| Skerrit |
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
| meatrace |
As someone who used to attend this show every year, I highly recommend it if you are in the area.
Jason Bulmahn
Lead Designer
Paizo Publishing
Yeah are you from WI too? I live in Madison myself and attended GenCon every year from 1996 to the last year in Milwaukee.
Hey Paizo! Bring big gaming back to Milwaukee! :P