Search the web
Sign In
New User? Sign Up
lg-tusmit · Living Greyhawk - Tusmit
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Message search is now enhanced, find messages faster. Take it for a spin.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
Messages 8407 - 8407 of 8407   Newest  |  < Newer  |  Older >  |  Oldest
Messages: Show Message Summaries   (Group by Topic) Sort by Date v  
#8407 From: "skerritthegreen" <skerritthegreen@...>
Date: Fri Oct 9, 2009 6:36 pm
Subject: Dan's Con of the Vale X, West Allis Wisconsin, October 23rd-25th
skerritthegreen
Offline Offline
Send Email Send Email
 
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 Akanϋl to the Realms,
many items were shattered and lost. Pieces of something are now surfacing, and
it is imperative that the government of Akanϋl finds it before anyone else. A
Living Forgotten Realms adventure set in Akanϋl 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
Akanϋl 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@...

Messages 8407 - 8407 of 8407   Newest  |  < Newer  |  Older >  |  Oldest
Advanced
Add to My Yahoo!      XML What's This?

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help