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LFR: Cormyr Buffet (Living Forgotten Realms - D&D 4e)
All adventures offered at Total Confusion will be offered here on a REPEAT basis. Please note that all games are subject to judge, table and player availability. Players are encouraged to self muster tables.
LFR: Midnight Madness (Living Forgotten Realms - D&D 4e)
By Night Owl. Any LFR adventure offered at the convention can be run in this time slot. Please note that games will run pending TC judge and player availability. Mustering for official TC run LFR Midnight Madness games will occur at 1145pm.
LFR H1: AKAN1-7 Faint Hope (Living Forgotten Realms - D&D 4e)
By Gregg Peevers. When antipathy prevents an old man from getting an escort to the south, you are his last resort. Can you help him reach the jungles and a possible cure for his ailing adopted daughter? A Living Forgotten Realms adventure set in Akanûl for characters levels 1-4.
LFR H1: 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.
LFR H1: CORE1-2 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.
LFR H1: CORM1-1 The Black Knight of Arabel (Living Forgotten Realms - D&D 4e)
By Mike Lee. Your party is sent to investigate allegations of Netherese activity near the city of Arabel: A dark
rider commanding legions of shadow. Can you turn back the tide before it’s too late? A Living
Forgotten Realms adventure set in Cormyr for characters levels 1-4.
LFR H1: CORM1-5 The Bleak of Winter (Living Forgotten Realms - D&D 4e)
By Alana Abbot. There is something rotten in the city of Suzail. While a midwinter festival brings throngs of competitors, merchants, and spectators, it also brings an element of danger. When the host turns to heroes for help, they must uncover what lurks under the city's snow and ice. A Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.
LFR H1: CORM 1-7 Patronage and Pestilence (Living Forgotten Realms - D&D 4e)
By George Redifer. A disease has hit the outskirts of Suzail, and the captain of the guard has hired the PCs to provide safe transport for the arriving cure. Unfortunately, everyone else in town wants it just as badly. Can the heroes protect the medicine for the sick and dying, or will the temptation of wealth be too much to pass up? A Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.
LFR H1: DALE1-1 The Prospect (Living Forgotten Realms - D&D 4e)
By Pierre van Rooden. The Fall of Stars is the most famous adventurers’ club in Faerûn. Who can say no when offered
membership in the Stellar Fellowship, for a mere errand? But of course, things are never that
simple. A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4.
LFR H1: DALE 1-7 Arts (Living Forgotten Realms - D&D 4e)
By Oliver Kemmet. Isolation can be a boon‚ but when strange events leave the members of an airborne boarding school for young nobles in High Dale ill, only aid from outside can offer a solution. Can the PCs solve this discretely and in time? A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4. A part of the `Arts & Crafts' major quest. The other part is DRAG1-7 Crafts. Successfully completing both adventures in any order completes the major quest. This major quest is a prequel to the paragon level `Pain and Suffering' arc, which starts in DRAG2-1 Discomfort.
LFR H1: DRAG1-1 Many Hands Makes Light Work (Living Forgotten Realms - D&D 4e)
By Bruce Paris. Westgate is a dangerous city at any time, but today it’s about to live up to its name. Today, a band
of pious Sisters have arrived in your precinct and they need a little help with renovations and …
removals. A Living Forgotten Realms adventure set in the Dragon Coast for character levels 1-4.
LFR H1: DRAG 1-7 Crafts (Living Forgotten Realms - D&D 4e)
By Andrew Cowan. Westgate, the City of Coin is a haven for all races and creeds. But now the Docks and Moonside districts hide something more sinister, an affliction that threatens to spread to all corners of the city if it is not dealt with in its infancy. With madness and agony the result, it is up to the PCs to discover and eradicate the cause. A Living Forgotten Realms adventure set in the Dragon Coast for character levels 1-4. A part of the `Arts & Crafts' major quest. The other part is DALE1-7 Arts. Successfully completing both adventures in any order completes the major quest. This major quest is a prequel to the paragon level `Pain and Suffering' arc, which starts in DRAG2-1 Discomfort.
LFR H1: MINI1-5 Pyrophobia (Part 1 of 2) (Living Forgotten Realms - D&D 4e)
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. NOTE: THIS IS THE FIRST ROUND OF A TWO PART ADVENTURE. BOTH ROUNDS NEED TO BE PLAYED TOGETHER.
LFR H1: MINI1-5 Pyrophobia (Part 2 of 2) (Living Forgotten Realms - D&D 4e)
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. NOTE: THIS IS THE SECOND ROUND OF A TWO PART ADVENTURE. BOTH ROUNDS NEED TO BE PLAYED TOGETHER.
LFR H1: SPEC1-3 Hive of Corruption (Living Forgotten Realms - D&D 4e)
By by Ryan Cannnon and Pierre Van Rooden. Living Forgotten Realms - Every yearm coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up one of the many dangerous ruins within her forest kingdom. This year, she has reached out to several groups. What could have forced the eladrin to seek outside help and abandon their cautious ways? A Living Forgotten Realms adventure set in Myth Drannor for character levels 1-4.
LFR H2: CORE1-17 Finding Harmony (Living Forgotten Realms - D&D 4e)
By Written by Dave Guerrieri. A prophet and her followers are leaving Thesk and looking to start anew on their own. Can you and your comrades help protect them on their travels and aid them in finding a new home? And more importantly, are they harboring a secret? A Living Forgotten Realms adventure set in the Hordelands for characters levels 4 - 7.
LFR H2: IMPI1-7 Masquerade (Living Forgotten Realms - D&D 4e)
By Written by Jeanette D. Martin and Sara D. Green. A risky plan may have placed a suspicious noble’s 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 is it the most dangerous: A Living Forgotten Realms adventure set in Impiltur for characters levels 4-7.
LFR H2: TYMA1-4 Death Before Dishonor (Living Forgotten Realms - D&D 4e)
By Written by Keith Symcox. 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.
LFR H2: WATE1-7 The Missing and the Missed (Living Forgotten Realms - D&D 4e)
By Written by Jeanette D. Martin and Sara D. Green. 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 H3: LURU1-7 Demonic Dealings (Living Forgotten Realms - D&D 4e)
By David Birchall. 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 is seeking heroes to recover their losses in this battle. A Living Forgotten Realms adventure set in Luruar for characters levels 7-10.
LFR H3: MOON1-7 Treasure Hunt (Living Forgotten Realms - D&D 4e)
By Written by Timothy Creese. 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. Living Forgotten Realms adventure set in the Moonshae Isles for characters levels 7-10.
LFR H3: SPEC1-3 Ghosts of the Past - Siren's Lure (Living Forgotten Realms - D&D 4e)
By Joe Fitzgerald. Every year coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up 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 Core Special adventure set in Myth Drannor for characters levels 7 - 10.
LFR Heroic Levels 1-10: ADCP2-1 The Paladin's Plague (Round 1 of 2) (Living Forgotten Realms - D&D 4e)
By M. Sean Molley. 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. This is a two-round continuous-play Living Forgotten Realms Battle Interactive set in Elturgard for characters levels 1-17.
Important Notes: 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 four 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 is not sanctioned for Private Play.
LFR Heroic Levels 1-10: ADCP2-1 The Paladin's Plague (Round 2 of 2) (Living Forgotten Realms - D&D 4e)
By M. Sean Molley. 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. This is a two-round continuous-play Living Forgotten Realms Battle Interactive set in Elturgard for characters levels 1-17.
Important Notes: 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 four 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 is not sanctioned for Private Play.
LFR P1: CORE1-15 Where Dragons Die (Living Forgotten Realms - D&D 4e)
By Written by John Rogers. Netheril’s influence is expanding alarmingly and the Silverstars of Selûne are becoming desperate. The task of recovering 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. Third part of the Bane of Shadows trilogy.
LFR P1: CORE2-1 Killing the Messenger (Living Forgotten Realms - D&D 4e)
By Nick Jones and Dave Kay. 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.
LFR P1: EAST1-6 The Fardrop Incident (Living Forgotten Realms - D&D 4e)
By Written by Jared Twing. The Crafty Kobold Salvage Company has lost contact with an expedition to the abandoned Underchasm 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 11-14.
LFR P1: SPEC2-1 Blinking Eye of Fire (Living Forgotten Realms - D&D 4e)
By TBD. 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.
LFR P2: CORE2-3 High Infidelity (Living Forgotten Realms - D&D 4e)
By Dave Kay. 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 level 14-17 that begins a Major Quest.
LFR P2: SPEC2-1 Scout's Honor (Living Forgotten Realms - D&D 4e)
By TBD. 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.
LFR Paragon Levels 11-17: ADCP2-1 The Paladin's Plague (Round 1 of 2) (Living Forgotten Realms - D&D 4e)
By M. Sean Molley. 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. This is a two-round continuous-play Living Forgotten Realms Battle Interactive set in Elturgard for characters levels 1-17.
Important Notes: 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 four 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 is not sanctioned for Private Play.
LFR Paragon Levels 11-17: ADCP2-1 The Paladin's Plague (Round 2 of 2) (Living Forgotten Realms - D&D 4e)
By M. Sean Molley. 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. This is a two-round continuous-play Living Forgotten Realms Battle Interactive set in Elturgard for characters levels 1-17.
Important Notes: 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 four 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 is not sanctioned for Private Play.
PATH- Assault on the Kingdom of the Impossible (PFS-33) (Pathfinder Society - Pathfinder RPG)
By Craig Shackleton. 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
PATH- Best of Year Zero (Pathfinder Society - Pathfinder RPG)
There are some great year zero mods, we all had our favorites, Savage Tide, Black Water and The Silken Caravan just to name a few. We would like to share them with you.
PATH- Drow of the Darklands Pyramid (PFS-31) (Pathfinder Society - Pathfinder RPG)
By Sean K. Reynolds. 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
PATH- Mists of the Mwangi (PFS-5) (Pathfinder Society - Pathfinder RPG)
By Nicolas Logue. Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?
PATH- Sniper in the Deep (PFS-31) (Pathfinder Society - Pathfinder RPG)
By David Eitelbach and Hank Woon. 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
PATH- The Begger's Pearl (PFS-37) (Pathfinder Society - Pathfinder RPG)
By James F. Mackenzie. 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
PATH- The Citadel of Flame (PFS-39) (Pathfinder Society - Pathfinder RPG)
By Steven Robert. 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.
PATH- The Devil You Know Part 1 (PFS-29) (Pathfinder Society - Pathfinder RPG)
By Joshua J. Frost. 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
PATH - The Devil You Know Part 2 (PFS-30) (Pathfinder Society - Pathfinder RPG)
By Joshua J. Frost. 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
PATH- Voice in the Void (PFS-35) (Pathfinder Society - Pathfinder RPG)
By Rob McCreary. 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.
PATH MADNESS (Pathfinder Society - Pathfinder RPG)
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