two-round Iuz's Border States metaregional adventure
taking place throughout the metaregion for APLs 12-16. This adventure
is connected to the Core Ascension plot arc and, for story
continuity, it is recommend that this adventure be played after COR8-
06 Entrapment and before CORS8-02 Wheels within Wheels. Worshippers
of Kelanen, Telchur, and Vatun will particularly enjoy this
adventure. Connected to the Ascension plot arc.
– Highfolk Introductory Modules: We will have eight intro modules
other available for play in every slot based on demand. Start a new
PC and play some intro modules!
– LG Replays: All Year Seven and Eight Highfolk Regional and Iuz Meta-
regional and Year Six, Seven and Eight Cores will be available for
play. Find a table and we'll make it happen.
Try the new LIVING FORGOTTEN REALMS campaign in 4E with Weekend in
the Realms:
– WEEK1-1 Beneath Haunted Halls: An attack on a diplomatic mission
results in the kidnapping of an eladrin Princess Eldara, and it
happens on the PCs' watch! Now they need to find both her and a
stolen magic relic before war breaks out in Cormyr. The trail of the
villain has more twists than a snake's shadow, and its leads farther
than anyone would expect. A Living Forgotten Realms three-round
special adventure set in Cormyr for characters levels 1-4. This
adventure is available only as a part of the Weekend in the Realms
special event, October 24-26, 2008.
– AGLA1-1 Lost Temple of the Fey Gods: Faeries, sprites, nymphs, and
dryads – the fey creatures of Faerûn's wild places are often
dismissed as nuisances and pranksters. Those who truly understand the
fey know that as with all things natural, there is a darker side to
these creatures of fancy. A Living Forgotten Realms adventure set in
Aglarond for characters levels 1-4.
– AKAN1-1 The Rotting Ruin of Galain: Amidst goblin raids originating
from the ruined town of Galain, you are asked by a young genasi woman
to locate her brother. Lost or deceased, it's up to you to find him!
A Living Forgotten Realms adventure set in Akanûl for characters
levels 1-4.
– CORE1-4 Crystal Clear: The Low Market of Athkatla is no place for
the more delicate flowers of civilization. For those of a less savory
character, or whose reputations need not be protected quite so
zealously, however, the Low Market is a bazaar like no other. Goods
and services of all kinds can be had as long as the price is right…
and the price is always right. But today, the coin of the realm seems
to be something other than gold. A Living Forgotten Realms adventure
set in Amn for characters levels 4-7.
– CORM1-1 The Black Knight of Arabel: Your party is sent to
investigate allegations of Netherese activity near Arabel: a dark
rider commanding legions of shadow. Can you turn back the tide before
it's too late? A Living Forgotten Realms adventure set in Cormyr for
characters levels 1-4.
– CORM1-2 Gangs of Wheloon: A prison city, a spy, and 3,000 of the
most dangerous criminals in Cormyr: Can you get in and out of Wheloon
to rescue one of the Crown's most valuable agents? A Living Forgotten
Realms adventure set in Cormyr for characters levels 4-7.
– DALE1-1 The Prospect: The Fall of Stars is the most famous
adventurers' club in Faerûn. Who can say no when offered membership
in the Stellar Fellowship, for a mere errand? But of course, things
are never that simple. A Living Forgotten Realms adventure set in the
Dalelands for characters levels 1-4.
– DRAG1-1 Many Hands Make Light Work: Westgate is a dangerous city at
any time, but today it's about to live up to its name. Today, a band
of pious Silverstars have arrived in your precinct and they need a
little help with renovations and… removals. A Living Forgotten Realms
adventure set in the Dragon Coast for characters levels 1-4.
– IMPI1-1 Alone: Impiltur is not a safe country for those who are
alone. When a young woman's father dies, can you resist her cry for
help? A Living Forgotten Realms adventure set in Impiltur for
characters levels 1-4.
– IMPI1-2 Breaking Point: The cities of Impiltur are rife with crime
and corruption. Many a citizen suffers silently with nowhere to go,
but when an extortionist goes too far, one weaponsmith is brave
enough to hire adventurers even though there are signs of the
supernatural. A Living Forgotten Realms adventure set in Impiltur for
characters levels 4-7.
– MOON1-1 Nature's Wrath: Faith in Chauntea runs strong amongst the
Ffolk, and the village of Warlsbry is no exception. The village
appears to have fallen from favor, and now the beasts of field and
sea bring their wrath against the village. You must return the
village to the gods' good graces or it may not survive the coming
winter. A Living Forgotten Realms adventure set in the Moonshae Isles
for characters levels 1-4.
– MOON1-2 The Sea Drake: Valiant seafarers travel among the Moonshae
Isles every day, bringing food, supplies and information to isolated,
insular communities. You have been hired as guard aboard the Sea
Drake, a sturdy Nordman vessel. The weather is rainy and the fog is
thick: a perfect time to sail the waters of the Moonshaes. A Living
Forgotten Realms adventure set in the Moonshae Isles for characters
levels 4-7.
– TYMA1-1 Elder Wisdom: A frontier village on the outskirts of
Tymanther needs help with a reconnaissance mission. The dragonborn do
not often look to outsiders, so this is a good chance to learn about
the fate of Unther… and meet the new neighbors. A Living Forgotten
Realms adventure set in Tymanther for characters levels 1-4.
– WATE1-2 Dark Secrets of Downshadow: Adventurers are the only hope
of a servant who seeks her missing brother. Will the heroes be in
time to save the boy and best the villains? A Living Forgotten Realms
adventure set in Waterdeep for characters levels 4-7.
– LFR Replays: Did you miss any of the events that premiered during
the summer? Get a table together and play them at DCV!
PLENTY of great LIVING ARCANIS, including:
– LA-IK-PAL-01-03 Secrets, by Carrie & Lucas Amodio. "Religion is
regarded by the common people as true, by the wise as false, and by
the rulers as useful." - Seneca The Clergy of Larissa, the goddess of
pleasure and prophecy, are having problems everywhere else - why not
Paldaris? Lured by the heavy moneybags of the Inquisition, or perhaps
just the idea of being on the inside for once, it is your job to find
out if those problems are real. This Living Arcanis Story adventure
is designed for characters all levels (APLs 1-21).
– LA-IK-PAL-01-04 Election, by Lucas and Carrie Amodio. "The welfare
of the people is the ultimate law." - Cicero It's Election Time in
the city of Paldaris. A time when the people get the day off and
there is an all day party. What could possibly happen at a time like
this? This Living Arcanis Story adventure is open to characters of
all levels (APLs 1-21). Note that it is the fourth part of a story
arc that includes the adventures Breeding, Fortunes and Secrets.
– LA-IK-PLX-01-03 A Gathering of Friends: It is the event of the
decade. Maestro Octavius, a man whose talent is said to make even the
Valinor weep, has returned home to Plexus to give a concert in the
Gate of The West. As fate would have it, you are present backstage
when the master's lyre is discovered to be missing. Will you be able
recover the lost instrument? This STANDARD scenario is designed for
characters of 1st to 16th level (APLs 2 through 15).
– LA-IK-OCR-01-05 Things in Heaven and Earth: "Wanted. Investigators
for hire for a matter of some sensitivity. Just compensation offered.
Contact Pomona Hastetia, at the Grain Factors Guild Office, in the
Grand Coryan Docks District." What could a member of a Grain Factor's
family need investigators for? And when the trail leads to Old
Coryan, how dark will it become? This STANDARD adventure is designed
for characters of 1st to 12th level (APLs 2 through 11).
– LA-IK-OCR-01-06 The Color Red: Mannulus val'Sheem, master of the
famed Red Sword Fencing School, is now free from his oath to
Marsarius Provasi. He has begun training all who meet his
qualifications, whether they be Cafelan, Illonian, even Myrantian.
But now one of his new Myrantian students has been murdered. It seems
that peace in Old Coryan is a very tenuous thing. This STANDARD
adventure is designed for characters of 1st to 12th level (APLs 2
through 11).
Take 3.5E to new heights with Paizo's PATHFINDER SOCIETY:
–Pathfinder Society Scenario #1: Silent Tide by Michael Kortes: When
strange reports of misty undead spread through Absalom, you and your
fellow Pathfinders are dispatched to the half-drowned district of
Puddles. Notoriously rough, the drooling addicts, flesh panderers,
and quick-handed knifers of Puddles are the least of your worries.
The night's tide brings with it an ancient armada of some long-
forgotten war and you are the only thing between their mist-shrouded
ghost fleet and Absalom's utter oblivion. This product is a
Pathfinder Society Scenario designed for 1st to 5th level characters
(Tiers: 1–2, 4–5). This scenario is designed for play in Pathfinder
Society Organized Play, but can easily be adapted for use with any
world.
– Pathfinder Society Scenario #2: The Hydra's Fang Incident by Tim
Hitchcock: After an Andoren village is razed by the Hydra's Fang, a
renegade Chelish slaver-ship; outrage threatens the stability of both
nations. You and your fellow Pathfinders are sent to capture the Fang
before the Inner Sea is pitched into political frenzy. This product
is a Pathfinder Society Scenario designed for 1st to 5th level
characters (Tiers: 1–2, 4–5). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use
with any world.
– Pathfinder Society Scenario #3: Murder on the Silken Caravan by
Greg A. Vaughan: Volunteers are needed to escort the body of a
deceased venture-captain across the parched Qadiran desert to
Katheer. The Silken Caravan offers passage, hauling exotic treasures
across the perilous sea of sands. You'll brave bandits, spies, and
unwelcome mourners hell-bent on paying respects to your dead
companion. Worse still, the caravan's mistress, a satin-swathed
Qadiran princess, has designs of her own on you and your cargo. This
product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5). This scenario is designed for
play in Pathfinder Society Organized Play, but can easily be adapted
for use with any world.
– Pathfinder Society Scenario #4: The Frozen Fingers of Midnight by
Craig Shackleton: Skelg the Ripper, envoy from the Land of the
Linnorm Kings, lies wasting in his villa on the outskirts of Absalom.
A frigid curse followed Skelg from his northern homeland and grips
his bearish heart in its frosty embrace. As the bizarre freezing
ailment pushes Skelg to the brink of death, the Society dispatches
you and your fellow Pathfinders to uncover the secrets of the
freezing curse before Absalom falls to its icy grip. This product is
a Pathfinder Society Scenario designed for 1st to 5th level
characters (Tiers: 1–2, 4–5). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use
with any world.
– Pathfinder Society Scenario #5: Mists of Mwangi by Nicolas Logue:
Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse
with haunted eyes and a pack full of strange idols. Absalom's famed
Blakros Museum purchased his pieces and Lugizar vanished. The strange
monkey idols he pulled from the misty jungles of Mwangi carry with
them a fell curse, and now their power has laid claim to the museum.
Can the Pathfinder Society uncover the source of the curse in time,
or will the Blackros Museum be forever lost to the mists of Mwangi?
This product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5). This scenario is designed for
play in Pathfinder Society Organized Play, but can easily be adapted
for use with any world.
– Pathfinder Society Scenario #6: Black Waters by Tim and Eileen
Connors: The Pathfinder Society seeks the ancient ruby ring of the
salamander and it falls to a team of Pathfinders to find it. Last
seen in the Tri-Towers Yard, a once elite academy for the youth of
Absalom, the ruby ring is now lost in the Drownyard, all that remains
of Tri-Towers after it was destroyed a decade ago in the great quake.
The Pathfinders must risk the strange black ichors and salty brine to
find their prize—will they risk their very souls as well? This
product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5). This scenario is designed for
play in Pathfinder Society Organized Play, but can easily be adapted
for use with any world.
Celebrate Halloween with the Colonial horror of WITCH HUNTER: DARK
PROVIDENCE:
– Dark Providence 1-13 - The Smell of Fear, by Sean Williamson and
Paige Leitman: A plague of madness is spreading through the streets
of New Amsterdam. The Witch Hunters arrive to learn that they are
expected, and must find a way to stop the insanity before it consumes
the entire town.
– Dark Providence 1-14 - Graven Images, by Laura Bush and Wayne S.
Melnick, Esq.: In the fall of 1689, your sleep is providing no rest
and once again your dreams are fitful. Why does a woman with a
crushed skull reach out to you, and why does she remind you of
somewhere you have been before?
– Dark Providence 1-15 - Fair Trade, by Chris Russell: San Agustín, a
coastal town in the middle of pirate waters, has gone unscathed for
years. It was the target of a massive pirate attack 20 years ago, but
has been untouched since then, and has become the center of pirate-
hunting for the Spanish in the New World. It is up to the Witch
Hunters to write the next chapter in the history of this bustling
port.
– Dark Providence 1-16 - Boarding Party, by Alex Suarez, Brett Lucey,
and Joe Streeky: Portuguese merchant ships are disappearing. England
has sent word to the Lieutenant Governor of Jamaica that he needs to
put a stop to the pirates targeting the Portuguese or a Man-o-war
will be on his door step within a month. This has lead Henry Morgan
to wonder where those that helped him in the spring are today. The
Invisible World has heard his plea. A group of Witch Hunters has been
brought to the island of Jamaica this December of 1689.
Prove your honor to the Sapphire Throne in Legend of the Five Rings'
HEROES OF ROKUGON:
– ST38 Unexpected Betrayal: A Scorpion maiden is attacked while
coming home for an omiai. Who can be behind these assassins? An
adventure of combat, travel and investigation for Low and Mid-Rank
heroes.
– ST41 Touch of Obsidian: Miya Shikan has heard rumors of a prophet
whose words spell doom for the Empire and sends samurai in search of
answers, but they may learn more than they can endure. An adventure
of travel, role-playing and possible combat for all Ranks of heroes.
Looking for something more than role-playing games, try some of our
other offerings:
– Yu-Gi-Oh Trading Card Game Tournament: YGO Nationals Qualifier
sponsored by Misty Mountain Games; Modified Swiss format with full
prize support. See http://www.legionevents.com/YGORegionals.htm for
more details.
– D&D Minis Tournament: Details on format TBA by CAVgames; there will
be prize support.
– Halloween Costume contest: Wear your scariest or funniest costume
to the convention on Saturday and those voted the best will win a
prize!
– There will be snacks and drinks available onsite, as well as
multiple vendors offering the latest in gaming.
Registration
To register, go to http://wiscons.roseocon.net/. All pre-registration
will be done online, and you will pay onsite! PRE REGISTRATION closes
on SUNDAY October 19th. Hurry, space for some events is limited. You
can find continual updated hotel registration information by going to
the convention website, and the Youth Center itself rents rooms. For
information about this convention and future Cold Iron Conventions,
please join the "Cold Iron Conventions" Yahoo group!
Judging
Please consider volunteering to judge. We can't do these conventions
without you. We NEED more judges, get in free or at a reduced rate,
and get space in our judge rooms if you judge at the con! Judges
receive a $10 discount for the first slot they judge at the con, and
$5 for each slot thereafter, or will gain free admission if they
judge four or more slots. Judges will have a chance to win prizes
drawn randomly every slot throughout the convention. Those who judge
more than four slots will have more chances to win and will be give a
bed in one of the judge rooms. Preference for judge rooms will be
given to those judges who judge more slots or travel from greater
distances. Prospective judges please email Todd Ammerman
calentir@... to be added to our judge's list.
To stay onsite, contact Cheri at the Youth Center:
Tommy G. Thompson Youth Center
640 S. 84th Street
West Allis, WI 53214
Contact: Cheri Gravitter
414-266-7042
cheri.gravitter@...
See you at the show!
Greg Marks
Cold Iron Conventions
skerritthegreen@...
NC08_YahooGroups
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--- In ket@yahoogroups.com, "guinness323" <guinness323@...> wrote:
>
> Have you played all the Year 7 and 8 Ket mods yet? If not, I am
> offering to DM for players who want to finish off the last few Ket
> adventures on their "to do" list.
>
> If you are interested, email me off-list with the Year 7 & 8 Ket
mods
> you still need to play--but do so pronto.
>
> Alan Brown
> Former Ket Triad, still a nice guy
> guinness323 <AT> yahoo.com
>
I need to play most of the year 8 Ket Mods.
I am available most weekday evenings and weekends.
I offer my place to play at.
Dave
Have you played all the Year 7 and 8 Ket mods yet? If not, I am
offering to DM for players who want to finish off the last few Ket
adventures on their "to do" list.
If you are interested, email me off-list with the Year 7 & 8 Ket mods
you still need to play--but do so pronto.
Alan Brown
Former Ket Triad, still a nice guy
guinness323 <AT> yahoo.com
Dan's Con of the Vale IX is coming to the Tommy Thompson Youth Center
in West Allis Wisconsin on October 23rd to the 26th; brought to you
by Cold Iron Conventions (CIC) and Virtual Magic Gaming Store. This
October weekend is going to be packed full of exciting gaming action
with Living Forgotten Realms, Living Greyhawk, Pathfinder, Living
Arcanis, Heroes of Rokugon and Witch Hunter. We will have the
following role-playing, card and miniature games. Space is filling
up, pre-register today!
First Run and Replay LIVING GREYHAWK events:
– COR8-08 Lost Souls Eternal by Colleen Simpson: You find yourselves
in a race against time and the servants of an ancient foe with an
island of ill-repute as your destination. Your mission is to
discover, and return with, what your rivals wish to obtain... if you
can. Fighters, clerics and diplomats are highly recommended. Not
recommended for those with a fear of the sea or a dislike for water.
A one-round core adventure set in the Splintered Suns meta-region for
PCs of levels 4-15 (APLs 6-16). Part three of the Ascension arc.
– COR8-10 Chains of Darkness by Pieter Sleijpen: Old Wicked One is on
the verge of success and the forces of good are desperately looking
for ways to stop him. When Tenser hears of knowledge hidden on the
Abyss, he suspects a trap, but he cannot ignore any chance for a
victory however slim it might be and Iuz is not without enemies in
that place. So now he is looking for adventurers, hoping that they
have an easier time to remain undetected in that dismal place than he
would have. Are you willing to go in his stead? A two-round core
adventure set in the Abyss for character levels 9 to 15 (APLs 10-16).
Part four of the Ascension arc.
– CORS8-02 Wheels Within Wheels by Britt Frey: Iuz's magnum opus of
power and deception nears its climax. While the gods quake at the
consequences of his possible success, the nations of Oerth fight
amongst themselves, unaware of what is truly going on in the abode of
evil on Oerth. Choose your allies carefully; the fate of Oerth lies
in your hands. A two round adventure for Average Party Levels 10
through 16. This adventure includes untiered encounters. (Part of the
Ascension series — CORS8-01 Whispers of the Obsidian Citadel, COR8-06
Dedications, COR8-08 Lost Souls Eternal, COR8-10 Chains of Darkness,
and CORS8-02 Wheels Within Wheels.)
– IUZ8-01 End of the Line by Joshua B Grace and Chris Hoffman: After
years of scheming, the chromatic dragon cultists take a daring new
step as they move toward the completion of their plans, and you are
recruited to thwart them. Meanwhile, the Drinkers of the Midnight Cup
want you to help investigate a startling new connection between the
cultists and Iuz. Finally, another party wants your assistance, too,
for what could be the strangest mission you've ever undertaken. What
does all this mean? You're going deep into lands swarming with orcs,
demons and undead to find out. A two-round Iuz's Border States
metaregional adventure for APLs 10-16. This adventure includes
untiered encounters and an extended play opportunity. Conclusion of
the Dragon Scales plot arc. Available for all types of play.
– IUZ8-02 Final Words by John du Bois and Andy Pearlman: Find the
Nine, not Five Lying Free the Cold from Wicked Old And Stop One from
Calling None A two-round Iuz's Border States metaregional adventure
taking place throughout the metaregion for APLs 12-16. This adventure
is connected to the Core Ascension plot arc and, for story
continuity, it is recommend that this adventure be played after COR8-
06 Entrapment and before CORS8-02 Wheels within Wheels. Worshippers
of Kelanen, Telchur, and Vatun will particularly enjoy this
adventure. Connected to the Ascension plot arc.
– Highfolk Introductory Modules: We will have eight intro modules
other available for play in every slot based on demand. Start a new
PC and play some intro modules!
– LG Reolays: All Year Seven and Eight Highfolk Regional and Iuz Meta-
regional and Year Six, Seven and Eight Cores will be available for
play. Find a table and we'll make it happen.
Try the new LIVING FORGOTTEN REALMS campaign in 4E with Weekend in
the Realms:
– WEEK1-1 Beneath Haunted Halls: An attack on a diplomatic mission
results in the kidnapping of an eladrin Princess Eldara, and it
happens on the PCs' watch! Now they need to find both her and a
stolen magic relic before war breaks out in Cormyr. The trail of the
villain has more twists than a snake's shadow, and its leads farther
than anyone would expect. A Living Forgotten Realms three-round
special adventure set in Cormyr for characters levels 1-4. This
adventure is available only as a part of the Weekend in the Realms
special event, October 24-26, 2008.
– AGLA1-1 Lost Temple of the Fey Gods: Faeries, sprites, nymphs, and
dryads – the fey creatures of Faerûn's wild places are often
dismissed as nuisances and pranksters. Those who truly understand the
fey know that as with all things natural, there is a darker side to
these creatures of fancy. A Living Forgotten Realms adventure set in
Aglarond for characters levels 1-4.
– AKAN1-1 The Rotting Ruin of Galain: Amidst goblin raids originating
from the ruined town of Galain, you are asked by a young genasi woman
to locate her brother. Lost or deceased, it's up to you to find him!
A Living Forgotten Realms adventure set in Akanûl for characters
levels 1-4.
– CORM1-1 The Black Knight of Arabel: Your party is sent to
investigate allegations of Netherese activity near Arabel: a dark
rider commanding legions of shadow. Can you turn back the tide before
it's too late? A Living Forgotten Realms adventure set in Cormyr for
characters levels 1-4.
– DALE1-1 The Prospect: The Fall of Stars is the most famous
adventurers' club in Faerûn. Who can say no when offered membership
in the Stellar Fellowship, for a mere errand? But of course, things
are never that simple. A Living Forgotten Realms adventure set in the
Dalelands for characters levels 1-4.
– DRAG1-1 Many Hands Make Light Work: Westgate is a dangerous city at
any time, but today it's about to live up to its name. Today, a band
of pious Silverstars have arrived in your precinct and they need a
little help with renovations and… removals. A Living Forgotten Realms
adventure set in the Dragon Coast for characters levels 1-4.
– IMPI1-1 Alone: Impiltur is not a safe country for those who are
alone. When a young woman's father dies, can you resist her cry for
help? A Living Forgotten Realms adventure set in Impiltur for
characters levels 1-4.
– MOON1-1 Nature's Wrath: Faith in Chauntea runs strong amongst the
Ffolk, and the village of Warlsbry is no exception. The village
appears to have fallen from favor, and now the beasts of field and
sea bring their wrath against the village. You must return the
village to the gods' good graces or it may not survive the coming
winter. A Living Forgotten Realms adventure set in the Moonshae Isles
for characters levels 1-4.
– TYMA1-1 Elder Wisdom: A frontier village on the outskirts of
Tymanther needs help with a reconnaissance mission. The dragonborn do
not often look to outsiders, so this is a good chance to learn about
the fate of Unther… and meet the new neighbors. A Living Forgotten
Realms adventure set in Tymanther for characters levels 1-4.
– LFR Replays: Did you miss any of the events that premiered during
the summer? Get a table together and play them at DCV!
PLENTY of great LIVING ARCANIS, including:
– LA-IK-PAL-01-03 Secrets, by Carrie & Lucas Amodio. "Religion is
regarded by the common people as true, by the wise as false, and by
the rulers as useful." - Seneca The Clergy of Larissa, the goddess of
pleasure and prophecy, are having problems everywhere else - why not
Paldaris? Lured by the heavy moneybags of the Inquisition, or perhaps
just the idea of being on the inside for once, it is your job to find
out if those problems are real. This Living Arcanis Story adventure
is designed for characters all levels (APLs 1-21).
– LA-IK-PAL-01-04 Election, by Lucas and Carrie Amodio. "The welfare
of the people is the ultimate law." - Cicero It's Election Time in
the city of Paldaris. A time when the people get the day off and
there is an all day party. What could possibly happen at a time like
this? This Living Arcanis Story adventure is open to characters of
all levels (APLs 1-21). Note that it is the fourth part of a story
arc that includes the adventures Breeding, Fortunes and Secrets.
– LA-IK-PLX-01-03 A Gathering of Friends: It is the event of the
decade. Maestro Octavius, a man whose talent is said to make even the
Valinor weep, has returned home to Plexus to give a concert in the
Gate of The West. As fate would have it, you are present backstage
when the master's lyre is discovered to be missing. Will you be able
recover the lost instrument? This STANDARD scenario is designed for
characters of 1st to 16th level (APLs 2 through 15).
– LA-IK-OCR-01-05 Things in Heaven and Earth: "Wanted. Investigators
for hire for a matter of some sensitivity. Just compensation offered.
Contact Pomona Hastetia, at the Grain Factors Guild Office, in the
Grand Coryan Docks District." What could a member of a Grain Factor's
family need investigators for? And when the trail leads to Old
Coryan, how dark will it become? This STANDARD adventure is designed
for characters of 1st to 12th level (APLs 2 through 11).
– LA-IK-OCR-01-06 The Color Red: Mannulus val'Sheem, master of the
famed Red Sword Fencing School, is now free from his oath to
Marsarius Provasi. He has begun training all who meet his
qualifications, whether they be Cafelan, Illonian, even Myrantian.
But now one of his new Myrantian students has been murdered. It seems
that peace in Old Coryan is a very tenuous thing. This STANDARD
adventure is designed for characters of 1st to 12th level (APLs 2
through 11).
Take 3.5E to new heights with the PATHFINDER SOCIETY:
–Pathfinder Society Scenario #1: Silent Tide by Michael Kortes: When
strange reports of misty undead spread through Absalom, you and your
fellow Pathfinders are dispatched to the half-drowned district of
Puddles. Notoriously rough, the drooling addicts, flesh panderers,
and quick-handed knifers of Puddles are the least of your worries.
The night's tide brings with it an ancient armada of some long-
forgotten war and you are the only thing between their mist-shrouded
ghost fleet and Absalom's utter oblivion. This product is a
Pathfinder Society Scenario designed for 1st to 5th level characters
(Tiers: 1–2, 4–5). This scenario is designed for play in Pathfinder
Society Organized Play, but can easily be adapted for use with any
world.
– Pathfinder Society Scenario #2: The Hydra's Fang Incident by Tim
Hitchcock: After an Andoren village is razed by the Hydra's Fang, a
renegade Chelish slaver-ship, outrage threatens the stability of both
nations. You and your fellow Pathfinders are sent to capture the Fang
before the Inner Sea is pitched into political frenzy. This product
is a Pathfinder Society Scenario designed for 1st to 5th level
characters (Tiers: 1–2, 4–5). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use
with any world.
– Pathfinder Society Scenario #3: Murder on the Silken Caravan by
Greg A. Vaughan: Volunteers are needed to escort the body of a
deceased venture-captain across the parched Qadiran desert to
Katheer. The Silken Caravan offers passage, hauling exotic treasures
across the perilous sea of sands. You'll brave bandits, spies, and
unwelcome mourners hell-bent on paying respects to your dead
companion. Worse still, the caravan's mistress, a satin-swathed
Qadiran princess, has designs of her own on you and your cargo. This
product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5). This scenario is designed for
play in Pathfinder Society Organized Play, but can easily be adapted
for use with any world.
– Pathfinder Society Scenario #4: The Frozen Fingers of Midnight by
Craig Shackleton: Skelg the Ripper, envoy from the Land of the
Linnorm Kings, lies wasting in his villa on the outskirts of Absalom.
A frigid curse followed Skelg from his northern homeland and grips
his bearish heart in its frosty embrace. As the bizarre freezing
ailment pushes Skelg to the brink of death, the Society dispatches
you and your fellow Pathfinders to uncover the secrets of the
freezing curse before Absalom falls to its icy grip. This product is
a Pathfinder Society Scenario designed for 1st to 5th level
characters (Tiers: 1–2, 4–5). This scenario is designed for play in
Pathfinder Society Organized Play, but can easily be adapted for use
with any world.
– Pathfinder Society Scenario #5: Mists of Mwangi by Nicolas Logue:
Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse
with haunted eyes and a pack full of strange idols. Absalom's famed
Blakros Museum purchased his pieces and Lugizar vanished. The strange
monkey idols he pulled from the misty jungles of Mwangi carry with
them a fell curse, and now their power has laid claim to the museum.
Can the Pathfinder Society uncover the source of the curse in time,
or will the Blackros Museum be forever lost to the mists of Mwangi?
This product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5). This scenario is designed for
play in Pathfinder Society Organized Play, but can easily be adapted
for use with any world.
– Pathfinder Society Scenario #6: Black Waters by Tim and Eileen
Connors: The Pathfinder Society seeks the ancient ruby ring of the
salamander and it falls to a team of Pathfinders to find it. Last
seen in the Tri-Towers Yard, a once elite academy for the youth of
Absalom, the ruby ring is now lost in the Drownyard, all that remains
of Tri-Towers after it was destroyed a decade ago in the great quake.
The Pathfinders must risk the strange black ichors and salty brine to
find their prize—will they risk their very souls as well? This
product is a Pathfinder Society Scenario designed for 1st to 5th
level characters (Tiers: 1–2, 4–5). This scenario is designed for
play in Pathfinder Society Organized Play, but can easily be adapted
for use with any world.
Celebrate Halloween with the Colonial horror of WITCH HUNTER: DARK
PROVIDENCE:
– Dark Providence 1-13 - The Smell of Fear, by Sean Williamson and
Paige Leitman: A plague of madness is spreading through the streets
of New Amsterdam. The Witch Hunters arrive to learn that they are
expected, and must find a way to stop the insanity before it consumes
the entire town.
– Dark Providence 1-14 - Graven Images, by Laura Bush and Wayne S.
Melnick, Esq.:
In the fall of 1689, your sleep is providing no rest and once again
your dreams are fitful. Why does a woman with a crushed skull reach
out to you, and why does she remind you of somewhere you have been
before?
– Dark Providence 1-15 - Fair Trade, by Chris Russell: San Agustín, a
coastal town in the middle of pirate waters, has gone unscathed for
years. It was the target of a massive pirate attack 20 years ago, but
has been untouched since then, and has become the center of pirate-
hunting for the Spanish in the New World. It is up to the Witch
Hunters to write the next chapter in the history of this bustling
port.
– Dark Providence 1-16 - Boarding Party, by Alex Suarez, Brett Lucey,
and Joe Streeky: Portuguese merchant ships are disappearing. England
has sent word to the Lieutenant Governor of Jamaica that he needs to
put a stop to the pirates targeting the Portuguese or a Man-o-war
will be on his door step within a month. This has lead Henry Morgan
to wonder where those that helped him in the spring are today. The
Invisible World has heard his plea. A group of Witch Hunters has been
brought to the island of Jamaica this December of 1689.
Prove your honor to the Sapphire Throne in Legend of the Five Rings'
HEROES OF ROKUGON:
– ST38 Unexpected Betrayal: An adventure of combat, travel and
investigation for Low and Mid-Rank heroes.
– ST41 Touch of Obsidian: An adventure of travel, role-playing and
possible combat for all Ranks of heroes.
Looking for something more than role-playing games, try some of our
other offerings:
– Yu-Gi-Oh Trading Card Game Tournament: sponsored by Misty Mountain
Games
– D&D Minis Tournament: Detail on format TBA
– Halloween Costume contest: Wear your scariest or funniest costume
to the convention on Saturday and those voted the best will win a
prize!
Registration
To register, go to http://wiscons.roseocon.net/. All pre-registration
will be done online, and you will pay onsite! PRE REGISTRATION closes
on SUNDAY October 19th. Hurry, space for some events is limited. You
can find continual updated hotel registration information by going to
the convention website, and the Youth Center itself rents rooms. For
information about this convention and future Cold Iron Conventions,
please join the "Cold Iron Conventions" Yahoo group!
Judging
Please consider volunteering to judge. We can't do these conventions
without you. We NEED more judges, get in free or at a reduced rate,
and get space in our judge rooms if you judge at the con! Judges
receive a $10 discount for the first slot they judge at the con, and
$5 for each slot thereafter, or will gain free admission if they
judge four or more slots. Judges will have a chance to win prizes
drawn randomly every slot throughout the convention. Those who judge
more than four slots will have more chances to win and will be give a
bed in one of the judge rooms. Preference for judge rooms will be
given to those judges who judge more slots or travel from greater
distances. Prospective judges please email Todd Ammerman
calentir@... to be added to our judge's list.
To stay onsite, contact Cheri at the Youth Center:
Tommy G. Thompson Youth Center
640 S. 84th Street
West Allis, WI 53214
Contact: Cheri Gravitter
414-266-7042
cheri.gravitter@...
See you at the show!
Greg Marks
Cold Iron Conventions
skerritthegreen@...
*Come and join us for some fun in the sun!!!!!*
*FLORIDA FALL FANTASY 2008: ORLANDO FL*
Friday, November 7, 2008 through Sunday, November 9, 2008
*
HOST HOTEL*
La Quinta Inn-Winter Park
626 Lee Road
Orlando, FL 32810
(407) 645-5600
(877) 807-8777
www.laquinta.com
Mention Florida Fall Fantasy to receive a special room rate of $69 per
night, but only until 11/5/2008.
*EVENTS: *
*Dave Arneson's Blackmoor: The MMRPG*
DABXX City of the Gods (two-round event)
DABXX TBD (prelude)
DABXX Tower of Erethor (two-round event)
*Living Forgotten Realms*
LFR AGLA1-1 Lost Temple of the Fey Gods
LFR AGLA1-2 At the Foot of the Lighthouse
LFR AKAN1-1 The Rotting Ruin of Galain
LFR BALD1-1 Flames of Initiation
LFR CORM1-1 The Black Knight of Arabel
LFR DALE1-1 The Propect
LFR EAST1-1 These Hallowed Halls
LFR LURU1-1 Slivers of Eaerlann
LFR MOON1-1 Nature's Wrath
LFR WATE1-1 Heirloom
*Living Greyhawk*
LG CGR8-01 Crypts of the Forgotten (three round event)
LG CGR8-01 Shatterstone (four round event)
LG COR8-05 Pyre of the Righteous LG 6 - 14 1 0 0
LG COR8-06 Entrapment (two-round event)
LG COR8-08 Lost Souls Eternal
LG COR8-09 Ruins of Slumber
LG COR8-10 Chains of Darkness (two-round event)
LG COR8-11 Restoration & Empire LG 10 - 14 1 0 1
LG CORS8-01 Whispers of the Obsidian Citadel (two-round event)
LG CORS8-02 Wheels Within Wheels (two-round event)
*Legends of the Shining Jewel*
LSJ54 - Wind's Inheritance
LSJ55 - Making Up for Lost Time
LSJ56 - Withering
LSJ57 - Stolen Glances and Echoes of Long Ago
LSJ58 - Where the Wild Things Are
LSJ59 - Fists Of Fury
LSJ60 - Inner Demons
Plus..... *SHADOWRUN MISSIONS (SR4)*
*SCHEDULE*
Slot 1: Friday, November 7 9:00 AM – 1:00 PM
Slot 2: Friday, November 7 2:00 PM – 6:00 PM
Slot 3: Friday, November 7 7:00 PM – 11:00 PM
Slot 4: Friday, November 7 11:00 PM – 3:00 PM
Slot 5: Saturday, November 8 9:00 AM – 1:00 PM
Slot 6: Saturday, November 8 2:00 PM – 6:00 PM
Slot 7: Saturday, November 8 7:00 PM – 11:00 PM
Slot 8: Saturday, November 8 11:00 PM – 3:00 PM
Slot 9: Sunday, November 9 8:00 AM – 12:00 PM
Slot 10: Sunday, November 9 12:00 PM – 4:00 PM
*REGISTRATION*
Admission to Florida Fall Fantasy is…….
*FRAG Members*
- $20 weekend fee for FRAG members only
- $10 weekend fee per additional family member
- ONE FREE ADMISSION for one FRAG Member per room at the La Quinta
Inn-Winter Park. For each room receipt for rooms rented for THREE nights,
one free convention admission. (The room rate is only $69 per night by
simply mentioning that you are attending Florida Fall Fantasy; this rate is
available until 11/05/2008) non-FRAG member staying at the La Quinta Inn -
Winter Park
- $10 one day admission for FRAG members only
*Non Members*
- $30 weekend fee for non-FRAG members
- $15 weekend fee per additional family member
- ONE FREE ADMISSION for one Non-FRAG Member per room at the La Quinta
Inn-Winter Park. For each room receipt for rooms rented for THREE nights,
one free convention admission. (The room rate is only $69 per night by
simply mentioning that you are attending Florida Fall Fantasy; this rate is
available until 11/05/2008) non-FRAG member staying at the La Quinta Inn -
Winter Park
- $15 one day admission for non-FRAG member
For more information and to Pre-Register for Florida Fall Fantasy, please
visit us at http://www.warhorn.net/floridafallfantasy2008/
Contact Gerry Ruiz at *gerryr88@...* with any questions.
Happy Gaming,
FRAG
[Non-text portions of this message have been removed]
I am happy to invite you to Neoncon 2008; Las Vegas' biggest and best gaming
convention. Across the board, Neoncon 2007 attendees had good things to say;
some said it was the best gaming event they had ever attended. We were truly
humbled by the overwhelmingly positive response. Neoncon 2008 aims to be bigger
and better; but not so much so that we lose our touch and our audience.
While Circus Circus served us well last year, that choice of venue was our
biggest complaint. Overall, folks thought the hotel did not provide much value
for their dollar. So, this year we are happy to partner with Palace Station
Hotel and Casino. With rooms ranging from $49-$135/night, our rates provide the
best overall value I've ever seen at a gaming convention. Also, we had the rates
extended around Neoncon, so you can stay a few days before or after and do the
"what happens in Vegas" thing! Follow the link below to check out our
rooms/rates and get the discounted booking code.
LINK: http://www.neoncon.com/pages/hotel
This year, we expand to four days. Our new schedule allows us to add more games
and special events. Though we are adding new events all of the time, I can
confirm the following so far:
* D&D Dungeon Delve - The Royal Gambit
* Living Greyhawk Pale/Nyrond Bordercon
* Living Forgotten Realms
* Pathfinder Society
* Greyhawk Reborn
* Serial Pulp Adventures
* Living Arcanis
* Warhammer 40K - Rogue Trader Tournament
* Warhammer 40K - Apocalypse Event
* D&D Miniatures - Las Vegas Open
* D&D Miniatures - Dungeon Run
* Star Fleet Battles - Rated Ace Captain's Tournament
* Star Fleet Battles - Open Patrol Tournament
* Star Fleet Battles - The Omega Sector
* Federation Commander
* Vampire Camirlla LARP (An Overcap XP Event)
* Mage LARP
* Changeling LARP
The D&D Dungeon Delve (The Royal Gambit) is a Neoncon exclusive. This event ran
at DDXP, Origins, Gencon and PAX. Now, Neoncon is your last chance to play the
Delve again in 2008. Jump into D&D 4th Edition and get as far you can in 30
minutes. Along the way, earn special rewards including mini repaints and
exclusive RPGA reward cards which can be used to enhance your Living Forgotten
Realms characters. In addition to special events for Living Greyhawk
(Pale/Nyrond Bordercon), Star Fleet Battles (Rated Ace Tourney), Vampire
(Overcap XP Camarilla Event) and D&D Miniatures (Vegas Open), we are working on
a few more surprises that we will announce as soon as things are finalized.
LINK: http://www.neoncon.com/pages/schedule
LINK: http://www.neoncon.com/pages/games
Convention registration is open. This year, we have added single-day badges, so
if you can only make one or two days, you do not have to pay full price. Still,
the 4 Day Badge offers the best overall value for your dollar. Right now, we are
offering special early bird pricing. Early bird pricing and ends on September
19th at Midnight and is limited to 200 one day badges ($25) and 50 four day
badges ($45). At around $10/day for a jam-packed schedule, that is one smoking
deal! Prices only go up from there, so do yourself a favor and register now
using the link below.
LINK: http://www.neoncon.com/collections/badges
Warhorn is now open for RPG slot registration! The complete Living Greyhawk and
Living Forgotten Realms schedules are now up (link below). You may sign-up on
Warhorn to see the complete schedule and will be cleared to sign up for
individual games once you've purchased your badge.
LINK: http://www.warhorn.net/Neoncon2008
In closing, I would be remiss if we neglected to thank all the volunteers who
donate their time and effort on behalf of Neoncon; now and in the past. You know
who you are. Those who spent hours play testing games, reviewing stat blocks,
making phone calls, stuffing bags, running games, manning desks, entering data,
traveling cross country, sacrificing hotel room and air fare, driving hours on
end, and doing a ton of other self-sacrificing stuff, we thank you!
I look forward to spending my Halloween with everyone, playing games, making
friends and, of course, defeating evil!
See you October 30th!
Doug Daulton
Producer
Neoncon 2008
www.neoncon.com
==============================================
When we joined this YahooGroup, we announced that we would be posting
occasional, brief convention announcements.
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Our mailing address is:
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Our telephone:
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<rubs his eyes>
Oh right, didn't notice they were Year 6 mods. Sorry for my
misinformation. (Note to self: Must not reply to anything before
caffeine levels have reached optimal values...)
Alan
--- In ket@yahoogroups.com, "Penn Davies" <seule@...> wrote:
>
> That's because these adventures aren't available for play any more,
they
> expired at the end of last year. Thus, you can't order them from the
RPGA.
> As the author of one of the requested mods, I can say that distributing
> modules outside of the approved framework, that is without my
permission and
> WotC's permission, isn't something I'd like to see.
> In order for retired modules to be redistributable, you have to have
the
> permission of the original author, and everything that's Greyhawk
specific
> or not in the SRD (for setting and rules, respectively) has to be
stripped
> out. I'm not interested in doing that work.
>
> If you order modules through the RPGA (through their standard
sanctioning
> system), you'll get everything you need.
>
> --Penn
>
> ----- Original Message -----
> From: "Stephen" <zagygthemad@...>
> To: <ket@yahoogroups.com>
> Sent: Sunday, August 31, 2008 3:37 PM
> Subject: [Ket] Re: Ket mods
>
>
> I downloaded them off of the RPGA LG Ket page, all that was there was
> a locked scenario???
>
> Stephen
>
> --- In ket@yahoogroups.com, "guinness323" <guinness323@> wrote:
> >
> > Order the mods for home play through the RPGA website and the package
> > you can subsequently download will have mod, password and tracking
> sheet.
> >
> > Alan
> >
> > --- In ket@yahoogroups.com, "Stephen" <zagygthemad@> wrote:
> > >
> > > I'm looking for 4 passwords,
> > >
> > > KET6-02 - Rules of Engagement
> > > KET6-04 - Stones
> > > KET6-06 - The Patriot's Post
> > > KET6-07 - The Good of All
> > >
> > > Can someone please hook me up? I'd appreciate it.
> > >
> > > Thank you
> > >
> >
>
Oh, Thank you.
--- In ket@yahoogroups.com, "Penn Davies" <seule@...> wrote:
>
> That's because these adventures aren't available for play any more,
they
> expired at the end of last year. Thus, you can't order them from the
RPGA.
> As the author of one of the requested mods, I can say that distributing
> modules outside of the approved framework, that is without my
permission and
> WotC's permission, isn't something I'd like to see.
> In order for retired modules to be redistributable, you have to have
the
> permission of the original author, and everything that's Greyhawk
specific
> or not in the SRD (for setting and rules, respectively) has to be
stripped
> out. I'm not interested in doing that work.
>
> If you order modules through the RPGA (through their standard
sanctioning
> system), you'll get everything you need.
>
> --Penn
>
> ----- Original Message -----
> From: "Stephen" <zagygthemad@...>
> To: <ket@yahoogroups.com>
> Sent: Sunday, August 31, 2008 3:37 PM
> Subject: [Ket] Re: Ket mods
>
>
> I downloaded them off of the RPGA LG Ket page, all that was there was
> a locked scenario???
>
> Stephen
>
> --- In ket@yahoogroups.com, "guinness323" <guinness323@> wrote:
> >
> > Order the mods for home play through the RPGA website and the package
> > you can subsequently download will have mod, password and tracking
> sheet.
> >
> > Alan
> >
> > --- In ket@yahoogroups.com, "Stephen" <zagygthemad@> wrote:
> > >
> > > I'm looking for 4 passwords,
> > >
> > > KET6-02 - Rules of Engagement
> > > KET6-04 - Stones
> > > KET6-06 - The Patriot's Post
> > > KET6-07 - The Good of All
> > >
> > > Can someone please hook me up? I'd appreciate it.
> > >
> > > Thank you
> > >
> >
>
That's because these adventures aren't available for play any more, they
expired at the end of last year. Thus, you can't order them from the RPGA.
As the author of one of the requested mods, I can say that distributing
modules outside of the approved framework, that is without my permission and
WotC's permission, isn't something I'd like to see.
In order for retired modules to be redistributable, you have to have the
permission of the original author, and everything that's Greyhawk specific
or not in the SRD (for setting and rules, respectively) has to be stripped
out. I'm not interested in doing that work.
If you order modules through the RPGA (through their standard sanctioning
system), you'll get everything you need.
--Penn
----- Original Message -----
From: "Stephen" <zagygthemad@...>
To: <ket@yahoogroups.com>
Sent: Sunday, August 31, 2008 3:37 PM
Subject: [Ket] Re: Ket mods
I downloaded them off of the RPGA LG Ket page, all that was there was
a locked scenario???
Stephen
--- In ket@yahoogroups.com, "guinness323" <guinness323@...> wrote:
>
> Order the mods for home play through the RPGA website and the package
> you can subsequently download will have mod, password and tracking
sheet.
>
> Alan
>
> --- In ket@yahoogroups.com, "Stephen" <zagygthemad@> wrote:
> >
> > I'm looking for 4 passwords,
> >
> > KET6-02 - Rules of Engagement
> > KET6-04 - Stones
> > KET6-06 - The Patriot's Post
> > KET6-07 - The Good of All
> >
> > Can someone please hook me up? I'd appreciate it.
> >
> > Thank you
> >
>