PLAY :: Living Forgotten Realms (130)

Living Forgotten Realms

Living Forgotten Realms (LFR) is an organized play campaign for 4th Edition Dungeons & Dragons. Commonly known as LFR, the campaign is published and managed by Wizards of the Coast (WotC).

The following list outlines LFR games currently planned for play at Neoncon 2009. However, WotC will release a new batch of LFR modules about one month before the show. When this list is released, our LFR schedule will be finalized and published in our schedule (Warhorn – RPG).

Special Adventures for Level Bands 01-14

130.01 The Icy Queen's Crossing - WEEK 1-4 (Weekend in the Realms 2009)

Written by: Shawn MerwinLevel Band: 1 to 4 – Storytellers: Vegas Gamers

You are asked by a minor Cormyrian noble – who is studying the Creel tribe of the nation of Narfell and who married one of that tribe's warriors – to seek out her husband. The warrior was sent into an area in the Giantspire Mountains, between the nations of Narfell and Damara, by the tribe's leader Argalath. The area is considered taboo by the tribe, and it contains a crossing between this world and a realm in the Feywild ruled by Kunin Gatar, known as the Icy Queen.

In a region so dangerous that even the most savage of Nar tribes fear trespassing there, a group of heroes has a chance to change the face of a war-torn land. The PCs interact with the plots and characters of the Forgotten Realms novel, The Fall of Highwatch.

130.02 Ghosts of the Past - SPEC 1-3 (1-4)

130.03 Ghosts of the Past - SPEC 1-3 (4-7)

130.04 Ghosts of the Past - SPEC 1-3 (7-10)

130.05 Ghosts of the Past - SPEC 1-3 (10-14)

Written by: Team WotCLevel Band: See Title – Storytellers: Vegas Gamers

Every year coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to cleanup one of the many dangerous ruins within her forest kingdom. This year she is looking for several groups. What ghosts of the past have forced the eladrin to seek outside help and abandon their cautious ways?

NOTE: For these sessions, all of the character at the same table must be within the level band noted in the title.

130.06 Jungle Hunt - ADCP-1 (1-4)

130.07 Jungle Hunt - ADCP-1 (4-7)

130.08 Jungle Hunt - ADCP-1 (7-10)

130.09 Jungle Hunt - ADCP-1 (10-14)

Written by: Team WotCLevel Band: See Title – Storytellers: Vegas Gamers

A great hunt has been called in the jungles of Chult. The Amnian trading costers of Port Nyranzaru are competing to see which one can bring in the biggest, rarest beasts as trophies, and they're looking for adventuring companies to do the hunting. Are you and your companions up to the challenge?

NOTE: At least four of the characters in the party must be members of the same Adventuring Company in order to play this adventure. For these sessions, all of the character at the same table must within the level band noted in the title.

100.50 - Open Play LFR

Storytellers: Vegas Gamers & Friends

We will have all LFR Society modules on hand at the show. If your table does not make and you have a GM, we'll have a module on hand for you to play. And if you want to play 24/7, sign up in this slot for Midnight Madness.

NOTE: During Midnight Madness, we provide the scenario and the table. You provide a GM and muster your own table.

Adventures for Level Band 1-4

130.10 Stirring the Embers - MINI 1-1 - Round 1 & Round 2

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

All is not well in the Great Port of Tarmalune and no one speaks of it. People are disappearing toward some fell purpose, and you are next.

NOTE:This is a two-round adventure set in Tarmalune. Players MUST sign up for both rounds of play. This adventure is Part 1 of the Embers of Dawn mini-campaign. We recommended 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.

130.11 The Burning Scent of Perfumed Swords - MINI 1-2 - Round 1 & Round 2

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

Investigations bring you to the perfumed back alleys of Sambral where it becomes clear that you are not the first to look into the activities of the fire cult. All those who have come before you have disappeared or been left a ruin of their former selves; leaving you to wonder, Will you share their fate?

NOTE:This is a two-round adventure set in Sambral. Players MUST sign up for both rounds of play. This adventure is Part 2 of the Embers of Dawn mini-campaign. We recommended 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.

130.12 Building the Pyre - MINI 1-3 - Round 1 & Round 2

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

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

NOTE:This is a two-round adventure set in Ramekho. Players MUST sign up for both rounds of play. This adventure is Part 3 of the Embers of Dawn mini-campaign. We recommended 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.

130.13 Coaxing the Flame - MINI 1-4 - Round 1 & Round 2

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

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.

NOTE:This is a two-round adventure set in Harglast. Players MUST sign up for both rounds of play. This adventure is Part 4 of the Embers of Dawn mini-campaign. We recommended 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.

130.14 The Fate of Camp Fifteen - CORE 1-13

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

Your travels have brought you to the pearl-trading city of Ankhapur, near the Lake of Steam. You have been asked to visit a nearby outpost and pick up a shipment of pearls. It seems like easy money. Unfortunately, something has killed off most of the divers and nearly shut down the operation. Now you must discover the source of this camp's troubles before you share its fate.

130.15 Silver Lining - AGLA 1-5

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

The commander of the Watchwall is looking for adventurers for a special mission into the Tannith Mountains. The Watchwall is always undermanned and Captain Arol thinks he may have found some new recruits. But war, like politics, can make for strange bedfellows.

130.16 In Bleak Midwinter - CORM 1-5

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

There is something rotten in the city of Suzail. While the Midwinter Festival brings throngs of competitors, merchants, and spectators, it also brings an element of danger. When the Crown turns to the adventurers for help, it's up to them to uncover what lurks under the city's snow and ice.

130.17 From One Dwarf to Another - TYMA 1-5

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

When an annoying dwarf goes missing, nobody in Ruinspoke really cares. Well, nobody except a fellow dwarf, that is. But it takes more than just one dwarf to mount a rescue mission...

130.18 Lost in the Fog - WATE 1-5

Written by: Team WotCLevel Band: 1 to 4 – Storytellers: Vegas Gamers

As a deep fog blankets the Crown of the North, a fish gifts the adventurers with the chance to do a good deed. Returning lost property seems like an easy task.

Adventures for Level Band 4-7

130.19 Dancing Shadows - CORE 1-10

Written by: Bruce ParisLevel Band: Levels 4 to 7 – Storytellers: Vegas Gamers

On most occasions, the trip from the ruins of Spellgard back to civilisation is reasonably safe. But what happens when the road is more dangerous than expected - especially when shadows bite?

130.20 Runes in Ruins - AKAN 1-4

Written by: Stephen BakerLevel Band: 4 to 7 – Storytellers: Vegas Gamers

When the Spellplague brought Akanul to the Realms, many items were shattered and lost. Pieces of something are now surfacing, and it is imperative that the government of Akanul finds it before anyone else.

130.21 Brothers in Arms - BALD 1-6

Written by: Team WotCLevel Band: 4 to 7 – Storytellers: Vegas Gamers

A frail alliance connects the city of Baldur's Gate to the nation of Elturgard – and when vital information crosses the border without authorization, that alliance is bound to be put to the test. A visiting paladin's moral code clashes with the organization that has kept the city safe for more than a century, and the outcome may be hard to predict.

130.22 Falling Snow, White Petal - DRAG 1-4

Written by: Team WotCLevel Band: 4 to 7 – Storytellers: Vegas Gamers

Master Fan-Ji has a problem and needs the help of professionals who value the arts of discretion and diplomacy but can also pack a decent punch when those fail... and if you can keep a stubborn mule under control that would be handy too!

130.23 Mole Hunt - EAST 1-5

Written by: Team WotCLevel Band: 4 to 7 – Storytellers: Vegas Gamers

You have been tasked to travel through the Chondalwood in an attempt to retrieve a doppelganger spy working for the dwarves of Eartheart. However, any task involving a doppelganger is sure to have its complications...

130.24 Demon Hunting - IMPI 1-5

Written by: Team WotCLevel Band: 4 to 7 – Storytellers: Vegas Gamers

Rumour has it that demon hunting brings rich rewards in the city of Lyrabar. When unforeseen events befall some adventurers, will they become hunters - or hunted?

130.25 Desperate Times - LURU 1-6

Written by: Team WotCLevel Band: 4 to 7 – Storytellers: Vegas Gamers

Traveling the Nether Mountains has always been risky with bandits and shades looking for loot. Now it seems the undead are involved as more caravans go missing.

Adventures for Level Band 7-10

130.26 Songs of the Heart - CORE 1-12

Written by: Team WotCLevel Band: Levels 7 to 10 – Storytellers: Vegas Gamers

A tale of two adventurers leads you to the fabled city of Evereska. Non-natives are not always allowed to enter so this is a one-time opportunity. It starts with the simple task of locating a missing person but obviously more is afoot. Can you keep cool and find out what is going wrong before the poet recites his last poem?

130.27 Shell Game - AKAN 1-5

Written by: Team WotCLevel Band: 7 to 10 – Storytellers: Vegas Gamers

A package lands in your hands, and sounds of combat are all around. Whatever is within must reach its destination, and only you can carry it there now. What do you do?

130.28 Lost Refuge - BALD 1-5

Written by: Team WotCLevel Band: 7 to 10 – Storytellers: Vegas Gamers

Rumors of a great item, touched by divinity, have traveled across Faerun. 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.

130.30 Hunters' Down - DALE 1-5

Written by: Team WotCLevel Band: 7 to 10 – Storytellers: Vegas Gamers

Vengeance smoulders in the hearts of many. It sometimes takes only a little spark to flare back to an all-consuming rage.

Conclusion of the "Byar's Seven" major quest, which began in "Blades for Daggerdale" (DALE1-2) and "The Lady in Flames" (DALE1-4).

130.31 White Petal Falling - DRAG 1-5

Written by: Team WotCLevel Band: 7 to 10 – Storytellers: Vegas Gamers

Intrigue and conflict flow through Nathlekh's underbelly. A subversive organisation has taken over the gambling trade in Nathlekh City's foreign quarter and is using its newfound influence to reshape politics in the region. Extortion, murder and martial arts combine in this exotic city at the end of the Golden Way.

130.32 Night of Fallen Petals - DRAG 1-6

Written by: Team WotCLevel Band: 7 to 10 – Storytellers: Vegas Gamers

The Night of Fallen Petals is nigh, a festival to celebrate the dead and pay honor to those who have long since passed. But not all secrets stay dead, and the prophecy of a returning God-King may be a means for dark forces to upset the power balance in Nathlek city.

Final part of the White Petal Demise major quest. The first parts of this quest are DRAG1-4 Falling Snow, White Petal and DRAG1-5 White Flower Falling.

130.33 Beyond the Wild Frontier - LURU 1-5

Written by: Team WotCLevel Band: 7 to 10 – Storytellers: Vegas Gamers

The North is populated with many peoples, amongst them the savage and noble Uthgardt barbarians. The balance of power is fragile in the wilderness; is it about to change?

130.34 Black Cloaks & Bitter Rivalries - QUES 1-1

Written by: Team WotCLevel Band: 7 to 10 – Storytellers: Vegas Gamers

You have haggled with the potter, you have given the coin to the stranger, and you have spared the life of an agent. Now, the Zhentarim are offering you a chance to join their ranks. Darkhold and the secrets of the Black Network await for those clever and ruthless enough to infiltrate the Zhentarim.

Set in the Western Heartlands of Cormyr (FRPG p.88-89, FRCG p.104-107). For a detailed map of the area see Dragon magazine #365 page 18. Playable only by characters that have completed the three tasks specified on the "Zhentarim Infiltration" Player Reward Card. Tasks for this quest are seeded throughout Heroic-tier LFR adventures available in 2008 and 2009. Information on the Zhentarim can be found in the FRCG p.282-285. Premiered at the Origins Game Fair in June 2009, released for general play in July 2009.

Opportunities to complete Zhentarim Infiltration tasks can be found in CORE1-1, CORE1-4, CORE1-6, AGLA1-1, CORM1-1, DALE1-2, LURU1-2, MOON1-3, WATE1-1, WATE1-4, WATE1-5, SPEC1-1 and SPEC1-2.

Adventures for Level Band 11-14

130.35 Drawing a Blank - CORE 1-11

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

The city of Westgate is the focus of many rumours and plots. Recent stories tell of faceless skulkers who wander the city's streets at night and then vanish into thin air when confronted. Who or what could be causing this phenomenon?

130.36 What Storms May Come - CORE 1-14

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

Darkness and light struggle and heroes are once again drawn to unravel the secret of the radiant vessel. Can the truth be determined and the machinations of Szass Tam be put to an end?

130.37 Where Dragons Die - CORE 1-15

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

Netheril's influence is expanding alarmingly and the Silverstars of Selune 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.

130.38 Fragments of a Shattered Mind - CORE 1-16 - Round 1 & Round 2

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

In the human bastion of Almraiven, a gifted magical scholar has gone missing. The academy insists she's taken a sabbatical; her friends say that she was on the verge of a major discovery and would never have abandoned her research at such a critical juncture. Can you get to the bottom of this mathematical mystery?

NOTE:This is a two-round adventure set in Calimshan. Players MUST sign up for both rounds of play.

130.39 Twisted Roots Run Deep - ALGA 1-6

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

In Old Velprintalar, where those neglected and forgotten by society live and die in squalor, power can be had by a strong arm, a few coins, or powerful influence. Cutthroats, thugs, and thieves thrive here – but to what purpose? Plans once thought put to rest now have new life.

This adventure is a sequel to AGLA1-3 The Worst of All Snares, though play of the prior adventure is not required.

130.40 Curse of the Queen of Thorns - CORM 1-6

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

Heralds of an ancient curse arise and lay waste to the glorious nation of Cormyr. Only the greatest of heroes can stop the Harbingers of the Queen of Thorns. This is the beginning of a major quest.

130.41 The Vesperin Initiative - DALE 1-6

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

A trade consortium is being formed. All the players have been selected. Now if they could just agree to meet and finalize the trade pact. Why can't they all just get along?

130.42 Troubled Roads - TYMA 1-6

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

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.

130.43 Out of Hatred - WATE 1-6

Written by: Team WotCLevel Band: 11 to 14 – Storytellers: Vegas Gamers

His thirst for vengeance not yet satiated, the Necromancer strikes at Waterdeep once again. Will heroes step forward to end this menace? This adventure concludes the major quest "Quest for the Necromancer", and follows the story begun in WATE1-3 and continued in WATE1-4.

Role-Playing Games Association

What is the RPGA?

The RPGA, or Role-Playing Games Association, is a marketing arm of Wizards of the Coast which organizes and sanctions role-playing games worldwide, principally under the d20 system.

The RPGA allows different levels of participation: general membership (sometimes referred to as player membership) and game master (GM) membership. Whichever you choose, you must be a member to participate in all the fun. Membership is free, and don't worry about continually renewing - it's good forever.

With the general membership you are eligible to play in RPGA-sanctioned events all over the world. With the GM membership, not only are you eligible to play in RPGA-sanctioned events, you can GM games at those events, download free RPGA adventures, and even host your own events.

To join as a general member, you must attend an RPGA event. GMs or event organizers will provide you with a short application that has your membership card attached. Once you fill out the application and detach your membership card, hand the registration portion back to your GM, the event organizer, or drop it in the mail. With that completed, PRESTO! You're a member.

Each membership card features a unique number. Once your application is processed (within usually a few weeks), this number allows you to sign onto the website Members Page, and enroll in D&D Rewards. This number is also used by event organizers and GMs to report your play. Many die-hard players have their numbers memorized. While that's admirable, it never hurts to have your card on hand.

To join as a GM you must have an existing RPGA number registered in your system and pass the Herald-Level GM Test located on the RPGA website. Once you pass the test your membership card will be mailed to you.