Bahor (Glorio Arkona)

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Organized Play Member. 37 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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2/5

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Pre-registration is open for Milwaukee Summer Revel 20, June 30th-July 2nd! Come to the Sheraton Milwaukee-Brookfield for some of Wisconsin’s best gaming. We have a wide selection of RPG games including D&D Adventurers League, Pathfinder Society, Shadowrun Missions, Call of Cthulhu and Star Trek! Come meet the D&D AL’s Claire Hoffman and Greg Marks and play in their special Author Only Events. We'll have multiple Venture Officers onsite to help you with your PFS questions. Fight to the bitter end in one of the many DDAL special events or learn to play Call of Cthulhu or Star Trek. Take part in our prize raffle every slot and browse our vendors!

Sign up today: http://coldiron.roseocon.net/index.php

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If you haven't already, check out what we have to offer for the Certs for Sam charity auction, including unique PFS certs!

Check it out:

https://www.facebook.com/ColdIronConventions/

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Hello CIC Con Attendees!

Dan's Con of the Vale 16 (DCV16) is coming to the Sheraton Milwaukee Brookfield Hotel in Brookfield, WI this October 30 - November 1. We are offering Pathfinder Society, D&D Adventurers League (5e) adventures, Shadowrun Missions, Call of Cthulhu and Shadow of the Demon Lord adventures, but we are looking to add more to the schedule, so check back for updates. If you have any requests for adventures, don't hesitate to ask. Come for some of the premier organized play gaming in Wisconsin.

We also have a big slate of board games, including the Agricola, Dominion, and the Pathfinder Adventure Card Game! When not signed up for one of our planned events, we will have access to a wide selection of board games. Play one of ours, or bring one you've been dying to teach!

DCV16 Pre-reg is open! Get your badge and events here: http://coldiron.roseocon.net/.

You can find out more about the venue here: http://www.sheratonmilwaukeebrookfield.com/. There is be a discounted room rate for con attendees. We will have vendors and concessions onsite, along with prizes provided by our sponsors. We will have the D&D Adventurer's League Trading Post onsite!

Like us on Facebook to get regular updates: https://www.facebook.com/pages/Cold-Iron-Conventions/125284824150007

Greg Marks
Cold Iron Conventions

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One more day to pre-reg, don't miss out!

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In addition to running 6-09 through 6-23, we have a CORE track that includes the Before the Dawn and Shades of Ice series, along with Fangwood Keep! Can you survive this epic adventure with only the core rules!

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We've added a board game track and will be hosting Fai Chen’s Fantastical Fair (the trading post/market place for DnDAL).

There's still time to pre-reg!

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Hello CIC Con Attendees!

Milwaukee Summer Revel (MSR) 19 is coming to the Olympia Resort: Hotel, Spa and Conference Center in Oconomowoc, WI this July 10-12. We are offering D&D Adventurers League (5e) adventures, Pathfinder Society, Pathfinder CORE, Shadowrun Missions and Call of Cthulhu adventures, but are looking to add more to the schedule, so check back for updates. If you have any requests for adventures, don't hesitate to ask. Come for some of the premier organized play gaming in Wisconsin.

MSR Pre-reg is open! Get your events here: http://coldiron.roseocon.net/.

You can find out more about the venue here: http://www.olympiaresort.com/. There will be a discounted room rate for con attendees. We are also looking to host the “Eat While You Play” Saturday breakfast and have vendors and full concessions onsite! We will have the Adventurer's League Trading Post onsite!

Like us on Facebook: https://www.facebook.com/pages/Cold-Iro ... 4824150007

Greg Marks
Cold Iron Conventions

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We've add four Shadow of the Demon Lord events, the new RPG by designer Rob Schwalb. Come play this amazing dark fantasy RPG the weekend the kickstarter for it opens!

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Hello CIC Con Attendees!

Conflagration 14 is coming to the Brookfield Sheraton in Brookfield WI this March 13-15. Come for some of the premier organized play gaming in Wisconsin. We are currently offering Pathfinder Society, Shadowrun Missions and D&D Adventurers League (5e) adventures but are looking to add more to the schedule, so check back for updates. We will also once again be offering the catered breakfast! Vendors, special guests, and all the gaming fun you can handle!

Don't forget to take advantage of the CIC room block and the special convention rate. Mention the “Cold Iron Conventions Room Block” when booking your room.

Conflag Pre-reg is now open! Get your events here: http://coldiron.roseocon.net/index.php.

Greg Marks
Cold Iron Conventions

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Hello CIC Con Attendees!

Dan's Con of the Vale 15 is coming to the Brookfield Sheraton in Brookfield WI this October 24-26. We are currently offering Pathfinder Society, D&D Adventurers League, Call of Cthulhu and Shadowrun Missions adventures but are looking to add more to the schedule, so check back for updates. Come for some of the premier organized play gaming in Wisconsin. We will also once again be offering the catered breakfast! We will have a costume contest on Saturday with prizes! Snacks, Drinks, Venders, Gaming FUN!

If you have a request for something you do not see on our schedule, let us know and we will see about adding it!

We NEED GMs! Get reduced or free admission! Get room space! Earn prizes, food, rewards! Make someone's weekend and run a game!

DCV Pre-reg is now open! Get your events here: http://coldiron.roseocon.net/index.php.

Greg Marks
Cold Iron Conventions

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Hello CIC Convention Attendees,

Milwaukee Summer Revel is coming to the Brookfield Sheraton in Brookfield WI this July 11-13 and its time to pre-register! Our schedule is filling up quickly, but there are still plenty of openings. Reserve your spot at http://coldiron.roseocon.net/index.php. We have Pathfinder Society, 5th edition D&D, Call of Cthulhu, Shadowrun Missions, and Living Arcanis (schedule to be updated shortly) games, and we are looking for even more one shot adventures to fill up our schedule. Check back frequently for more offerings as we add to our schedule.

Interested in a discounted or free badge? We are looking for more judges, particularly for our Pathfinder Society events. Interested in running or playing something not on the schedule let us know! Please contact Rick Brown (lionsquest@gmail.com) if you would like to know more or if you would like to know what adventures we need the most help covering.

We will be offering a catered breakfast on Saturday, but space is limited. To get in on this limited offer, let us know when you arrive that you are interested.

Greg Marks
Cold Iron Conventions

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There will be lots of Pathfinder at Milwaukee Summer Revel, July 11-13.

http://coldiron.roseocon.net/

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Come play the latest LFR and PFS organized play scenarios at Conflagration 14, March 7-9! There is not much time left to pre-register: http://coldiron.roseocon.net/index.php . Catered breakfasts, vendors, gaming and prizes; a week of hot Wisconsin gaming! We take requests; have something you want added to the schedule, just let us know!

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Hello CIC Con Attendees!

Dan's Con of the Vale 14 is coming to the Brookfield Sheraton in Brookfield WI this October 18-20. We are currently offering Pathfinder Society, Living Forgotten Realms and D&D Next adventures but are looking to add more to the schedule, so check back for updates. Come for some of the premier organized play gaming in Wisconsin. We will also once again be offering the catered breakfast!

To take advantage of the CIC room block and the special convention rate, you can follow this link: https://www.starwoodmeeting.com/Book/CIC1013, or call (262) 364-1100, press 2 for reservations, and mention the “Cold Iron Conventions Room Block” to book your rooms.

DCV Pre-reg is now open! Get your events here: http://coldiron.roseocon.net/index.php.

Greg Marks
Cold Iron Conventions

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Pre-registration will be closing after only three more days! If you are interested in attending, please consider pre-registering as it helps us better prepare our GMs.

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Hello Conflag Attendees!

We are announcing some changes to the Conflagration Pathfinder Schedule. We have been informed that PSS4-EX Day of the Demon will not be ready in time for our show so we will be forced to remove it from the schedule. We very sorry for any inconvenience this may cause you but hope you are still interested in coming to the con.

To help fill the hole this creates in the Pathfinder schedule, we will be adding two additional adventures! We will be offering part one of Thornkeep: The Accursed Halls in slots 1 and 5 and part two of Thornkeep: The Forgotten Laboratory in slots 3 and 6 (where PSS4-Ex was previously offered). Please adjust your pre-registration schedule accordingly and thank you for your understanding.

Greg Marks

PFS Sanctioned Thornkeep: The Accursed Halls
By Richard Baker APL 1-2

Buried beneath the castle of Thornkeep lie strange passages and chambers that once belonged to a cruel Azlanti wizard of eons past. Goblins have begun excavating the so-called Accursed Halls in hopes of finding a lost goblin artifact, though their constant battles with the undead that haunt these corridors has left them blind to the dungeon’s other myriad wonders.

PFS Sanctioned Thornkeep - The Forgotten Laboratory
By Jason Bulmahn APL 2-4

The goblins of the dungeon's upper level took more than one trinket from the ancient laboratory that dwells beneath them. The wizard that created these items also performed dangerous experiments, many of which have gone out of control over the years. Stranger still, someone appears to be using the ancient equipment with sinister results.

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Hello Gamers!

Conflagration 13 runs February 22-24, 2013. Like our other quality Cold Iron Conventions offerings, we will be at the Sheraton Hotel in Brookfield Wisconsin with all games in the Wisconsin wing on the first floor. The address and phone number are 375 South Moorland Road, Brookfield, WI 53005 – (262) 364-1100.

We will have plenty of Pathfinder and Living Forgotten Realms gaming scheduled for the weekend. Pre-Reg is OPEN NOW! Look for pre-registration information at http://wiscons.roseocon.net/index.php.

Those interested in judging should email skerritthegreen@yahoo.com to gain access to the judge’s mailing list, in addition to filling out your pre-registration.

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@yahoo.com

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1 person marked this as a favorite.

Hello Gamers!

Milwaukee Summer Revel (MSR) 16 runs July 20-22, 2012, with a new/old venue! Our con is moving back to the Sheraton Hotel in Brookfield Wisconsin. The address and phone number are 375 South Moorland Road, Brookfield, WI 53005 – (262)364-1100.

We will have plenty of gaming scheduled for the weekend; Pathfinder, Living Forgotten Realms, plus many other events. Look for the schedule to be out in the next couple of weeks. Plus info about staying at the hotel. Look for more information at http://wiscons.roseocon.net/

We have added even more great events to our already packed line-up! Check out our website for Living Forgotten Realms, Pathfinder Society, Chronicles of the Shattered Empires, and Boardgamesas we add additional events periodically as they become available. You can change your pre-registration until it closes on 7/19/2012.

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@yahoo.com

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Dan’s Con of the Vale, is excited to bring another year of fun and excitement to the Tommy Thompson Youth Center in West Allis Wisconsin this October 21st to the 23rd; brought to you by Cold Iron Conventions (CIC). Come to the land of beer and cheese for a Halloween weekend packed full of Pathfinder Society, other quality organized play campaigns, endless board games, and a Halloween costume contest! We will have the following events... (although space is filling already up, pre-register today!)

Play the heights of the D&D 3.5 rules system in Paizo’s PATHFINDER campaign:
– PF-Sanctioned The Harrowing (Levels 8-10)
– PF-Sanctioned We Be Goblins! (Characters Provided)
– PSS2-23 Shadow's Last Stand I: At Shadow's Door (Levels 1-7)
– PSS2-24 Shadow's Last Stand II: Web of Corruption (Levels 1-7)
– PSS2-25 You Only Die Twice (Levels 5-9)
– PSS2-26 The Mantis's Prey (Levels 7-11)
– PSS3-01 The Frostfur Captives (Levels 1-5)
– PSS3-02 Sewer Dragons of Absalom (Levels 3-7)
– PSS3-03 The Ghenett Manor Gauntlet (Levels 5-9)
– PSS3-04 The Kortos Envoy (Levels 7-11)
– PSS3-05 Tide of Twilight (Levels 1-5)
– PSS3-06 Song of the Sea Witch (Levels 3-7)
– PSS-Intro1 In Service to Lore (Level 1)
– PSS-Intro2 To Delve the Dungeon Deep (Level 1)
– PSS-Intro3 A Vision of Betrayal (Level 1)

–Pathfinder replays: Missing an old adventure? Have friends who want to come along? We have the adventures 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.

Enjoy the RPGA’s premier and largest 4e D&D campaign in the world, Living Forgotten Realms. There is something for PCs of every level!
– ADCP3-2 From Dawn Till the Dusk (Levels 1-20)
– AGLA2-3 Sojourner's Way (Levels 1-4)
– CALI3-1 Malice of Mintar (Levels 1-10)
– CALI3-2 Menace of Memnon (Levels 1-10)
– CALI3-3 Agony of Almraiven (Levels 1-10)
– CALI3-4 Fragments of a Shattered Mind (Levels 11-20)
– CORE3-1 A Vengeful Dream (Levels 1-10)
– ELTU3-1 Good Intentions (Levels 1-10)
– ELTU3-2 Blue Wounds (Levels 1-10)
– ELTU3-3 The Way of All Flesh (Levels 1-10)
– ELTU3-4 Blue Beast (Levels 1-10)
– ELTU3-5 It's in the Blood (Levels 1-10)
– ELTU3-6 True Blue (Levels 1-10)
– EPIC3-3 The Tangled Skein of Destiny (Level 23 only)
– NETH3-1 Secrets and Shadows (Levels 11-20)
– NETH3-2 Flirting with Disaster (Levels 11-20)
– NETH3-3 Seek and Destroy (Levels 11-20)
– SPEC3-3 Dance of the Sun and Moon (Levels 1-10)
– TYMA2-3 Tying Up Loose Ends (Levels 14-17)
– TYMA2-4 Stand Against the Darkness (Levels 7-10)
– WATE2-4 Stage Misdirection (Levels 1-4)

–LFR Replay Events: Miss an old event, but have enough people who want to play it? 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://community.wizards.com/lfr.

Not a Role-playing fan? Would you rather sit around board with some friends? Want to play some minis? Interested in a competitive board game or card tourney? Want to take a slot off to relax? Enjoy our cards, miniatures and board games. Mil-Cog is teaming up with CIC to provide a full-fledged board gaming experience at the con and our non-rpg section will be dramatically expanded this year! You can come the entire weekend and never play the same game twice! We have both tournaments and games for fun!

– See a complete list of events as they are added to our website.
– Werewolf with a surprise!
– Giant sized Catan for open play!
– Racing themed open play: Large pitch car course, Formula D, and others!
– Life-sized, live action play Elf Fest
– Get a demo or play a game from the MilCog game library
– Compete in the various other tournaments being run for prizes
– Raffle for prizes; last year we had over 50 prizes!
– Silent game auction
– Industry support from some publishers / designers
– If you are interested in running a board game event, submit game events you want to run to Joe at milcoggames@gmail.com and include the following information: Your name, Game name, Number of players, Time needed to play, and a brief description.

And Much, Much More, including:

– Replays: Missing some old RPGA or Pathfinder 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.

– Open gaming all night long!

– Costume Contest and Halloween Party Saturday Night!

–Vendors: We will have game stores hawking their wares onsite. Get the latest products or just pick up a handful of new dice. Visit Lon’s Lair and several other vendors. We are looking to expand our vendors significantly for this event. If you are interested in getting a booth, contact us for details! We have more vendor booths than ever before!

– 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 October 17th. 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. The entire weekend is just $15 admission (walk in is $20) plus event fees (look for specific costs for example RPG's are $4 per slot, board games have no event fees, Magic Tourney will have a cost, etc...); lower costs for one day badges available. Parking onsite is FREE!

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 role-playing slot they judge at the convention and free admission if they judge four or more slots. All judges (role-playing and board game) will have a chance to win prizes drawn randomly every slot throughout the convention on top of free refreshments during the slots they judge. The more you judge, the more chances to win. For those judges that judge 5 or more role-playing slots we try to provide a space to sleep at the Tommy Thompson Center. We give priority to those travelling from afar. Please arrange this ahead of time with Rick Brown (lionsquest2000@yahoo.com) so we know what to expect. Prospective role-playing judges please email Gary Affeldt (gaffeldt@sbcglobal.net) to be added to our judge's list. Board game judges contact Joe (milcoggames@gmail.com). Approved role-playing clubs receive a $5 discount (email lionsquest2000@yahoo.com for approved club list or to add to the list). 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@sfp.state.wi.us

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@yahoo.com

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godsDMit wrote:


Link?

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderS ociety/general/pFSAversionToHighLevelPlay&page=4#155

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godsDMit wrote:

And at this point, what impact would that have at all? None. Why, cause 12 is the limit, and they have no current intentions of moving the limit any higher, so who cares if he gets legit credit or not?

Except that's not exactly true since Erik Mona stated on the other 12th-level thread that they are looking at high level play options above 12th-level.

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hogarth wrote:


Interesting. I'm not sure why it wouldn't be the same for other cons in other cities, then.

This was also two different cities in two different states, so it is even in different areas as well. I suspect that you just must have different levels of play activity in different areas of the country.

Back when Living Greyhawk was started the regions were created by levels of play. Its why the midwest regions were made up of only one or two states each where the western and southern regions needed several states to get up to the same levels of play. I would wager that if you ask each of the people asking for High Level play where they live, most of them are probably in the midwest, where the people who say they don't know anyone who is high level, they likely are not from the midwest.

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hogarth wrote:


Were these tables of mostly strangers, or were they folks who played together in a home game? It wouldn't surprise me to see a cluster of 12th level characters if they came from a home game.

I guess I would say neither. I knew most of the people at the tables (but I con a lot and have been around the OP world a lot) but none of the people (with the exception of the married couple) came to the cons to play together.

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teribithia9 wrote:
Mark Garringer wrote:


Yep, and that's the first one it appeared in, from what I can see. It wasn't in the version before that, from 9/15/09 (which is the earliest version that I have).

Hopefully that ends the "You knew about the cap you were in for when you started the campaign" arguement. I think those arguing in favor of a few limited above cap adventures are not arguing they were somehow short changed when the cap was lowered to 12, but rather than some people would like to play these higher level events occassionally and we would like the campaign to consider having them (rather than making 6th or 7th 1st-level PC).

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Gallard Stormeye wrote:
Sanakht Inaros wrote:
From what I've been reading and hearing, there simply aren't enough retired characters for them to really do anything yet. Doesn't mean that they won't.

Pretty much.

Like I said a moment ago, I'm at PaizoCon right now and there is not enough interest to make a table go off. What makes you think there is such an abundance of interest globally to justify the investment it takes to make more high level adventures?

That's interesting, as I have managed to run/play them at two different conventions in the midwest and we had no problems making a table. Possibly there is just a lot more play in the MW than on the coast?

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Mark Moreland wrote:
That's not what I said.

Ah, my mistake. I thought you were trying update your records to figure out the actual level of the average PC in campaign (since that was where the discussion was focused at the time). Either way, it's still good if people send you the info you are looking for.

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Thanks for your attention Erik. I look forward to seeing what you put together.

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bdk86 wrote:


People in this thread have asked "what do we (the players) need to do to for higher level events to happen". Those in charge have responded "we need data to back up that move; buy, play, and most importantly report modules to reflect this desire for high level play". To which those gathered respond: "You method is flawed/invalid and that isn't a good enough answer. Give me another one." Repeat as necessary until you reach 150+ posts.

Not exactly true. The original poster said "Why don't we have High Level play?" To which the answer was given, "Because according to our metrics there are no high level PCs." So posters began to say "Your metrics are wrong because I am high level." To which the response was "Well then, report your games correctly." To which players responded, "We would love to. How, without cheating and creating fraudulant events, would you like us to do so since we were not the event coordinators and we haven't been able to get them to report them?"

The response we were waiting for was just given by Mark Moreland a few posts ago. Everyone should email their actual complete play histories to hyrum.savage@paizo.com and Hyrum will sort it out. (That being the post immediately before yours)

I strongly encourage every single player who's data is incorrect to email their correct play histories to Hyrum so Paizo can properly base their descions off of the true numbers for the campaign.

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Mark Moreland wrote:


We've heard the request for post-12th level events. Every week we look at the sales numbers for every PFS scenario ever. And just as often we look at trends in reporting. So if you've already made your request on the boards, do everything you can to show us the need for these additional high-level events through the other two channels. Until all three metrics support high level play, it will remain a future possibility and not something we're actively devoting time and resources to.

I go back to my original question a few posts ago, how would you like players to fix the problem? I want to do what you want us to do to fix this, so tell me what that is. If con organizers don't report tables and our badgering them fails to make it happen, where would you like us to send the data? I, as would many others, be more than happy to let you know our play history so you could make more informed descions.

Basing your plans off of a data gathering system you know is deeply flawed is generally a poor idea (trust me, I'm a scientist). At best you might be able to draw some overall trends, but you certainly cannot say "There are almost no high level PCs" when you know people aren't reporting games (and assuming the players are not cheating they stop playing at 12th-level so their "reported" level will NEVER hit 12).

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K Neil Shackleton wrote:


Can you be sure that every session is being reported, and that the picture is 100% accurate? Of course not.
But you can try to make it as accurate as possible.

What would the best mechanism be for this? I see only two adventures reported of all of the PSS I've played and I have a 12th-level and several other PCs, including an 11th. If we can't rely on the various conventions we attend to report the games we play, would you suggest that individual players contact the camapign with a complete list of their play history? That seems like the only solution to your reporting problems if you are using reported games as your sole measure of high level play demand.

Just tell me where you want these play histories sent and I will get the word out in our local area (where there are roughly a dozen players with 1-2 12th level PCs).

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Erik Mona wrote:

I'm curious to hear from those folks who'd like more high-level play opportunities to speak to what exactly they would like to see us do?

To be up front about my play, I play a lot; likely more than most. I have a 12th, an 11th (who I could have retired, but I was waiting to play one last adventure with some friends), a 5th, and a 2nd. My play is woefully under reported by the conventions and gamedays I have attended. I have slightly more experience running OP campaigns than FrozenTundra and roughly on the order of Erik. I have a vested interest in playing PSS as I am not allowed to get a high level fix by playing LFR (as I manage that campaign, and have been an admin in one form or another on three other major OP campaigns). I have written more than 100 adventures for OP campaigns, and some day hope to write one as good as Erik's As He Lay Dying for LG. That's the perspective I am coming from when I answer these questions.

Erik Mona wrote:


If these options are not sufficient, what would be?

I think that the Eyes of Ten adventures were a good start and I enjoyed both playing and running them at two different conventions and a home game. Each time I ran them, players asked me when/if the players would be able to advance their PCs to level 13 or beyond. This leaves me to believe that there is an under reported mass of players who would be interested in some high level play.

Erik Mona wrote:


Adding high-level tiers to all adventures?

I think this would be a poor choice. We all know that scaling an adventure across many levels causes not only some of the combats to break down, but also causes the story to suffer (aka the little old lady who has both dire rats and ancient red dragons menacing her garden). High level play requires extra attention when writing and paying it, and I wouldn't want it to pull attention away from the good adventures PSS is already trying to put out (and I applaud the increasing story, but dislike the number of fights we've had against a single leveled humanoid who is instantly defeated by one failed save, but that is an arguement for another time).

Erik Mona wrote:


Adding more high-level adventures at the expense of low- or medium-tier events?

All OP campaigns have to balance this so based on experience I don't think we should have large numbers of high level adventures (As examples, LFR does 3 per year and LG allowed each region 1 per year). There just are more low level players, so you need more low level adventures. That said, I don't think three a year is too much to ask. They may have to be classified as two round adventures simply because high level adventures may take longer to play (combats take longer and established PCs are more emmersed in the story and RP more), but that shouldn't mean we don't have them.

Erik Mona wrote:


Special high-level scenarios at Gen Con? (High-level "megadeath" events, etc.?)

I would love this. The stories these have created from LC, LD, LG, LA, HoR and other campaigns are the stuff of legend and Erik was there for many of them. ("Six men enter, no men leave!") I think maybe having one of the adventures at PaizoCon and replayed at Gen Con (and therefore perhaps one less "regular" high level adventure), you would get a lot more people to come and play there. I for one don't play much PSS at the big cons as I know I can always pick them up at the local cons, so my time is filled with rarer games and sadly lots of meetings and seminars. A "Temple of Elemental Evil" style event would draw a lot more players and judges to PSS.

Erik Mona wrote:


What is it, exactly, that would satisfy your desire for more high-level PFS play?

I would like to see three to four of these high level (maybe level 11-14) adventures a year, with perhaps one of them being a convention special (which is released for home play later on). I am interested both in tougher combats and for more detailed role-playing and story. I love the wheels within wheels types of complicated plots. I once had a good late night discussion with Bulmahn before he moved west about what level of quality you should write and adventure for, and I refuse to believe it does our hobby any good to write the simpliest, generic adventures. Sure everyone can play them, but after awhile they don't come back. Please continue to increase the quality of PSS events (I hope to see them reach the quality of the Adventure Path adventures which are excellent), and don't forget there are lots of us who haven't been reported but have high level PCs and would love to still play them.

2/5

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 3rd to the 5th; brought to you by Cold Iron Conventions (CIC). Come to the land of beer and cheese for a Summer weekend packed full of Pathfinder and other quality organized play campaigns. We are EXPANDING this year with even more board games and a Magic tournament! We will have the following events... (although space is filling already up, pre-register today!)

Play the heights of the D&D 3.5 rules system in Paizo’s PATHFINDER campaign:
– PSS2 ADAP-2 Cult of the Ebon Destroyers (Level 7-9)
– PSS2-05 Eyes of the Ten—Part III: Red Revolution (Level 12)
– PSS2-17 Shade of Ice 2: Exiles of Winter (Level 1-5)
– PSS2-18 Forbidden Furnace of Forgotten Koor (Level 7-11)
– PSS2-19 Shades of Ice—Part III: Keep of the Huskarl King (Level 1-5)
– PSS2-20 Wrath of the Accursed (Level 7-11)
– PSS2-21 The Dalsine Affair (Level 1-7)
– PSS2-22 Eyes of the Ten—Part IV: Nothing Ventured, Nothing Gained (Level 12)
– PSS46 Eyes of the Ten—Part I: Requiem for the Red Raven (Level 12)
– PSS54 Eyes of the Ten—Part II: The Maze of the Open Road (Level 12)

–Pathfinder replays: Missing an old adventure? Have friends who want to come along? We have the adventures 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.

Enjoy the RPGA’s premier and largest 4e D&D campaign in the world, Living Forgotten Realms. There is something for PCs of every level!
– AGLA2-1 The Undumor Connection (Level 7-10)
– AKAN2-1 Set Drift (Level 11-14)
– CORE1-11 Drawing a Blank (Level 11-14)
– CORE1-7 Sovereign of the Mines (Level 7-10)
– CORE2-1 Killing the Messenger (Level 11-14)
– CORE2-6 Ripples in the Stream of Souls (Level 14-17)
– CORM2-03 Secret of the Queen of Thorns (Level 14-17)
– CORM2-04 Fury of the Queen of Thorns (Level 17-20)
– CORM2-1 For Crown and Kingdom (Level 1-4)
– DALE1-6 The Vesperin Initiative (Level 11-14)
– DALE2-4 Illsyldra (Level 11-14)
– DRAG1-3 A Stab in the Dark (Level 7-10)
– DRAG1-4 Falling Snow, White Petal (Level 4-7)
– DRAG1-5 White Petal Falling (Level 7-10)
– DRAG1-6 Night of the Fallen Petals (Level 7-10)
– DRAG2-3 Of Wild and Darkened Waters (Level 4-7)
– DRAG2-4 Into the Maelstrom (Level 7-10)
– EAST2-1 Ends and Means (Level 4-7)
– EAST2-3 Nightmares (Level 11-14)
– EPIC3-1 The Glorious Hunt (Level 21)
– EPIC3-2 Cracks in the Crimson Cage (Level 22)
– IMPI2-04 Goblins Strike Back (Level 17-20)
– IMPI2-3 Rooting Out Corruption (Level 14-17)
– LURU1-2 The Gibbous Moon (Level 4-7)
– LURU2-1 Hands that Rock the Cradle (Level 11-14)
– LURU2-3 Forgotten Crypts, Hidden Dangers (Level 1-4)
– LURU2-4 Need to Know (Level 4-7)
– MOON2-1 Darkness Falls over Moray (Level 4-7)
– PREQ3-1 Shrouded Visions (Level 1-10)
– QUES1-1 Black Cloaks and Bitter Rivalries (Level 7-10)
– SPEC2-2(P2) Tyranny's Bitter Frost (Level 14-17)
– SPEC2-2(P3) Tyranny's Perilous Bastion (Level 17-20)
– TYMA1-6 Troubled Roads (Level 11-14)
– TYMA2-4 Stand Against the Darkness (Level 7-10)
– WATE1-5 Lost in the Fog (Level 1-4)
– WATE2-4 Stage Misdirection (Level 1-4)

–LFR Replay Events: Miss an old event, but have enough people who want to play it? 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://community.wizards.com/lfr.

Not a Role-playing fan? Would you rather sit around board with some friends? Want to play some minis? Interested in a competitive board game or card tourney? Want to take a slot off to relax? Enjoy our cards, miniatures and board games. Mil-Cog is teaming up with MRS to provide a full-fledged board gaming experience at the con and our non-rpg section will be dramatically expanded this year! You can come the entire weekend and never play the same game twice! We have both tournaments and games for fun!

– D&D Board Game Challenge: D&D Board Game Challenge Want to play a D&D game without a DM? Like cooperative games? Come take the challenge of our D&D Adventure Games. Pick either Castle Ravenloft or Wrath of Ashardalon, and see if your team can get a high score! Best scores of the weekend receive prizes! 2 hours per game.
– Dominion Tournament: Fill your coffers on your way to victory in this easy to play hard to master deck building game! Winner takes home a prize.
– Get a demo or play a game from the MilCog game library
– Compete in the various other tournaments being run for prizes
– Raffle for prizes
– Silent game auction
– Industry support from some publishers / designers
– If you are interested in running a board game event, submit game events you want to run to milcoggames@gmail.com and include the following information: Your name, Game name, Number of players, Time needed to play, and a brief description.
– Miniatures: Cyprian Rift: Warships: Come learn a fast action cinematic sci-fi miniatures game. Take command of your warships deep within the Cyprian Rift and engage the enemy. In the rift is where your legacy will begin or where your name will be forgotten. Do you have what it takes to enter the rift? RULES TAUGHT! 2 hour event that will run twice during the slot.
– Magic: We are having a sealed Magic tournament. Cards will be sold onsite for this Qualifier!

And Much, Much More, including:

– Replays: Missing some old RPGA or Pathfinder 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. Visit Lon’s Lair and several other vendors. We have more vendor booths than ever before!

– 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 THURSDAY June 2nd. 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. The entire weekend is just $10 admission (walk in is $15) plus event fees (look for specific costs for example RPG's are $4 per slot, board games have no event fees, Magic Tourney will have a cost, etc...). Parking onsite is FREE!

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 convention and free admission if they judge four or more slots. Judges will have a chance to win prizes drawn randomly every slot throughout the convention on top of free refreshments during the slots they judge. The more you judge, the more chances to win. For those judges that judge 5 or more slots we try to provide a space to sleep at the Tommy Thompson Center. We give priority to those travelling from afar. Please arrange this ahead of time with Rick Brown so we know what to expect. Prospective judges please email Greg Marks at skerritthegreen@yahoo.com to be added to our judge's list. Approved role-playing clubs receive a $5 discount (email lionsquest2000@yahoo.com for approved club list or to add to the list). 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@sfp.state.wi.us

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@yahoo.com

2/5

Conflagration 11 is coming to the Tommy Thompson Youth Center in West Allis Wisconsin this March 4th to 6th; brought to you by Cold Iron Conventions (CIC). PRE-REG IS OPEN NOW! This spring weekend will be filled with lots of HOT gaming, with an entire weekend packed full of Pathfinder Society, Living Forgotten Realms, boardgames and other quality gamess. We will have the following events... (although space is filling already up, pre-register today!)

Play the heights of the D&D 3.5 rules system in Paizo's PATHFINDER campaign:
– PSS2-01 Before the Dawn—Part I: The Bloodcove Disguise: You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you. The Bloodcove Disguise is the first scenario in the two-part Before the Dawn campaign arc. Pathfinder Society Scenario #2-02: Before the Dawn—Part II: Rescue at Azlant Ridge is the sequel. Written by Crystal Frasier. This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

– PSS2-02 Before the Dawn—Part II: Rescue at Azlant Ridge: With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyone. Rescue at Azlant Ridge is the second and final scenario in the Before the Dawn campaign arc and is the sequel to Pathfinder Society Scenario #2-01: Part I: The Bloodcove Disguise. Written by Joshua J. Frost. This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

– PSS2-03 The Rebel's Ransom: The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it. Written by Jason Bulmahn. This product is a Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

– PSS2-06 The Heresy of Man I: The First Heresy: For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed "let no man be beholden to a god." While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum's defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy. The First Heresy is the first scenario in the The Heresy of Man campaign arc. Pathfinder Society Scenario #2-07: The Heresy of Man—Part II: Where the Dark Things Sleep is the sequel.

– PSS2-07 The Heresy of Man II: Where Dark Things Sleep: When a Pathfinder team in the godless nation of Rahadoum disappears, the Pathfinder Society sends the PCs to investigate. Deep beneath the sands of the small village of Wadi al-Hesr, a long imprisoned evil—responsible in part for the destruction of an ancient empire—now stirs and threatens the entire region with a deadly plague. Can the Pathfinders survive a sinister game of cat-and-mouse and escape with their lives? Where Dark Things Sleep is the second scenario in the The Heresy of Man campaign arc. It is the sequel to Pathfinder Society Scenario #2-06: The Heresy of Man—Part I: The First Heresy and is followed by Pathfinder Society Scenario #2-09: The Heresy of Man—Part III: Beneath Forgotten Sands.

– PSS2-08 The Sarkorian Prophecy: When a novice Pathfinder in the Grand Lodge of Absalom discovers an account of a long lost prophecy which may hold the key to defeating the Shadow Lodge, a team of brave agents heads into the heart of the Worldwound to recover the document. Not only do the forces of the Abyss and the demon-tainted environment stand in their way, but so does a rival team of Pathfinders set on recovering the Sarkorian Prophecy first.

– PSS2-09 The Heresy of Man III: Beneath Forgotten Sands: Beneath the desolate deserts of godless Rahadoum, the Pathfinder Society races against time to beat the traitorous Shadow Lodge to an ancient Jistkan citadel. But their rivals aren't the only obstacle in the PCs' way: the long-lost ruins teem with terrible outsiders set on manipulation and destruction, including a self-proclaimed avatar of the div god Ahriman. Beneath Forgotten Sands brings the three-part Heresy of Man series to a stunning conclusion. Beneath Forgotten Sands is the third and final scenario in the The Heresy of Man campaign arc and is the sequel to Pathfinder Society Scenario #2-07: The Heresy of Man—Part II: Where Dark Things Sleep.

– PSS2-10 Fury of the Fiend: The Pathfinder Society once again sends a team of agents into the deadly ruins of Rachikan in western Cheliax. This time, however, the Pathfinders must infiltrate a Hellknight encampment to gain access to the lost city's lower levels. Can they work their way past the suspicious soldiers and survive the ancient terrors that lurk below? Fury of the Fiend is the spiritual sequel of Fingerprints of the Fiend, though the scenarios can be played in any order.

– PSS2-11 The Penumbral Accords: The daughters of Absalom's mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family's matriarch approaches the Pathfinder Society to help her break a centuries-old pact with the denizens of the Plane of Shadow to save her twin daughters from a life of servitude at the hands of the Onyx Alliance. Heading into the fan-favorite adventuring location of Blakros Museum, the PCs have only a short amount of time to break the Penumbral Accords and solidify the Pathfinder Society's ties to the powerful Blakroses.

– PSS2-12 Below the Silver Tarn: In the rural Menador Mountains of southern Nidal, the PCs find themselves in a fog-enshrouded mining town facing a terrible fate. Silver Tarn, on the banks of which the settlement of Stom's Claim stands, has grown a mind of its own. Reaching out with strange abominations of the deep to siphon the souls of the stubborn populace, the lake hopes to release a powerful fiend bound centuries earlier by Arodenite clerics. If the PCs can't stop the Silver Tarn Entity, Stom's Claim and much of western Avistan may soon fall to a fate beyond comprehension.

– PSS2-13 Murder on the Throaty Mermaid: While on a routine mission to escort a dignitary to the mysterious Mordant Spire aboard a disreputable smuggler's ship, the PCs find themselves embroiled in a murder mystery that could jeopardize the Pathfinder Society's relationship with the isolationist elves who call the citadel home. Can the cunning Pathfinders discover who among the ship's crew of scum and villains is responsible for the crime in time to clear their own names? This murder mystery upon the open sea features a mechanic allowing for a different killer each time it's run to ensure that no amount of word of mouth will spoil the investigation for any team of canny players.

– PSS2-14 The Chasm of Screams: When the Decemvirate sends the PCs on a mission into the desolate Mindspin Mountains to retrieve a much-needed alchemical reagent from a hermitic ex-Pathfinder known as the Phitoness of Axioms, the players soon find themselves deep in the mythical howling caves commonly referred to as the Chasm of Screams. Can the brave adventurers survive the harsh environment and defeat the demented thralls of the powerful, icy master of the oft-avoided cavern? Or will their cries of pain join the chorus of tormented voices that already echoes from the Chasm of Screams?

– PSS2-15 Shades of Ice I: Written in Blood: Description to come. Written in Blood is part one of the three-part Shades of Ice campaign arc. Pathfinder Society Scenario #2-17: Shades of Ice—Part II: Exiles of Winter is the sequel.

– PSS2-16 The Flesh Collector: Description to come. A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11).

– PSS2-MotFF Master of the Fallen Fortress: A dungeon-based adventure for 1st-level characters. The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress? Master of the Fallen Fortress is a dungeon-based adventure for 1st-level characters. It also serves as an introduction to Pathfinder Society Organized Play (Paizo's constantly evolving, world-wide megacampaign). The adventure involves exploring an ancient, ruined tower and rescuing the captured Pathfinder held within. This adventure is set outside the great city of Absalom. It also contains a preview of the six new iconic characters from the Pathfinder Roleplaying Game Advanced Player’s Guide, available August 2010.

– PSS2-TGH The Godsmouth Heresy: An urban and dungeon adventure for 1st and 2nd level characters. Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric who’s weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans. The Godsmouth Heresy is an adventure for 1st-level characters. It takes place beneath the cliff-top city of Kaer Maga, an ancient prison colony turned den of thieves and refugees, fully detailed in Pathfinder Campaign Setting: City of Strangers. In addition to the adventure, which features ancient tombs, horrifying sin magic, and a crazed alchemist, this module also contains statistics for the new rune guardian constructs and a map and overview of the Godsmouth Cathedral, the city’s primary temple devoted to the Lady of Graves. This adventure is set in the frontier region of Varisia in the Pathfinder campaign setting.

– PSS56 The Jester's Fraud: Pathfinder Society Scenario #56: The Jester's Fraud. Life in Taldor is fraught with peril, especially for the crumbling noble houses of the Taldan countryside. One such house, the Bourtze Family, has fallen on hard times and they've informed the Pathfinder Society that, in exchange for a small sum of money, they'd be willing to part with a treasure trove of lore about Qadira's Grand Campaign, the 300-year invasion of Taldor. On your arrival, things quickly turn for the worse and instead of evaluating the worth of a few scraps of historical paper, you must instead retrieve one of the most dangerous artifacts in the empire. Written by James F. MacKenzie. 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.

Enjoy the RPGA premier 4e D&D campaign, Living Forgotten Realms:

– ADAP2-01 Monument of the Ancients: Panicked refugees are pouring into the port city of Phlan, fleeing from barbarian attacks in the Moonsea North. Something ominous and ancient drives the horse nomads to attack their neighbors. Poised to shatter the ancient monument keeping him from Faerun, a lost god from Toril's past sends an agent from the Elemental Chaos to herald his long-prophesized return... A Living Forgotten Realms adapted adventure set in Phlan for characters levels 11-14. To run this adaptation, you will need a copy of the adventure, which is found in issue 170 of Dungeon Magazine. Because of this, at least one person at the table needs to have a subscription to D&D Insider. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.

– ADAP2-02 The Spiral Gate: All Faerun's fate is being shaped in Netheril. You can hide behind your belief that this is all about other lands, other people, other lives, but in the end, your lands and your people will be caught up in this struggle like all the rest. So decide now. Which side are you on? A Living Forgotten Realms adapted adventure set in Hillsfar, in the Moonsea region, for characters levels 14-17 (the adventure is written for level 16 characters, so any P2 table can play, but there is no low-level/high-level split in the adaptation). To run this adaptation, you will need a copy of the adventure, which is found in issue 180 of Dungeon Magazine. Because of this, at least one person at the table needs to have a subscription to D&D Insider. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.

– ADCP3-1 Swarm of Chaos: Cleaning the infestation beneath the boughs of Cormanthor reveals that you have only scratched the surface of the true corruption. Demon cultists have infiltrated Myth Drannor and the ancient land needs your help to stop their nefarious plot. This is a two-round continuous-play Living Forgotten Realms Battle Interactive set in Myth Drannor for characters of the Heroic and Paragon tiers (levels 1-20). We expect the adventure to take about 8-10 hours of play time to complete. This adventure is combat-intensive; players who do not enjoy combat encounters are unlikely to enjoy this adventure. It is recommended, but not required, that at least three of the characters be members of the same Adventuring Company. This adventure takes place following the events of SPEC3-1 and SPEC3-2, and concludes the Roots of Corruption story that began in those two adventures, but the adventures need not be played in any particular order. This adventure is sanctioned for public play only; it is not available for private/home play.

– CORE2-04 Lost on the Golden Way: The Golden Way is one of the longest and most famous trade routes in Faerun. It stretches from the city of Telflamm on the Easting Reach all the way to Shou Lung in the exotic land of Kara-Tur. Many caravans stop at the fortified outpost of Uzbeg, near the Lake of Mists. Uzbeg has a reputation for safety and security -- so why did all of your wagons disappear last night? A Living Forgotten Realms adventure set in the Hordelands for characters levels 1-4.

– CORE2-11 The Sign of Four: Fragments of an ancient, shattered tablet have surfaced all across Faerun. Its origin is shrouded in the prophecies of a dread sorceress, but what little is known of this artifact's power is enough to concern even the Coronal of Myth Drannor. Those who seek answers must embark on a quest into the realm of eternal winter. Your greatest threat may not be the wrath of Thrym the frost titan king, but rather the moral choices you will make in order to find the truth. A two-round Living Forgotten Realms adventure set in the Elemental Chaos for characters levels 17-20. This is the first part of the Shattered Secrets series, which concludes with CORE2-12 The Sschindylryn Heresy (levels 17-20). We recommend that you allow a minimum of eight hours of playing time to complete this adventure.

– CORE2-12 The Sschindylryn Heresy: A death goddess' relic lies shattered across the Realms. The drow from Sschindylryn now seek to rejoin the fragments and uncover its secrets, in defiance of the Spider Queen. But what they will unleash is not an ally against Lolth, but a new blight upon the world. And all it needs to awaken is one word. A two-round Living Forgotten Realms adventure set in the Underdark for characters levels 17-20. This is the second and final part of the Shattered Secrets series, which began with CORE2-11 The Sign of Four (P3). Playing the two adventures in order is strongly encouraged. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.

– CORM2-03 Secret of the Queen of Thorns: The Queen of Thorns is coming to take the throne of Cormyr, but there is still time to bolster the kingdom's defenses. The race against the Queen's gathering forces is on! A Living Forgotten Realms adventure set in Cormyr for characters levels 14-17. This is the second part of the Queen of Thorns trilogy, which began in CORM1-6 Curse of the Queen of Thorns. The trilogy concludes with CORM2-4 Fury of the Queen of Thorns.

– CORM2-04 Fury of the Queen of Thorns: The kingdom of Cormyr is cursed. Prophecy warns that the Queen of Thorns will end the reign of the Obarskyr family and seize the throne for her own. Dare you stand with King Foril in his attempt to defy this terrible fate? A Living Forgotten Realms adventure set in Cormyr for characters levels 17-20. This adventure concludes the Major Quest that began in CORM1-6 Curse of the Queen of Thorns (P1) and continued in CORM2-3 Secret of the Queen of Thorns (P2). It is strongly recommend, but not required, that you play these three adventures in order.

– DRAG2-3 Of Wild and Darkened Waters: A slew of unprovoked attacks on vessels has disrupted maritime trade on the Dragon Coast. Initially thought to be the next move in an escalating war between powerful criminal factions, evidence points to a new, unannounced player in the game. Scrambling to neutralize this hidden threat, the Nine Golden Swords, Fire Knives and Westgate merchants have forged an uncomfortable alliance aimed at re-establishing the status quo. A Living Forgotten Realms adventure set on the Dragon Coast for characters levels 4-7.

– EAST2-01 Ends and Means: Less than a century has passed since the fall of Underhome; by dwarven standards, the sting of that loss is still fresh. A small but vocal group of dwarves actively seeks out confrontations with the local drow, seeking to drive them back into the depths of the Underdark. Vengeance is one thing, but at what point does it cross the line and become a senseless, endless vendetta? A Living Forgotten Realms adventure set in the East Rift for characters levels 4-7.

– EAST2-03 Nightmares: Citizens of Hammergate are suffering sleepless nights, with visions of undead horrors invading their dreams. To one gnome, these nightmares have a special meaning. You must discover the secret of her visions or no one will ever sleep peacefully again. A Living Forgotten Realms adventure set in the East Rift for characters levels 11-14.

– ELTU3-1 Good Intentions: A string of grisly murders has hit the town of Triel. Word on the street is that insanity grips the townspeople and a new cult is to blame. Are these just whispers in the dark or is there something more sinister behind it all? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of the Sinister Intentions Major Quest. This is a roleplay-intensive adventure with multiple paths for the PCs to potentially explore. We recommend that you allow 5-6 hours of play time, if possible, instead of the normal 4 hours of a convention slot.

– ELTU3-2 Blue Wounds: In the wake of the recent conflict against the Plaguechanged horde, the paladins of Elturel find themselves and their city pushed to the breaking point. The corruption of the Spellplague yet lingers in many parts of the city, and Elturel's citizens feel overlooked while Torm's faithful focus on vengeance instead of guardianship. In this chaotic environment, hero and villain alike must seek ways to work together for the common good -- or perhaps the appearance of charity merely hides an ulterior motive. A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of the Controlling Chaos Major Quest.

– EPIC3-1 The Glorius Hunt: Corellon's realm of Arvandor is known for more than its majestic forests and splendid islands. The exalted of Arvandor track down and destroy abominations in an eternal event known as the Glorious Hunt. When Corellon and his exarchs receive more than they bargained for, will you join the hunt? A Living Forgotten Realms adventure set in Myth Drannor and the Astral dominion of Arvandor for 21st-level characters. This adventure marks the premiere of the LFR Epic Campaign. This is a three-round continuous-play adventure and is expected to take about 12-15 hours of play time.

– IMPI2-04 Goblins Strike Back: The death of their leader Ekrilliek was supposed to end the threat of the goblins of Brikklext. Instead, it led to an opportunity for the demon Morthak to seize control of the goblins with promises of sweet revenge for their fallen chief. Now, with the aid of Morthak and his powerful allies, the goblins are preparing to launch a decisive attack against the people of Impiltur. Will heroes rise up to stop the impending invasion? A Living Forgotten Realms adventure set in Impiltur for characters levels 17-20. Characters who have played IMPI2-2 Wetwork and/or IMPI2-3 Rooting out Corruption may find this adventure particularly interesting.

– LURU2-3 Forgotten Crypts, Hidden Dangers: A collapse in the famous Lady’s College of Silverymoon reveals a network of forgotten catacombs. Engineers are sent down to ensure the stability of the university building, but more broods in the tunnels below than wood rot and crumbling walls. A Living Forgotten Realms adventure set in Luruar for character levels 1-4. First part of the Forbidden Lore series, ending in LURU2-4 (levels 4-7).

– MOON2-1 Darkness Falls Over Moray: Only a sliver of light separates those who profit and those who perish on the island of Moray. When that light is extinguished, it is difficult for even the greatest heroes to find their way. A Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 4-7.

– SPEC3-1 Roots of Corruption: Infestation: Two years ago, the city of Myth Drannor was overrun with vermin. While adventurers were able to purge the infestation, bigger problems at the time ensured the event was quickly forgotten. Now a familiar fungus spreads its tendrils through the ancient woods of Cormanthor, and this time it's proving harder to kill. A Living Forgotten Realms adventure set in Myth Drannor for characters of the Heroic tier (levels 1-10). This adventure occurs at roughly the same time as SPEC3-2 Roots of Corruption: Dark Seeds and is related to the events chronicled in SPEC1-3 Ghosts of the Past: Hive of Corruption.

– SPEC3-2 Roots of Corruption: Dark Seeds: The Coronal of Myth Drannor is deeply concerned by the spread of a toxic fungus in the wilds of Cormanthor. She has asked for volunteers to enter the Citadel of Fungi, a place so toxic none have even approached it in living memory. Can you eliminate the source of this unnatural corruption before it is too late? A Living Forgotten Realms adventure set in Myth Drannor for characters of the Paragon tier (levels 11-20). This adventure occurs at roughly the same time as SPEC3-1 Roots of Corruption: Infestation and is related to the events chronicled in SPEC1-3 Ghosts of the Past: Hive of Corruption.

– WATE2-3 Noble Dangers: In the finale to the Restoring Splendor major quest, you are asked to investigate an earthmote hanging over the Sword Mountains. Although the mote itself poses no apparent risk, it might harbor dangers to Waterdeep. Great heroism will be needed to face and defeat your adversaries in the skies. An ancient threat has returned, and the fates of House Moonstar and all Waterdeep may lie in the balance. A Living Forgotten Realms adventure set in Waterdeep for characters levels 11-14. The previous adventures in this Major Quest are WATE2-1 Gilding a Noble and WATE2-2 Closing a Deal.

Not an RPG fan, don't worry, we lots of board games for you!
– Dominion Tournament: Pit you wits against other players in a tournament using all the latest Dominion expansions!

– Betrayal at the House on the Hill: New spooky nights await you and your friends! The creak of footsteps on the stairs, the smell of something foul and dead, the feel of something crawling down your back – this and more can be found in the exciting refresh of the Avalon Hill favorite Betrayal at House on the Hill. This fun and suspenseful game is a new experience almost every time you play – you and your friends explore "that creepy old place on the hill" until enough mystic misadventures happen that one of the players turns on all of the others! Hours of fun for all your friends and family. Designed for 3–6 players aged 12 and up, this boardgame features multiple scenarios, a different lay-out with every game, and enough chills to freeze the heart of any horror fan.

– Castle Ravenloft: The master of Ravenloft is having guests for dinner – and you are invited! Evil lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.

- More boardgame information to come! Watch our website for more information.

– Prizes! For every board game played you will receive a raffle ticket to win a copy of one of your favorite board games; with the drawing held on Sunday.

In addition to the above we will have lots more to keep you entertained and enjoying your weekend:

– Pickup Games: Have a slot off? Want to play a board game? Got enough people to play and bringing a DDM constructed warband? Want to through down a quick game of Dominion? 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 March 1st. 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. Entrance for the weekend costs $10 for pre-registration (walk in is $15) plus event fees (RPG's are $4 per slot, boardgames and the comic show have no fee).

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 also will be given a bed in
one of the judge rooms onsite at no charge. 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@sbcglobal.net 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@sfp.state.wi.us

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@yahoo.com

2/5

Conflagration is coming to the Tommy Thompson Youth Center in West Allis Wisconsin this March 5th to the 7th; 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!)

Play the heights of the D&D 3.5 rules system in Paizo’s PATHFINDER campaign:
– PSS-29 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).
– PSS-30 The Devil We Know Part II: Cassomirs 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).
– PSS-35 Voice in the Void: Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it. Voice in the Void is a follow-up scenario to Pathfinder Society Scenario #5: Mists of Mwangi. When played together, the scenarios create a mini story arc in the famed Blackros Museum. This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
– PSS-36 Echoes of the Everwar Part I: The Prisoner of Skull Hill: A Chelish outpost deep inside the anarchic orc-controlled Hold of Belkzen has gone silent after strange fires were seen burning in the skies above. You have been sent north to investigate the disappearance and find a lost tomb long rumored to exist beneath the outpost's timber tower. When you arrive and find the place choked with monsters and hideous plant creatures from beyond the stars, your mission of exploration quickly turns to one of survival. The Prisoner of Skull Hill is part 1 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. This product is a Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).
– PSS-37 The Beggar’s Pearl: When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm. This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
– PSS-38 No Plunder No Play: The famed Chelish pirate, Captain Caradoc Alazario, infamous nephew of the mayor of Egorian and the brazen enemy of Her Majestrix's Navy, has finally been caught. Unfortunately for you, he was caught after stealing a fiendish artifact of twisted origins bound for the Grand Lodge in Absalom and is the only one who knows where that artifact came to rest off the coast of the forever rain-drenched Sodden Lands. You are charged by the Pathfinder Society to break Captain Alazario out of prison and use him to guide you to the lost artifact. Prison, pirates, and horrors of the deep await you in a land where an honest day's wage never comes honestly.This product is a Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).
– PSS-39 The Citadel of Flame: Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult.This product is a Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).
– PSS-40 Hall of Drunken Heroes: Something is afoot at Cayden's Hall, the carousing temple-pub in Absalom where Cayden Cailean's faithful pay homage to their Drunken Hero. Pathfinder agent Osprey and his demonologist companion send you to investigate the truth behind a long-rumored demonic lab said to exist beneath the temple-pub's sticky floors. A trail of murders led Osprey to Cayden's Hall and his demonologist sees clues that denizens of the Abyss are involved. It's up to you to find out what demons want with the Drunken Hero's largest temple. Bar fights, revelry, song, and drink await within the Hall of Drunken Heroes. This product is a Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).
– PSS-41 The Devil We Know Part III: Crypt of Fools: Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues gathered there, you must explore Old Cassomir and find secret locations that lead you to the source of the spree: the long lost Crypt of Fools. Crypt of Fools is part 3 of the The Devil We Know series. Parts 1 and 2 can be played in any order, but parts 3 and 4 must be sequentially after 1 and 2. This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
– PSS-42 Echoes of the Everwar Part II: The Watcher of Ages: Hundreds of years ago a once mighty fortress in Cheliax sank into the earth and was forever destroyed. You are sent there to catalog the ruins, known as the Collapsed Halls, and to find the rumored hidden tomb of an Osiriani concubine. After clearing the ruins of hideous beasts, you explore deeper into the ruins than anyone before you and uncover a malevolent intelligence that has watched Golarion for more than 5,000 years. Worse, he knows you're coming. The Watcher of Ages is part 2 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. This product is a Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

Enjoy the RPGA premier 4e D&D campaign, Living Forgotten Realms:
– ADCP The Paladins' Plague: The leaders of Elturel are concerned about the plagueland a few miles outside the city, which has recently begun spewing out even more twisted monstrosities than usual. The paladins have put out a call for adventuring companies to send their best and bravest explorers to venture to the border, if not into the plagueland itself. The expedition's charter is to bring back any information about the horrors within and what might be causing the increase in Spellplague activity. This is a very dangerous assignment, but also one that offers adventurers the chance to make a name for themselves by braving one of the most dangerous and least understood threats in all of Faerun: an active plagueland. The Paladins' Plague is a two-round continuous-play Living Forgotten Realms Battle Interactive set in Elturgard for characters levels 1-17. This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure. All of the characters in the party must be within a single level band (1-4, 4-7, 7-10, 11-14, or 14-17). It is recommended that at least three of the characters be members of the same Adventuring Company. This adventure takes place after the events of the various SPEC2-1 adventures, but playing the adventures in order is not required. This adventure may only be run at Wizards Play Network (WPN) Public Play events. It may not be sanctioned for Private Play.
– BALD1-5 The 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. ALiving Forgotten Realms adventure set in Baldur’s Gate for characters levels 7-10. This adventure is part of the "Fey Gates of the Sea of Swords" Major Quest. MOON1-5 Lost Love is also part of this same quest, but these two adventures may be played in either order. The quest concludes in BALD2-1 Turning Point.
CORE1-15 Where Dragons Die: Netheril’s influence is expanding alarmingly and the Silverstars of Selûne are becoming desperate. The task of finding a weapon suitable for battling this expansion has fallen to you and your only clues take you to a place where mortals dare not tread. A Living Forgotten Realms adventure set near Netheril for characters levels 11-14. The third part of the Bane of Shadows trilogy.
– CORE1-17 Finding Harmony: A prophet and his followers are leaving Thesk and looking to start a new life. Heroes are needed to protect them on their travels and aid them in finding a new home? A Living Forgotten Realms adventure set in the Hordelands for characters levels 4-7.
– CORE2-1 Killing the Messenger: An ancient drow city, long thought dead, has begun to stir and a battalion of Zhentarim soldiers marches to support it. Can you discover who is behind this unlikely partnership? A Living Forgotten Realms espionage adventure set in the Underdark for characters levels 11-14. Sequel to QUES1-1 Black Cloaks and Bitter Rivalries.
– CORE2-2 Rising of the Dark: During the rise of the Netheril Empire, many battles were fought. One battle sank a Netherese ship, sending it between the waves of the Sea of Fallen Stars. There it lay for many years, vessel and cargo forgotten. Until now... A Living Forgotten Realms adventure set in the Sea of Fallen Stars for characters levels 11-14.

– CORE2-3 High Infidelity: The fabled earthmote stronghold Yaulazna has temporarily opened for commerce. When one of the legendary Five Companies’ skyships comes into port, a treacherous plot begins to unfold. Will you have the grit and daring to save the day? A high-flying Living Forgotten Realms adventure set in the skies above Faerûn for characters levels 14-17. This adventure begins a Major Quest.

– EAST1-6 The Fardrop Incident: The Crafty Kobold Salvage Company has lost contact with an expedition to the ruined outpost of Fardrop. The mission is simple, but the true situation is far more complicated than the dwarves realize. A Living Forgotten Realms adventure set in the East Rift for characters levels 7-10.

– LURU1-7 Demonic Dealings: Deep in the Glimmerwood the Uthgardt Barbarians keep the orcs of Luruar in check. A new ally to the orcs changes the balance of power. House Itharwen, unfortunate victims of the new alliance are seeking heroes to recover their losses in this battle. A Living Forgotten Realms adventure set in Luruar for characters levels 7-10.

– IMPI1-7 Masquerade: A scheming noble’s plan may have placed his only daughter in danger, forcing the desperate man to plead for help from outsiders. But political intrigue is not the only game in Impiltur — nor the most dangerous. A Living Forgotten Realms adventure set in Impiltur for characters levels 4-7.

– 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 mini-campaign, but it is not required.

– MINI1-4 Coaxing the Flame: Your discoveries regarding a fire cult operating in the Windrise Ports brings you to the city of Harglast You believe the leader of this cult is in town. Now begins the frenzied race to find him. A double-length Living Forgotten Realms adventure that is part of the Embers of Dawn mini-campaign set in Harglast 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.

– MINI1-5 Pyrophobia: Lone survivors. Run. Flames. Madness. Run. Trails of Smoke. Watching eyes. RUN! You have thwarted the fire cult's summoning, but at what price? Can you escape the fire cult's advances and reveal their true leader? A double-length Living Forgotten Realms adventure that is part of the Embers of Dawn mini-campaign set in Tarmalune for characters levels 1-4.

– MINI1-6 Quench the Fire of the Raging God: Though your allies are bloodied and decimated, you remain determined to quench the threat. Tracking the remains of the cult to Imdolphyn you find aid in short supply as the final reckoning approaches. A Living Forgotten Realms adventure that is part of the Embers of Dawn mini-campaign set in Imdolphyn 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.

– MOON1-5 Lost Love: Moonshadow, an old eladrin adventurer, has been missing for years. Though long enough to beforgotten by man, an eladrin’s life is much longer than most. An old love seeks to learn his fate.This adventure begins or continues the Fey Gates of the Sea of Swords major quest that started inBALD1-5 Lost Refuge. A Living Forgotten Realms adventure set in The Moonshae Isles for characterslevels 7-10.

– MOON1-6 Black Heart: As if the lycanthropes of Moray, the giants of Oman and the beasts of Norland were not enough, something evil and dangerous lurks in the dark corners of what used to be the most civilized island of the Moonshae. Occupied Snowdown has need for heroes, and soon. Choose your friends well and your enemies even better. This is the conclusion of “The Fisherman” major quest. A Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 11-14.

– MOON1-7 Treasure Hunt: An old bard’s tale, a sunken ship, and a foreign captain: Secrets lost for decades may come to light if you embark on this treasure hunt. You may find riches or be the main course on some beast’s table. A Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 7-10.

– MOON2-1 Darkness Falls Over Moray: Only a sliver of light separates those who profit and those who perish on the island of Moray. When that light is extinguished, it is difficult for even the greatest heroes to find their way. A Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 4-7.

– SPEC2-1 The Blue Fire Chronicles: Each of the five SPEC2-1 adventures (Scourge of Scornubel, Dogs of War, The Morning Lord's Laughter, Blinking Eye of Fire, and Scout's Honor) covers a single level band. These adventures occur at various locations within the region of Elturgard, and take place shortlybefore the events of ADCP2-1 The Paladins' Plague. Certain key NPCs and locations appear in most or all of the SPEC2-1 adventures, but the individual SPEC2-1 adventures are not directly connected to each other (each is a standalone adventure). Players who participate in one or more of the SPEC2-1 adventures before playing ADCP2-1 might find that they understand certain events a bit more clearly, but this is not required, and we do not expect anyone to play the five SPEC2-1 adventures in any particular order. Even if you never play ADCP2-1, the SPEC2-1 adventures were designed to be logical, consistent, and complete on their own. The five SPEC2-1 adventures are treated as separate adventures for purposes of the replay rule: an individual PC may play each of the five SPEC2-1 adventures when the character is of an appropriate level.
o SPEC2-1 H1 The Scourge of Scornubel: The paladins of Elturgard are at wits’ end; bandits are looting the trade city, Scornubel. With the depletion of much-needed resources, someone needs to flush the bandits out of their nests -- and perhaps become local heroes in the process. ALiving Forgotten Realms adventure set in Elturgard for characters levels 1-4.

o SPEC2-1 H2 Dogs of War: The paladins of Elturgard cannot tolerate a threat from the gnolls of the Reaching Woods at this time. Will heroes step forward to undertake a risky mission to foil the gnolls and their demon allies? A Living Forgotten Realms adventure set in Elturgard for characters levels 4-7.

o SPEC2-1 H3 The Morninglord's Laughter: Three years ago the outpost of Fort Morninglord underwent a terrible catastrophe, and the leaders of Elturgard proclaimed that any who even approached the haunted place would be arrested. Now it appears that something locked inside the sealed fortress might be needed for an upcoming battle. A Living Forgotten Realmsadventure set in Elturgard for characters levels 7-10.

o SPEC2-1 P1 Blinking Eye of Fire: The second sun above Elturel blesses the land with never-ending light. But deep beneath the streets lurk things determined to see night fall. A Living Forgotten Realms adventure set in Elturgard for characters levels 11-14.

o SPEC2-1 P2 Scout's Honor: Amongst the towering trees of the Forest of Wyrms live countless serpents, dragons and other fell creatures that few dare brave. Only the strongest adventurers can best the dangers within and help the paladins of Elturgard achieve victory. A Living Forgotten Realms adventure set in Elturgard for characters levels 14-17.

– 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.

– TYMA1-6 Troubled Roads: A group of young scholars from Ruinspoke has gone missing in the capital city of Djerad Thymar. Although their academy insists that they are simply on a research trip, their families believe otherwise, and the leader of House Jalt has asked you to help. A Living Forgotten Realms adventure set in Tymanther for characters levels 11-14.

– WATE1-7 The Missing and the Misssed: In a city built on closely guarded secrets, nothing goes unnoticed—including the strange disappearance of some of the town’s poorest residents. While some remain indifferent to the plight of the missing, a City Watchman is determined to give justice to those who have nothing else. A Living Forgotten Realms adventure set in Waterdeep for characters levels 4-7.

– LFR Replay: Did you miss an LFR adventure that has already come out? Well we have a complete library and plenty of judges. If you can find enough like minded players, we can make you missed event happen!

Battle the minions of the Adversary during colonial times in WITCHHUNTER: DARK PROVIDENCE:
–Witch Hunter replays: Missing an old adventure? Have friends who want to come along? We have the module and the judges.

And Much, Much More, including:

– Dominion Tourney: Come play an organized tournament of Dominion containing all the expansions and promo cards! "You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner. But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents would be delighted." Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play -- leading to immense variety.

– 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 1st. 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 at no charge. 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@sbcglobal.net 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@sfp.state.wi.us

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@yahoo.com

2/5

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!

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.

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!

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@gmail.com 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@sfp.state.wi.us

See you at the show!

Greg Marks
Cold Iron Conventions
skerritthegreen@yahoo.com


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!)

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.

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/.

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@yahoo.com 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@sfp.state.wi.us

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@yahoo.com

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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 Pathfinder and other quality organized play campaigns. We will have the following events... (although space is filling already up, pre-register today!)

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

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.

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@sbcglobal.net 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@sfp.state.wi.us

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@yahoo.com