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RPGA Dungeons & Dragons at Council of Five Nations XXXI (2008)


RPGA Dungeons & Dragons at Council of Five Nations XXXI (2008)

October 10-12, 2008

Last Update:  Wednesday, September 10, 2008

Friday Afternoon  2:00-6:00 PM  (Slot A)

RPGA Dungeons & Dragons * Dungeons & Dragons
A-RPGA * $ 2
Game Master: RPGA GMs * 24 Players
RPGA events in this time slot:
  • BALD1-1: Flames of Initiation (LFR)
  • COR8-01: Machinations (LG)
  • COR8-06: Entrapment (LG)
  • CGR: Any Greyhawk Ruins Catch-up (LG)
Please see the RPGA scenario descriptions at the end of the event listings for full info. Please also use the Warhorn.net registration to reserve a spot in a specific game, but use the event code above to purchase a ticket for any RPGA game in this time slot. Beginners encouraged.


Friday Night  7:00-11:00+ PM  (Slot B)

RPGA Dungeons & Dragons * Dungeons & Dragons
B-RPGA * $ 2
Game Master: RPGA GMs * 36 Players
RPGA events in this time slot:
  • CORE1-01: Inheritance (LFR)
  • EAST1-1: These Hallowed Halls (LFR)
  • COR8-03: Aspirations (LG)
  • KEO8-02: The Daunting Spire (LG)
  • SHE8-02: A Sight for Sore Eyes (LG)
  • CGR: Any Greyhawk Ruins Catch-up (LG)
Please see the RPGA scenario descriptions at the end of the event listings for full info. Please also use the Warhorn.net registration to reserve a spot in a specific game, but use the event code above to purchase a ticket for any RPGA game in this time slot. Beginners encouraged.


Saturday Morning  9:00 AM - 1:00 PM  (Slot C)

RPGA Dungeons & Dragons * Dungeons & Dragons
C-RPGA * $ 2
Game Master: RPGA GMs * 42 Players
RPGA events in this time slot:
  • CORE1-02: The Radiant Vessel of Thesk (LFR)
  • IMPI1-1: Alone (LFR)
  • COR8-04: Bridge over Svartjet (LG)
  • COR8-08: Lost Souls Eternal (LG)
  • KEO8-03: Forest of Two Kingdoms (LG)
  • SHE7-07: Prophecies (LG)
  • CGR: Any Greyhawk Ruins Catch-up (LG)
Please see the RPGA scenario descriptions at the end of the event listings for full info. Please also use the Warhorn.net registration to reserve a spot in a specific game, but use the event code above to purchase a ticket for any RPGA game in this time slot. Beginners encouraged.


Saturday Afternoon  2:00 PM - 6:00 PM  (Slot D)

RPGA Dungeons & Dragons * Dungeons & Dragons
D-RPGA * $ 2
Game Master: RPGA GMs * 36 Players
RPGA events in this time slot:
  • SPEC1-1: Whispers of the Zhentarim(LFR)
  • LURU1-1: Slivers of Eaerlann (LFR)
  • COR8-07: Celebrations (LG)
  • COR8-10: Chains of Darkness (LG)
  • KEO8-04: The Secret (LG)
  • CGR: Any Greyhawk Ruins Catch-up (LG)
Please see the RPGA scenario descriptions at the end of the event listings for full info. Please also use the Warhorn.net registration to reserve a spot in a specific game, but use the event code above to purchase a ticket for any RPGA game in this time slot. Beginners encouraged.


Saturday Evening  7:00 PM - 11:00+ PM  (Slot E)

RPGA Dungeons & Dragons * Dungeons & Dragons
E-RPGA * $ 2
Game Master: RPGA GMs * 24 Players
RPGA events in this time slot:
  • MOON1-1: Nature’s Wrath (LFR)
  • COR8-12: Foundations (LG)
  • KEO8-05: The Last Stand (LG)
  • CGR: Any Greyhawk Ruins Catch-up (LG)
Please see the RPGA scenario descriptions at the end of the event listings for full info. Please also use the Warhorn.net registration to reserve a spot in a specific game, but use the event code above to purchase a ticket for any RPGA game in this time slot. Beginners encouraged.


Sunday Morning  9:00 AM - 1:00 PM  (Slot F)

RPGA Dungeons & Dragons * Dungeons & Dragons
F-RPGA * $ 2
Game Master: RPGA GMs * 36 Players
RPGA events in this time slot:
  • CORE1-02: The Radiant Vessel of Thesk (LFR)
  • WATE1-1: Heirloom (LFR)
  • CORS8-02: Wheels Within Wheels (LG)
  • KEO8-06: Aftermath (LG)
  • SHE8-03: Bloodlines (LG)
  • CGR: Any Greyhawk Ruins Catch-up (LG)
Please see the RPGA scenario descriptions at the end of the event listings for full info. Please also use the Warhorn.net registration to reserve a spot in a specific game, but use the event code above to purchase a ticket for any RPGA game in this time slot. Beginners encouraged.


Sunday Afternoon  3:00 PM - 7:00 PM  (Slot G)

RPGA Dungeons & Dragons * Dungeons & Dragons
G-RPGA * $ 2
Game Master: RPGA GMs * 18 Players
RPGA events in this time slot:
  • CORE1-03: Sense of Wonder (LFR)
  • BALD1-1: Flames of Initiation (LFR)
  • CGR: Any Greyhawk Ruins Catch-up (LG)
Please see the RPGA scenario descriptions at the end of the event listings for full info. Please also use the Warhorn.net registration to reserve a spot in a specific game, but use the event code above to purchase a ticket for any RPGA game in this time slot. Beginners encouraged.



RPGA Dungeons & Dragons

Event Descriptions


The Plots Come Full Circle

2008 marks the end of the Living Greyhawk campaign; bring your hardiest characters to the epic conclusions of the storylines so many players have come together to create and enjoy. We will offer the conclusion arc for the Kingdom of Keoland, as it faces the darkest hour in its history, with an army approaching the until-now-inviolate center of the Kingdom, daring to confront the Lion Throne at Niole Dra. We are also offering the intrigues of Honor Among Thieves, the twisting plots which will turn the wheel of the great ship of state of the Gem of the Flanaess. Finally, we will offer the world-shaking (perhaps even world-rending!) adventures in the Ascension arc, as Old Wicked shapes his plans and ambitions for all the world.

And a new cycle begins

2008 also marks the beginning of the Living Forgotten Realms campaign, returning to the world of Faerun for a new generation of play, featuring the new 4th Edition Dungeons and Dragons game. We will offer a full track of Living Forgotten Realms adventures, including a very special event.

This year at Council of Five Nations, we are privileged to be among the two conventions able to offer the Northeast region's premiere of a special Living Forgotten Realms adventure, SPEC1-1 Whispers of the Zhentarim. This adventure premiered at GenCon 2008, and will only be available to play at conventions until 2009! Sign up early so that we can prepare enough judges for this special event!


Jonathan Choy, our RPGA Czar , has lined up a great weekend of RPGA D&D sanctioned events.


LIVING FORGOTTEN REALMS

BALD1-1 Flames of Initiation (Living Forgotten Realms - D&D 4e)

By Otávio A. Gonçalves. You have come to the city of Baldur’s Gate in search of adventure and quickly discover the Flaming Fist, one of the largest and most powerful mercenary companies in all Faerûn. To survive in this teeming metropolis, you must prove both your physical and political prowess, and the challenges you will face might turn out to be far more complicated than you imagined. A Living Forgotten Realms adventure set in Baldur’s Gate for characters levels 1-4.

CORE1-01 Inheritance (Living Forgotten Realms - D&D 4e)

By Pieter Sleijpen. When the Netherese conquered Sembia those who objected were either killed or forced to flee. Decades later, a young man inherits a key to the family vault abandoned seventy years earlier. Desperate for money, he hires you to retrieve its contents in a gamble that something worthwhile is still there. A Living Forgotten Realms adventure set in Sembia for characters levels 1-4.

CORE1-02 The Radiant Vessel of Thesk (Living Forgotten Realms - D&D 4e)

By Shawn Merwin. Rumors of a great item, touched by divinity, have traveled across Faerûn. Those with an interest in possessing the item and benefiting from its power have sent agents to find it, but no one seems to know what or where it is. A Living Forgotten Realms adventure set in Thesk for characters levels 1-4.

CORE1-03 Sense of Wonder (Living Forgotten Realms - D&D 4e)

By M. Sean Molley. You are summoned to help a cleric of Gond Wonderbringer, who seeks the location of a lost temple to the Lord of All Smiths. Think of all the marvelous inventions, lost since the Spellplague came crashing down on the nation of Lantan, that might lie waiting to be rediscovered and brought back to the lands of Faerûn! A Living Forgotten Realms adventure set in the Nelanther Isles for characters levels 1-4.

EAST1-1 These Hallowed Halls (Living Forgotten Realms - D&D 4e)

By Bill Benham. 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.

IMPI1-1 Alone (Living Forgotten Realms - D&D 4e)

By Creighton Broadhurst. 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.

LURU1-1 Slivers of Eaerlann (Living Forgotten Realms - D&D 4e)

By Creighton Broadhurst. Luruar is a haven of peace and culture surrounded by howling wilderness studded with lost ruins, hidden temples, and the lairs of foul, vicious creatures. Things that are lost, however, do not always stay so and some things hidden refuse to remain in darkness. A Living Forgotten Realms adventure set in Luruar for characters levels 1-4.

MOON1-1 Nature's Wrath (Living Forgotten Realms - D&D 4e)

By Michael Mockus. Faith in Chauntea runs strong amongst the Ffolk, and the village of Warlsbry is no exception. The village has fallen from favor and now the beasts of field and sea bring their wrath against the village. You must return the village to her good graces or it will not survive the coming winter. A Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 1-4.

WATE1-1 Heirloom (Living Forgotten Realms - D&D 4e)

By Claire & Keith Hoffman. An old tutor asks the adventurers to recover a stolen family heirloom for a down-on-their-luck Waterdhavian noble family. A Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4.

SPEC1-1 Whispers of the Zhentarim (Living Forgotten Realms - D&D 4e)

By Shawn Merwin and M. Sean Molley. Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A 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.


LIVING GREYHAWK

CGR-Any Greyhawk Ruins Catchup (Living Greyhawk - D&D)

By Various. Sign up for this slot to arrange a Greyhawk Ruins adventure during the con. These adventures are more-restrictive Living Greyhawk adventures which can be played only by a Greyhawk Ruins character, which have special creation rules detailed on the Living Greyhawk home page. Please contact the con coordinator to manage these tables, as they will likely need to be pre-mustered to coordinate players and judges. Signups for this at the con will be severely limited, and an updated schedule of these slots will be posted to the various regional LG lists a week before the con.

COR8-01 Machinations (Living Greyhawk - D&D)

By Brad Lester. The wealth and glamour of the Gem of the Flanaess mask a fierce power struggle among Greyhawk's ruthless elite. Factions plot against each other beneath a veneer of civility where even indirect details can trip up the most careful of schemers. Those who ask questions will learn too much, but in Greyhawk, innocence is not a defense and ignorance is never bliss. Parties skilled in stealth or guile will flourish. A one-round core adventure set in the Free City of Greyhawk for characters levels 1-15 (APLs 2-12) and the first intrigue of “Honor Among Thieves.”

COR8-03 Aspirations (Living Greyhawk - D&D)

By Greg Hanigan, Ronald Lundeen. Powerful residents in the Gem of the Flanaess suspect that someone on the Directing Oligarchy may be working with Greyhawk's greatest enemy. As their hands are tied and their moves are watched, it falls to a group of heroes to uncover this plot and follow wherever it leads. Parties skilled in stealth, guile, or force welcome. A one-round core adventure set in the Domain of Greyhawk for characters levels 1-15 (APLs 2 to 12) and the second intrigue of “Honor Among Thieves.”

COR8-04 Bridge over Svartjet (Living Greyhawk - D&D)

By Jeff A. Dobberpuhl, Ken Jenks and Sam Shyamani. Deep below the western mountains, ancient evils once defeated stir from the pyre of their defeat. A one-round core adventure set in the March of Sterich for characters level 1-15 (APL2-14). The fifth and final adventure in the "Gloom and Disunion Cycle".

COR8-06: Entrapment (Living Greyhawk - D&D)

By Britt Frey, Joseph Selby, Dave Kayserman, Joe Fitzgerald. Old Wicked has set in motion a plot years in the making and two of the most powerful wizards on Oerth, once allies, seem to stand on different sides. You must choose between them; pray that you make the correct choice. Part two of "Ascension" the final core plot arc for the Living Greyhawk campaign and the conclusion of "The Idyll of Tysiln", a Sheldomar Valley plot arc. A two-round core adventure of investigation, danger, and wheels within wheels, set in the City of Greyhawk, the Valley of the Mage, and realms beyond for characters levels 5-15 (APLs 8-16).

COR8-07 Celebrations (Living Greyhawk - D&D)

By Shawn Merwin. The centennial of Greyhawk City's independence from the Great Kingdom is here. For most, the weeklong festivities are a celebration of the Gem of the Flanaess, featuring the best Greyhawk has to offer. For a few, exultation quickly turns to terror as the gala cloaks deadly intentions. A one-round core adventure set in the Domain of Greyhawk for characters level 1 to 15 (APLs 2 to 12) and the third intrigue of Honor Among Thieves.

COR8-08: Lost Souls Eternal (Living Greyhawk - D&D)

By Colleen Simpson. You find yourselves in a race against time and the servants of an ancient foe with an island of ill-repute as your destination. Your mission is to discover, and return with, what your rivals wish to obtain... if you can. Fighters, clerics and diplomats are highly recommended. Not recommended for those with a fear of the sea or a dislike for water. A one-round core adventure set in the Splintered Suns meta-region for PCs of levels 4-15 (APLs 6-16). Part three of the Ascension arc.

COR8-10: Chains of Darkness (Living Greyhawk - D&D)

By Pieter Sleijpen. Old Wicked One is on the verge of success and the forces of good are desperately looking for ways to stop him. When Tenser hears of knowledge hidden on the Abyss, he suspects a trap, but he cannot ignore any chance for a victory however slim it might be and Iuz is not without enemies in that place. So now he is looking for adventurers, hoping that they have an easier time to remain undetected in that dismal place than he would have. Are you willing to go in his stead? A two-round core adventure set in the Abyss for character levels 9 to 15 (APLs 10-16). Part four of the Ascension arc.

COR8-12 Foundations (Living Greyhawk - D&D)

By Eric Menge. The City of Greyhawk teeters on the edge of revolution. The Directing Oligarchy is in shambles, and the constabulary holds the city together by a thread. As the political rivalry between the Lord Mayor and the High Priest of St. Cuthbert escalates, the very future of the Gem of the Flanaess lies in the balance. A one-round core adventure set in the Free City of Greyhawk for characters level 1-15 (APLs 2-12) . The fourth and final intrigue of Honor Among Thieves.

CORS8-02: Wheels Within Wheels (Living Greyhawk - D&D)

By Britt Frey. Iuz's magnum opus of power and deception nears its climax. While the gods quake at the consequences of his possible success, the nations of Oerth fight amongst themselves, unaware of what is truly going on in the abode of evil on Oerth. Choose your allies carefully; the fate of Oerth lies in your hands. Part five and the conclusion of Ascension, the final core plot arc for the Living Greyhawk campaign. A two-round Core Special adventure set in the Free City of Greyhawk, Dorakaa, and realms beyond for character levels 8 15 (APLs 10 to 16.) This adventure includes untiered encounters and is the finale adventure for the campaign.

KEO8-02: The Daunting Spire (Living Greyhawk - D&D)

By Dave Guerrieri. Baron Malweig of Dilwych requests your assistance, asking you to venture forth to an ancient dangerous site, breech its defenses, and find weapons for use in the coming battles. A Keoland Regional adventure for APLs 4-12.

KEO8-03: Forest of Two Kingdoms (Living Greyhawk - D&D)

By Judy 'jr' Rudolph and Phineas Walsh. A thousand years ago, fleeing the destruction of the Twin Cataclysms, twelve Suel tribes migrated east through what became known as Slerotin's Pass. Three remained in the Sheldomar Valley: the Rhola and their Lizhal allies, the Neheli and their Linth allies, the Lerara.... and their Malhel masters. A thousand years in the Far Realms may have altered the physical form of the Malhel, but their motive remains the same; it's time to Rejoin the Empire. The finale of the Forest series [KEOIS5-04 Forest of Iron, KEO6-02 Forest of Ribbons, KEO6-07 Forest of Scales, KEO7-08 Forest of Caverns, KEO8-01 Forest of the Outlands] for APLs 8-16.

KEO8-04 The Secret (Living Greyhawk - D&D)

By Jay Stypinski and Brian Benoit. It is Keoland's hour of need, and the Count Orloc has gone missing. A call has gone out to all adventurers to find him, so he can help stand against the army of The Returned. But will the Count's secret unite the kingdom...or divide it? A one round Keoland Regional adventure for APLs 2-12. Note: PCs who have the Disfavor or Wrath of Holphin Neheli may not participate in this adventure.

KEO8-05 The Last Stand (Living Greyhawk - D&D)

By Tony Antonich. You have heard the rumors and seen the signs, the Army of the Returned moves closer to the capital of the kingdom. Heroes from around the land have been called upon to help with Niole Dra’s defense, and you are among them. But Lashton has other plans for you. Can you do his bidding and still stand with your king to defend the jewel of the Sheldomar. A Keoland regional adventure for apls 6-14. This adventure will be of particular interest to patriots of Keoland.

KEO8-06 Aftermath (Living Greyhawk - D&D)

By Dave Guerrieri. So this is what war is really like. Death... Violence... Carnage. No corner of Keoland is untouched. The powers that be ask for your aid in the aftermath. What becomes of Keoland, and its citizens. The final Keoland regional adventure for APLs 4-14.

SHE7-07 Prophecies (Living Greyhawk - D&D)

By Dennis Waltman. A Prelate is worried about the priests he sent to investigate a sinkhole that disturbed a graveyard that no one knew was there. Those he sends find far more going on than he suspects. Prophecy is dangerous for all involved; trying to fulfill or decrypt one can have unfortunate consequences – to do so with dozens can be catastrophic. A Sheldomar Valley metaregional adventure for APLs 8-16. Note: This adventure is of particular interest to Squires and Knights of the Watch and Dispatch and those with the Enmity of the Knights of the Watch and Dispatch. This adventure can run long, especially at higher APLs.

SHE8-02: A Sight for Sore Eyes (Living Greyhawk - D&D)

By Steven Hess. A plague of blindness and a wave of violence directed at refugee Olman communities all over the Sheldomar Valley have been revealed as a plot by cultists of Tezcatlipoca, the evil Olman deity of light and darkness, to bring back the old ways of sacrifice and subservience. Even now, innocent hostages are gathered for a dark sacrifice, and evil things flock to the banner of the Smoking Mirror. Your guide is the voice of a ten-year-old child, one of many whose death on the altar may bring about the birth of a hideous evil into the world. A Sheldomar Valley metaregional adventure for APLs 10-14 and Part 3 of the Not One of Us series.

SHE8-03 Bloodlines (Living Greyhawk - D&D)

By P. Dennis Waltman and Michael D. Moore. Dire prophesies move toward fulfillment, and a dark shadow looms over the entire region. Your wits, skill, courage, and might will determine the ultimate fate of the entire Valley. Secrets long held will be revealed, but whether they can survive will depend on the honor and dedication of the heroes and heroines called upon this service. You have come to the city of Hochoch, each for your own reasons, but something has drawn you to this place. A Sheldomar Valley Meta-Regional adventure for APLs 8-16. It is recommended that each party have a Knight or Squire of the Watch or Dispatch. The adventure is doable without such a character, but teams with Knights and Squire may have advantages. Note: This adventure will be of particular interest to members of the Knights of the Watch and Dispatch, especially those of the Line of Trilesimain, and anyone concerned with the fate of the Sheldomar Valley.



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Please click here to read the pre-registration booklet informational text (the stuff besides the event listings... see below)

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Pages highlighting our Game Events

Please click here to go to the Chronological listing of all events.

Please click here to see the list of Kid Friendly events.

Please click here to see the listing of all the RPGA D&D games.

Please click here to see the listing of all the Historical Miniatures events.

Please click here for the Star Fleet Battles tournament page.

Please click here to see the list of TC Realms D&D events.

Please click here to see the list of the FCS D&D events.

Please click here to see the series of offerings from The Gathering
(Fellowship of the White Star, Witch Hunter: Dark Providence & The Pathfinder Society)




If you have any questions, please email us at Council@swa-gaming.org



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