Conflagration X; West Allis WI; March 5th to the 7th

Post/Author/DateTimePost
#1

Skerrit

Feb 13, 2010 8:53:39

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!)

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.


  • 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.

 


  • 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.

 


 


  • 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.

 


  • 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.

 


 


  • 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.


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).


 


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 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

Skerrit

Mar 01, 2010 7:07:14
Pre-reg closes today!