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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