Dungeons & Dragons 3.5 Edition
by Wizards of the Coast

Benefit

Heroes of Ribhus

Living Arcanis

Living Greyhawk

Non-RPGA

RPGA

D&D Challenge

D001 Torrand’s Tribulations XX The Castle Between the Worlds by Kim Anglace & Jon Machnicz. “Looking for brave adventures willing to risk life and limb in order to solve a mysterious curse. Little Reward offered. The curse of an evil enchantress has plunged Castle Clandis into ruin. Unravel the mystery of the curse. Restore the castle. Come back alive. The faint of heart need not apply.” Characters will be provided. Novice players welcome. This event is the benefit event. All proceeds from this event are donated to The American Heart Association in memory of Clinton C. Tate III, player of Torrand, & Ted Stadtlander, long time ConnCon attendee and former staff member. This event costs $5.
Judge: staff
Slots: 4, 9, 12

D002 Dungeons & Dragons Challenge. A Dungeons and Dragons scenario written for team competitive play. Teams of six players may be formed in advance (recommended) or on site. Characters will be provided. Novice players welcome. Open to all teams.
Judge: staff
Slot:  7

 

CY 598

DG03 BIS8-01 A Terrible Thing to Waste by Jay Babcock, Crystal Babcock, and Lee Burton. A horrible legacy lurks in the background. If brought to bear, it could slay thousands of innocents in but a few moments. Only one person knows of its existence, but she is trapped in the most secure of prisons. Setting her free may change the way you think about your chosen profession. A challenging Bissel regional adventure for APLs 2-12, and part of the ongoing War with Ket series. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 1, 4, 7, 12

DG04 BIS8-02 Wealth Beyond the Measure of Coin by Cameron Logan. “Convergence arrives, mark it with the death of the oasis who walks. Extinction draws close; the agenda of the spheres is righted at end. All memory fades of the ones who walk and move into the dark lands.” A Bissel regional adventure for APLs 2-12, and the finale of the Shadows and Sigils series. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 3, 5, 8, 9

DG06 BIS8-IN2 A Blast from the Past by Jay and Crystal Babcock. Part 1 of the interactive at ConnCon 2008. Bissel’s enemies are slain. The war has been won. Peace and prosperity rule the land. Still, not all is settled. When does a simple job turn into something more profound? What will you do when you have to choose sides? A two-round Bissel regional interactive for APLs 2-14, and the finale of the War with Ket series. It is possible to play a single round, but is highly recommended that players take part in both, and use the same character for both rounds. Characters should be created by Living Greyhawk rules.  Novice players welcome.
Judge: staff
Slot: 9

HEY! I already sent in my preregistration, and now I want to change it to do Part 1 of the interactive!

DG05 BIS8-IN3 A Tale of Two Bissels by Jay and Crystal Babcock. Part 2 of the interactive at ConnCon 2008. Bissel’s enemies are slain. The war has been won. Peace and prosperity rule the land. Still, not all is settled. When does a simple job turn into something more profound? What will you do when you have to choose sides? A two-round Bissel regional interactive for APLs 2-14, and the finale of the War with Ket series. It is possible to play a single round, but is highly recommended that players take part in both, and use the same character for both rounds. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slot: 11

DG08 BIS8-IN1 March Madness by Jay and Crystal Babcock. The war with Ket was won when Bissel razed her enemies capital. Ket, however, isn’t going out without a fight. Grab a sword, and charge once more into the breech! A nonstandard Bissel regional interactive that will greatly affect the future of the March. Part of the ongoing War with Ket series. Note: You will not use your normal LG character for this event. Instead, bring a new 1st level character, or pick one up on-site. You play for 20 minutes or until dead, and you can play this event multiple times. Characters should be created by Living Greyhawk rules. Novice players welcome. You cannot preregister for this event.
Judge: staff
Slot: 1, 3, 4, 5, 7, 8, 12

DG07 SHE8-01 Severance by Dave Kayseman. Special thanks to Ben McFarland & Andrew Zorowitz. A shadow of dread has fallen over the Sheldomar Valley. The fates of nations balance precariously on one man’s secrets. Will you do what is necessary to protect the Sheldomar from its greatest foes? Will you risk all that you hold dear to bring it all to an end? A challenging Sheldomar Valley metaregional adventure for APLs 10-16, sequel to SHE7-06 A Topaz is Forever and the part 5 conclusion to the “Shadows over the Sheldomar” series. This adventure features an optional additional combat encounter at APLs 12-16.
WARNING: This adventure features dangerous challenges, untiered encounters and extreme situations; parties should be well-prepared before embarking on this adventure. Unbalanced parties or parties without arcane spell-casting may find this adventure to be too difficult to complete successfully.
Characters should be created by Living Greyhawk rules. Players should be experienced.
Judge: staff
Slots: 4&5, 7&8 (This event takes two slots)

CY 597

DG10 BIS7-01 It Always Rains on the Damned by Jay Babcock and Cameron Logan. Something in the background, stirring. Stalking. Lurking. Creeping. Blurring. Claws of smoke, desperately raking. Dark. Foreboding. Hidden. Waking. Hunger growing, never abating. Deadly. Maddened. Watching. Waiting. A Bissel regional adventure for APLs 2-16. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 1, 3, 4, 12

DG11 BIS7-02 Caravan by Matt Maranda. Guarding a caravan of military supplies traveling through Bissel should be a piece of cake. But in these dark days supply caravans often travel through the forests of Nightwatch, and then pass into the Bramblewood Gap. Both are wild areas, infrequently patrolled, and prone to accidents. Can you protect these desperately needed supplies and reach the front line troops? A Bissel regional adventure for APLs 2-12. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 4, 5, 12

DG12 BIS7-03 All That For A Bag of Silver? by Cameron Logan. “To the manse came six, gathered for their great knowledge and experience. A seventh would speed the tasks that were their burden and their destiny. The water bearer was the keystone to success, bound in manacles. The equite, a shade, distorted by avarice, the downfall of one.” A Bissel regional adventure for APLs 2-12, and Part 2 of the Shadows and Sigils series. Note: This adventure will be of particular interest to PCs that belong to the Bardic Circle, Guild of the Arcane Path, Nightwatch or any Bissel Church meta-org. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 7, 8, 12

DG13 BIS7-04 Dark Heart of the Forest by Joe Leo, Jay Babcock, Crystal Babcock, and Cameron Logan. The darkest depths of the Barony of Nightwatch have been covered in a strange forest for over a year. Now, darkness is stirring and the land is responding. Wild things known to be there are emerging, and something must be done to reclaim that which has been lost. A Bissel regional adventure for APLs 2-12. . Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots:  1, 8,  9, 12

DG14 BIS7-05 Bastille by Nopalzin Torres and Matt Maranda. The Knights of the Watch built many towers to aid in the defense of the Sheldomar. Many of them were destroyed and rebuilt but some were left to be lost. Now old memories from the Greyhawk Wars are being dredged up and some must be dealt with. A Bissel regional adventure for APLs 2-12.  Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 8, 9, 12

DG15 BIS7-06 The Golden Masque by Cameron Logan. The dark revelers gathered amidst the screams and howls: they plead for death. Two captives are held. Release for them spins out the rescue of the rook. One is the younger of two brothers, a mask of jealousy worn. Darker than that is the other, her secrets are wicked and true things. A Bissel regional adventure for APLs 2-12 and Part 3 of the Shadows and Sigils series. Note: This adventure will be of particular interest to members of the Thieves Guild of Dountham. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 5, 9, 12

DG16 BIS7-07 Radiance and Resolution by Crystal and Jay Babcock. Two years ago, Bissel unleashed a weapon of great power upon the Necromancer's armies. The forces of darkness were decimated and the tide of the war turned, but in the process the boundaries between planes was torn asunder. Truelight was lost, and the land itself became inhospitable. But you now stand before the breech, and have the chance to change Bissel forever. A two-round Bissel regional adventure for APLs 2-12 and finale of the Sun after the Storm series. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: (3&4), (8&9) (This event takes two slots)

DG17 BIS7-08 Under a Platinum Sky by Cameron Logan. “Convergences draws near, and with every feint and dodge of blade and arrow extinction draws near. The dead who walk are finished; they know not the truth. All that remains to be seen are all that remains after the death knell.” A Bissel regional adventure for APLs 2-12, and Part 4 of the Shadows and Sigils series. PCs must have played BIS7-06 The Golden Masque before playing this adventure. Note: This adventure will be of particular interest to members of the Great Army of Bissel or the Paercine Camerata. Characters should be created by Living Greyhawk rules. Novice players welcome.  
Judge: staff
Slots: 7, 12

DG18 SHE7-07 Prophecies by P. 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. This adventure can run long, especially at higher APLs. Note: This adventure is of great interest to Squires and Knights of the Watch and Dispatch and those with the Enmity of the Knights of the Watch and Dispatch.
Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 4, 12

DG19 COR7-17 Rivalry and Treachery. In the City of Greyhawk, the Royal Opera House and the Grand Theatre are well-known rivals and, on occasion, scathing accusations are followed by open-street brawls. In continued disrepair, the opera house anticipates a new production will keep its doors open permanently. That is, until the Royal begins to experience a series of unfortunate events. The cause is none other than its rival bent on treachery. As the curtain rises and Act One sets in motion insults, street fights, and a dagger in the back is just the beginning. A one-round Core adventure set in the Garden Quarter in the City of Greyhawk for characters levels 1-11 (APLs 2-8). Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 1, 5

DG20 COR7-18 Into the Mist. A call for help sends a group of strangers into a trackless swamp to look for a captured child with a familiar name. This adventure is recommended for groups with at least some outdoors experience. A one-round Core adventure set in the Domain of Greyhawk for characters levels 1-11 (APLs 2-8). Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 3, 7

DG21 COR7-19 Wrath of the Slave Lords Thanks to the quick thinking of many adventurers, Greyhawk was warned of the impending doom of Safeton months ago. The Greyhawk Militia sent some 200 men to the walled city in hopes to stop this supposed new slavelord and it looks like it may have. Nothing unusual has happened since the troops arrived. Could it be the slavelord decided it best not to contend with the might of Greyhawk, or was he simply biding his time? A one-round Core adventure set in Safeton for characters levels 2-15 (APLs 4 to 12). This is the third and final adventure in the Slavers series. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 1, 8

DG22 COR7-20 Murder in the River Quarter. Tragedy has struck again in the Free City. With Turrosh Mak on the march, half-orcs are distrusted. Unsolved murders abound in the River Quarter, where tensions are strong. Is there a reason to this madness? Is the Maimed God to blame? An investigative one-round Core adventure set in the Domain of Greyhawk for characters levels 1-11 (APLs 2-8). Half-orc PCs may encounter some difficulty in this adventure. This is a sequel to COR6-10 Murder in Elmshire. Characters should be created by Living Greyhawk rules. Novice players welcome.
Judge: staff
Slots: 3, 9

Heroes of Ribhus is a convention campaign using an AD&D 3.5 variant rules system. You can find the character creation guidelines and all of the source material to make your character at: http://www.ribhus.com

DH30 C197E Where the Stone Gods Dwell by Christopher Ravlin. In the mountains northwest of the Eagle Peak villages Dwarves are disappearing. Most are miners, or prospectors delving into old rocks long left untouched by previous settlers. Even the Renkerz Rangers avoid the trails and paths almost constantly shrouded in mists. But a rich vein of mithril was discovered there recently and the mining must continue. Can the Heroes of Ribhus find the missing dwarves and what is the cause of their vanishing? Character creation guidelines can be found at http://www.ribhus.com  Novice players welcome. 
Judge: Ribhus staff
Slots: 7, 8

DH31 C198E: Curse of the Lizardfolk by Rodger Bergeron Jr. and Burt Smith. In the name of the Broken Horn the lizard men strike! An ancient power has claimed the savage  lizard folk, driving them forth with fervor and hate to attack the battered survivors struggling in the ruins of once-mighty Kyrinn. Are there any who can withstand their feral might or will the City of Brass fall once again? Character creation guidelines can be found at http://www.ribhus.com. Novice players welcome.
Judge: Ribhus staff
Slots: 8, 12

DH32 C200E Return to the Crag by Burt Smith. Deep in the Dracospline mountains lies the lost crag, a fabled land of beasts and savages. Famed ranger and hunter Kennet Arten plans to launch an expedition to the crag - but his guide has disappeared... Character creation guidelines can be found at http://www.ribhus.com. Novice players welcome.
Judge: Ribhus staff
Slots: 7,11

DA40  Said My Name is Called Disturbance by Joe Cirillo. A one round d20 Living Arcanis adventure set in the Invisible Kings region of Metra. The more one gets ingrained in the inner workings of Metra, the more likely that person has a chance of becoming ‘a casualty’ or causing one themselves. This is one of those times. It is highly recommended to have played the previous adventures of “The Doom That Came to Eppion” and “In All Their Sable Majesty”.  Characters should be created by Living Arcanis rules. Novice players welcome.
Judge: staff
Slots: 4, 9

DA41 Emerald Society 01-01: "The Long Shadow" by the ES IKs. The environment of today was created in the histories of the past. Some deeds are significant and their implications are like a long shadow, stretching far beyond their original source. Alas, the truths of these events are sometimes lost to history through turmoil, or are deliberately hidden. Scholars, such as the members of the Emerald Society, seek this knowledge so that past truths may be reclaimed and understood. Sadly, turmoil is not confined to the past. Work on the infamous road known as the Red March – so named for all the blood spilled in its construction – has been terminated by the Swords of Nier. While this is perhaps one of their more popular edicts, not all are pleased. The Emerald Society has depended on the presence of both workers and taskmasters for a dig located near the border between Canceri and the Hinterlands. Now they need additional stout backs and strong arms to ensure the security of a supply train to continue and expand their site.
This INTRODUCTORY adventure is designed for characters of 1st through 5th level (APLs 1, 2, 3, and 5). Characters should be created by Living Arcanis rules. Novice players welcome.
Judge: staff
Slots: 5, 11

DA42 LA-IK-EMS-01-03 "Twilight Always Falls" The Emerald Society has lost contact with its dig near the end of the Red March and the Society wishes to send a group to verify the situation on the ground. It should be a milk run – after all, what kind of trouble can a bunch of bookworms digging in the dirt get into? This adventure is Part 2 of the Shadows Over the Hinterlands series. This adventure is the sequel to The Long Shadow. Although it is not necessary to have played the previous module, PCs who did participate in The Long Shadow may enjoy the opportunity to return to Dig 17. Characters with the disfavor of the Emerald Society (from The Long Shadow) may not be played in this adventure. This STANDARD adventure is designed for characters of 1st through 10th level (APLs 2-9). Characters should be created by Living Arcanis rules. Novice players welcome.
Judge: staff
Slots: 7, 12

DA43 LA-IK-EMS-01-04 "The Isle of Saura"  An important exchange was supposed to take place. We wanted it to go smoothly but their ship, the Boneless Crow, didn’t show up. I want to find out what happened. Discreetly. Because it’s... a bit private. Nothing illegal; I swear by Yarris’ flowing beard. Private. It might be pirates are the problem. Then again it might just be the thrice-damned weather. The cap’n figures a little extra muscle for "just in case" is the smart play. I agree, and I figure any extra muscle can also keep an eye on the Cap’n. You know. Just in case. You’ll be paid handsomely for your efforts. Handsomely might even mean fairly. So. I don’t want to hear sniveling about how hard the wind is blowing and how rough the seas are. All I want to hear is - are any of you sailors and ‘lubbers ready to go take a cruise?
Important Note: Some characters from Canceri may find themselves conflicted by the goals of this module. You have been warned.
To be clear, the level cap listed below is not a mistake; characters above 8th level may NOT be played in this adventure. APL 9 is provided for those tables composed entirely of 8th-level characters, or lower-level tables who want a greater challenge.
This is a TWO-ROUND continuous-play CRAWL, designed for characters of 1st through 8th level (APLs 2-9). Characters should be created by Living Arcanis rules. Novice players welcome.
Judge: staff
Slots: 3&4, 8&9 (This event takes two slots)

Dungeons & Dragons 3rd Edition

D050 Death in Ysgard by Burt Smith. The appearance on the prime material plane of a living avatar of Peroun, the God of War, is never a good thing. Especially if he's looking for you. He wants you to go to Ysgard on a mission of grave importance. Since nobody ever dies permanently on Ysgard, what can possibly go wrong? An epic D&D adventure for 4-6 characters, levels 40+. Characters should be created. Players should be experienced at epic level play.
Judge: Burt Smith
Slot: 9

D051 Legacy of the White Rose:The Ruins of Athalantar by Jason Knizley. An unseen power has begun its gambit to take over the realms utilizing eighteen pillars of ancient power. Lady Willow, the avatar of Justice, has gathered together parties of heroes to fight the encroaching powers of darkness and find the source of this growing evil. Your group of heroes has been called to seek out the Scrolls of Penitence long hidden within the ruins of the great library of Athalantar. Unfortunately, the Library was lost a millennia ago, and now lies beyond a monster filled labyrinth. Characters will be provided. Novice players welcome.
Judge: Jason Knizley
Slot:  4

D052 Legacy of the White Rose: The Temple of Masks by Jason Knizley. An unseen power has begun its gambit to take over the realms utilizing eighteen pillars of ancient power. Lady Willow, the avatar of Justice, has gathered together parties of heroes to fight the encroaching powers of darkness and find the source of this growing evil. Leaving the ruins of the Great Library, your party is contacted by Lady Willow to proceed to village of Secomber, where you are to find the hidden entrance to the Temple of Mask. Somewhere within the twisting catacombs you will find the key to the Scrolls you now carry. Characters will be provided. Novice players welcome.
Judge: Jason Knizley
Slot: 8 FULL

D053 Castle Whiterock: Ruined Temple of Bobugbubilz by Ken Hart. Sharpen your swords and step into Goodman Games' glorious campaign-in-a-box, Castle Whiterock. Get a taste of this massive adventure by exploring one of its levels: a hidden grotto containing foul worshippers of the disgusting, bloated deity, the Toadfiend! Can you foil the cult's attempt to unleash the god's evil progeny? Or will you be the next meal? Characters will be provided. Prizes awarded. Novice players welcome.
Judge: Ken Hart
Slots: 5 FULL, 8

D054 The Shadow of Set by Ryan Henry. The evil serpent lord Set threatens to constrict his poisonous coils around the world to crush all who dare oppose his scaly reign. A holy relic has gone missing, and a plague has fallen upon the town of Majoor. Can you track down the relic and save the town? Bring your own 2nd-3rd level character (core rules), though generic characters will be available as well for those who don't. Novice players welcome.
Judge: Dave DeRocha
Slot: 11

D055 The Treasure Vaults of Lindoran by Geoffry O. Dale. You have come through the wilderness and mountains surrounding Lindoran to seek after the fabulous treasures of an Elf-King now a thousand years dead. The protection spells have been weakened over time so that you think that you can now get inside the safety. Can you make it past the guardians of the vault and reclaim the lost treasure? Custom 3.5 conversion based on the old Judges Guild classic. Bring your own 7th level PC (core rules) or generic characters will be available. Novice players welcome.
Judge: Dave DeRocha
Slot: 4

D056 Midwinter Celebration by Reynolds Jones. You have been invited to a lovely midwinter celebration at the home of Mr. and Mrs. Sidney and Natasha Schmucker. You were quite surprised by the invitation, as you had only met the Schmucker's widowed aunt Clara by chance on an airship when traveling 2 years ago. Still, one does not turn down an invitation from those as successful and well connected as the Schmuckers. They are leading socialites -- and well known Whigs. Besides, the quality of their entertaining is celebrated throughout Stream's End. Characters will be provided. Novice players welcome.
Judge: Reynolds Jones
Slot:  4

D057 The Gingerbread House by Brad Velcoff. Several children have disappeared from town. Family members are distraught. A few kids were last seen going to play in the forest, never to return. Adventurers must discover what became of the children, save any that might be alive and rid the area of those responsible for the disappearances. Players may bring their own 9th level characters, or characters will be provided. Novice players welcome.
Judge: Brad Velcoff
Slots: 5, 12

D058 The Resounding Bell in the Volcano by Brad Velcoff. Every 50 years, according to legend and the experiences of a few old people, the volcano on Bell Island erupts, causing the destruction of thousands of people, animals and crops witin a hundred miles. The date of the next eruption is two days from now. How can a volcano erupt on schedule? Can it be prevented? And to complicate matters, rumor has it that there is an incredibly powerful artifact inside the volcano...the Resounding Bell. Players may bring their own 11th level characters or characters will be provivded. Novice players welcome.
Judge: Brad Velcoff
Slots: 6, 9

D059 The Anagram of Freedom by Brad Velcoff. The adventurers are imprisoned in a terrible dungeon. Only by defeating certain monsters, surviving traps and overcoming challenges and obstacles will they learn the letters to an anagram, and only by correctly solving the anagram can they obtain freedom. Players may bring their own 13th level characters, or characters will be provided. Novice players welcome.
Judge: Brad Velcoff
Slots: 8, 10

D060 The Singer in Dreams by Brad Velcoff. The adventurers have similar dreams...a beautiful sleeping woman singing a tragic song of rejection, punishment and imprisonment. The songs are riddles to her whereabouts...and clues to how she can be freed from eternal sleep. Players may bring their own 7th level characters or characters will be provided. Novice players welcome.
Judge: Brad Velcoff
Slot: 11

D061 Easy Said, Easy Done by Bryan Sims. You are called in for a special mission, a member of the royal family was taken during a caravan raid. It is not known if they are alive or dead, you need to go to a remote outpost and retrieve said royal before our army takes it back. Characters will be provided. Novice players welcome.
Judge:  Bryan Sims
Slot: 1

D062 The Cold Coils of Marchant Manor by Rodger Bergeron, Jr. In Harmon's Reach there is a house where evil stirs and hate seeps from the doors, where the spirits of the past have returned, their thirst for vengence unquenched. The King's Fist is directed to this old world capitol to deal with these restless spectres, but will they be able to escape ... The Cold Coils of Marchant Manor. An adventure for 5th-level characters. Pre-generated characters will be available if needed; existing characters must be approved by the judge.Novice players welcome.
Judge:  Rodger Bergeron, Jr
Slots: 5, 11

D063 Tales of the Fist: Adder's Ladder by Roger Bergeron Jr. The sordid affairs of Marchant Manor have been brought to light. Though the revelations offer no respite for the King's Fist the implications prove to be dire. A lone portal to the subterranean depths of the ancient capital leads the Fist into further danger and intrigue but ... what lies down the Adder's Ladder? An adventure in the Kingdom of Marland for 5th-level characters. Bring a character for approval by the judge, or choose from pre-generated characters. Novice players welcome.
Judge:  Rodger Bergeron, Jr
Slot: 12

D064 Legend of the Shining Jewel Fiesta. Come play any avaliable Legend of the Shing Jewel event. Characters should be created by Legend of the Shing Jewel rules. Novice players welcome.
Judge: LSJ staff
Slot: 1, 3, 4, 5, 7, 8, 9, 11, 12

Benefit

Heroes of Ribhus

Living Arcanis

Living Greyhawk

Non-RPGA

RPGA

D&D Challenge