Baldman Games is preparing to make this year’s Winter Fantasy the biggest event ever to bear the name.
We’ve always prided ourselves on offering more gaming that any one person could play through in a single weekend - and this year we’re looking to put our past to shame, with over 42 individual events, spanning six different campaigns, in four different gaming systems; a total of 210 hours of gaming goodness!
That’s all before we include the over 800 board games, special guests, and the additional games we’re still looking to bring along. You do NOT want to miss out this year.
Special Events Unique to this show are highlighted in Red
The Gencon Boardgame Library will be at Winter Fantasy this year in all it's glory. Lee and his gang will be there running it so you can expect the best games run by the best staff. Full access to the library is included in your badge for the show. All players MUST have a badge to participates in a boardgame. So whenever you have some free time at the show just wander over a checkout a new game and have some fun.
- Thursday: 10am - Midnight
- Friday: 10am - Midight
- Saturday: 10am - Midnight
- Sunday: 10am - 2pm
Living Forgotten Realms
CORE6-1: Behind Obould's Lines: You had already entered Many-Arrows to steal a relic from a small temple when you received a desperate message: slow down the orc horde before it joins forces with Netheril to invade Cormyr. How are a few adventurers supposed to stop the throngs of Obould's orcs? It won’t be easy, but you could become legends. A Living Forgotten Realms Adventure set in the Kingdom of Many-Arrows for characters of the Heroic tier (levels 1-10). This adventure takes place before ADCP6-1 and its outcome has an impact on the course of the battle. This is the Heroic tier finale of the Desolation series.
MYTH6-1: Preemptive Strike: The dark fey have made an unlikely alliance with the Order of Blue Fire. These combined forces now threaten Myth Drannor. Can you infiltrate their joint stronghold and disrupt this evil alliance? A Living Forgotten Realms Adventure set in Myth Drannor for characters of the Paragon tier (levels 11-20). Note that MYTH6-1, MYTH6-2, and MYTH6-3 can be played in any order. Collectively, these three adventures make up both the Fey and Flames Major Quest and Chapter Four of the Desolation series. The trilogy as a whole has a significant impact on the events of ADCP6-1.
MYTH6-2: Ambassador, General, Herald, Spy: There is a traitor within the innermost circle of power in Myth Drannor. The Coronal is unsure whom she can trust, so outside help is needed. Can you unravel the mystery before Myth Drannor is severely crippled? A Living Forgotten Realms Adventure set in Myth Drannor for characters of the Paragon tier (levels 11-20). Note that MYTH6-1, MYTH6-2, and MYTH6-3 can be played in any order. Collectively, these three adventures make up both the Fey and Flames Major Quest and Chapter Four of the Desolation series. The trilogy as a whole has a significant impact on the events of ADCP6-1.
MYTH6-3: The World Will End in Fire: Powerful leaders and ritual casters of the Order of Blue Fire gather in secret to cast a corrupted ritual. What would happen if the power of a mythal was unleashed in the form of Spellplague? It would be better for the world not to know the answer to that question. A Living Forgotten Realms Adventure set in Myth Drannor for characters of the Paragon tier (levels 11-20). Note that MYTH6-1, MYTH6-2, and MYTH6-3 can be played in any order. Collectively, these three adventures make up both the Fey and Flames Major Quest and Chapter Four of the Desolation series. The trilogy as a whole has a significant impact on the events of ADCP6-1.
SPEC6-1: Divide and Conquer: The Alliance needs the help of the good-aligned dragons in the upcoming battle with Netheril. The dragons are willing to contribute to the cause but only if they are given assistance in retaking the heavily fortified Well of Dragons. Recent setbacks experienced by the Cult of the Dragon make this the right time to strike. The first step is for you participate in a small covert operation. A Living Forgotten Realms adventure for characters of the Paragon tier (levels 11-20). This adventure is part of the Desolation series; it takes place before ADCP6-1 and its outcome has an impact on the course of the battle.
EPIC6-1: Confrontation in Shadow: Shar weaves her final scheme to devour the world in shadow, safe within her Towers of Midnight. Legendary heroes must stop the goddess, securing their place in pantheon, history, and myth, or be forgotten in the total annihilation that follows. A three-round continuous-play Living Forgotten Realms adventure set in the Towers of Night for 30th-level characters. We recommend you allow at least 12-15 hours of game time for this adventure. This is the finale of the Epic Campaign.
PREQ6-1: A Tale of Two Cities (Winter Fantasy DM Special): Netheril seeks to end the war with Cormyr by the most expedient means possible - the conquest or destruction of Suzail. Most defenses are useless against the flying city of Shade Enclave, which even now inexorably approaches the heart of Cormyr. Should the Netherese manage to control the skies, they will have a nearly insurmountable advantage in the battle to come. There is someone who could help even the odds, but only with your help, and only at a terrible cost. It is certain that not all those who volunteer for this mission will return. A Living Forgotten Realms adventure set in the skies above Cormyr for characters of the Paragon tier (levels 11-20). This adventure is a prequel to the Battle Interactive and its results will have an impact on the story of the BI for all tables. This event is for LFR Judge at Winter Fantasy only as a reward for their years of service to the campaing.
ADCP6-1: The End and the Beginning: War rages between Cormyr and Netheril. While the battle for Suzail unfolds on the surface of Faerun, a far more important struggle occurs in the realm of the unseen. The Netherese seek to create a new Shadow Weave and remake everything in Shar's image. The Order of Blue Fire wishes to ensure that the Spellplague's effects can never be undone. This is a fight not to determine the fate of the world, but to decide the very nature of reality, in the last moments of this age as the worlds of Abeir and Toril are sundered once more. A two-round continuous-play Living Forgotten Realms Battle Interactive for characters of the Paragon tier (levels 11-20). This adventure is the finale of the Desolation series. Its events are directly influenced by the outcomes of CORE6-1, MYTH6-1 through 6-3, SPEC6-1, PREQ6-1, and EPIC6-1.
Before we usher in the new lets have some fun with the old. Living Greyhawk was where a lot of us got our start and had our first taste of what a shared world Living Campaign could truly be on an epic scale. Dust off those old characters and memories and lets have one last bash in Greyhawk.
D&D Next - Living Greyhawk: Isle of Woe - The Green Devils Tower: Lost for untold ages, the Isles of Woe have resurfaced deep within the waters of the Nyr Dyv. The legends say little about the mythical Isles, but one thing is certain. The Isles were a place of powerful magic and even more powerful enemies. What caused their mysterious disappearance in the pre history of Oerth and perhaps even more importantly, what has caused them to return? An adventure for 6th level characters. Recreate your Living Greyhawk character at 6th level (using the last edition of the public playtest) or use one of our pre-gens provided onsite.
D&D Next - Living Greyhawk: Castle Greyhawk: For years, the dungeons beneath Castle Greyhawk have been sealed but no longer. Crazed followers of the mad god have disappeared inside, inviting the brave, the greedy, the pure, and the wicked to join them. Your invitation arrived this morning. Do you dare follow them into the most infamous dungeon in all the Flanaess. An adventure for 11th level characters. Recreate your Living Greyhawk character at 11th level (using the last edition of the public playtest) or use one of our pre-gens provide onsite.
LA ***Premiere*** Gleam of Fires: War drums pound deep in the jungles of the Kraldjur Morass. A battle cry, a full throated howl of rage and anger, rises over a terrified scream. The scream is cut off, the cry fades... but the drums beat on.
Thousand Words: A1SP12: The fool desires to live forever. The average man desires to be remembered forever. The wise man desires that his actions be remembered but cares not whether his name is forgotten. All men crave immortality in their own way, and this desire makes all men craven when they should be bold; foolish when they should be wise. – Elandre val’Assante. When a painting is worth a thousand words, what image might those words paint? Not everything is black and white in Faerdlau as the Heroes are invited to speak with Ryter Ealdmar val’Holryn.
Once Upon a Time in Metra: A2SP01: "There is nothing that can quite deflate the festive banter of a party more than the subject of Eppish politics." - A merchant prince from Blackwand
The Horror Within: A2SP3: After the successful conclusion of the Sixth Crusade of Light, Crusaders everywhere have headed home to nurse their wounds and recover. But after seeing so much death, destruction, and endless evil, can they really return to normal life? Has the very taint they fought against affected them?
Espionage: A1SP13: You are asked to go on a rescue mission to Canceri, one of the vilest and evilest places on Onara. What can heroes do in such a place? When in the field, one should be willing to receive intelligence from one’s agents at any hour for the fate of an army can change on a single report.” Menisis val’Tensen
Elements of Faith: A2SP02: “Doubt is not the opposite of faith; it is one element of faith.” – Cassius Agrippa, Coryani philosopher, executed for heresy by the Mother Church in the year 938 I.C. In his youth, King Osric IV of Milandir secured Elorii support of the Fifth Crusade by promising to Elonbé the right to build temples of Belisarda within the King’s lands. Now the Laerestri have places of worship in the human lands they travel while exploring the world. Given the history of Elorii-human relations, however, the elders are simply waiting for the time when treachery rears its familiar head. When that time comes – and the Elorii are sure it will – they are prepared to defend their new footholds to the utmost.
MIST2-1 Set Adrift: A Living Divine Misty Isles Regional Adventure for character levels 1-10. A rocky shore. Rhythmic waves. The moans of the wounded. You have vague memories of a hurried journey across the ocean waves. Where are you? Will you ever see civilization again? A Living Divine Misty Isles Regional Adventure for character levels 1-10.
MIST2-2 Wreck of the Mournful Maiden: A Living Divine Misty Isles Regional Adventure for character levels 1-10. A deck hand spotted the wreck of a sailing ship while on the midnight watch. He will take you to it if you help him salvage the vessel and her cargo. But will the curse of the Mournful Maiden drag you down to the briny depths, as well? A Living Divine Misty Isles Regional Adventure for character levels 1-10.
MIST2-3 Island of the Damned: A Living Divine Misty Isles Regional Adventure for character levels 1-10. Investigating a remote island, seeking a lost treasure, you find two tribes - the descendants of a mutinous crew put ashore there many years ago. Tensions are high between the tribes, as members of each are disappearing in the night. Can you find the cause? Will you choose to end the strife? A Living Divine Misty Isles Regional Adventure for character levels 1-10.
DARK2-1 It Was a Dark and Stormy Night: Your arrival in the village of Darkmourne has coincided with a series of brutal murders. The villagers are beginning to jump to conclusions. Can you solve the crimes and restore the peace, or will you be pinned with the blame? A one-round Darkmourne Regional Adventure for character levels 1-10.
DARK2-2 Nature of the Beasts: Caravan traffic to the village of Darkmourne has stopped, and some of the locals believe you are responsible. Mounting evidence suggests that something sinister is happening to the land. Can you stop this horrifying transformation, before it is too late? A one-round Darkmourne Regional Adventure for character levels 1-10.
DARK2-3 The Ties that Bind: A mother and daughter of the village have gone missing, and it is up to you to find them. Can you save them from certain doom, before it is too late? Just remember, some things are meant to stay hidden. A one-round Darkmourne Regional Adventure for character levels 1-10.
PFS5-01: The Glass River Rescue: A Pathfinder Society Scenario for characters of 1st to 5th level (Tier 1–5). A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives.
PFS5-02: The Wardstone Patrol: A Pathfinder Society Scenario for characters of 3rd to 7th level (Tier 3–7). All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, the party may find itself facing an enemy of an entirely different nature.
PFS5-03: The Hellknight's Feast: A Pathfinder Society Scenario for characters of 5th to 9th level (Tier 5–9). War between demons and the civilized peoples of the Inner Sea region has broken out in the Worldwound far to the north of Absalom, but despite the regional implications of an Abyssal victory, many nations are ambivalent toward the cause. The Pathfinder Society, at the urging of Silver Crusade leader Ollysta Zadrian, arranges a formal banquet to be hosted by newlyweds Michellia and Damian Blakros, at which the society's agents can attempt to sway the political opinions of Absalom's movers and shakers. Will the Pathfinders succeed in securing the much-needed military support of Absalom and other nations bordering the Inner Sea, or will the crusaders and Pathfinders fighting on the front lines in Mendev find themselves standing alone before the demonic hordes?
PFS5-04: The Stolen Heir: A Pathfinder Society Scenario designed for levels 1–5. The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.
PFS5-05: The Elven Entranglement: A Pathfinder Society Scenarios for levels 7–11. Nearly every nation has contributed to the Mendevian Crusade, but few are willing to send additional aid to assist the Pathfinder Society directly. Owed a favor the elves cannot refuse, Pathfinders travel to Kyonin to secure a force of some of the finest demon-hunters in Avistan only to find that the hunters are missing in action. Can the Pathfinders extract the lost elves from the depths of Tanglebriar, or will they become the latest casualties of Treerazer’s domain?
PFS5-06: You Have What You Hold: A Pathfinder Society Scenario designed for levels 3–7. As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the society’s ambitions to the north. Content in "You Have What You Hold" also contributes directly to the ongoing storyline of the Sczarni faction.
PFS5-07: Port Godless: A Pathfinder Society Scenario designed for levels 5–9. Few are as adept at fighting demons as the Riftwardens, an organization of spellcasters dedicated to protecting the boundaries between the planes. Many are already committed to the Fifth Crusade in Mendev and are unable to assist the Pathfinders directly in the society’s upcoming expedition into the Worldwound, but if the Pathfinders assist the Riftwardens elsewhere, perhaps a small number of the mages might be free to return the favor. Unfortunately, this means entering the godless nation Rahadoum, where several Riftwardens have recently disappeared. Content in "Port Godless" also contributes directly to the ongoing storylines of the Cheliax, Osirion, and Qadira factions.
PFS5-08: The Confirmation: A Pathfinder Society Scenario designed for level 1-2. Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.
PFS5-09: The Traitor's Lodge: A Pathfinder Society Scenario designed for levels 3–7. During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city’s defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons’ offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion. Content in "The Traitor’s Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.
PFS4-17: Tower of the Ironwood Watch: A Pathfinder Society Scenario designed for levels 5–9. On the edge of Varisia's Mierani Forest stand the ruins of an ancient guardtower that once served as the native elves' first line of defense against the threat of invasion from the bordering Thassilonian realm of Envy. Just as the elves fled Golarion to avoid the destruction of Earthfall, so too did they leave behind the Tower of the Ironwood Watch, which the Pathfinder Society now hopes to explore—a task that could prove more dangerous than anyone anticipates.
PFS4-19 The Night March of Kalkamedes: A Pathfinder Society Scenario designed for levels 1–5. A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.
PFS4-26: The Waking Rune: A Pathfinder Society Scenario designed for levels 7–11. After a year of searching and risking life and limb, the agents of the Pathfinder Society have discovered the resting place of the Runelord of Sloth, who has been sequestered from the world at large for 10,000 years awaiting the proper time for his return. Thanks to the efforts of the sinister cult of Lissala, that time is now. In a desperate attempt to defeat this ancient evil once and for all, the Decemvirate sends its best agents, armed with relics found throughout ancient Thassilon, to foil the cult's last-ditch efforts to usher in a new era of tyranny and strife. Will the party succeed in preventing Krune's return to Golarion, or will the Pathfinder Society serve simply as a speed-bump in the runelord's path to domination over the entire region?
HP 1-01 Bedlam: The Witch Hunters investigate what caused one of their own to lose his mind on his last mission. In the process the discover that Bedlam itself has a darker secret and that the two may be connected.
HP 1-02 The Lost Child: Following clues as to a mother/child that went missing from Bedlam over 10 years ago, the Witch Hunters cross paths with a cult of diabolists sacrificing children.
HP 1-03 The Genesis Stone: Sent after the very item that broke the mind of their fellow, can the Witch Hunters retrieve the Genesis Stone from the hands of one of their oldest rivals.
HP 1-04 My Cross to Bear (Premiere): One of the Twelve Penitents needs help to save his young protégé from within the Invisible World itself. What sort of creature has taken the boy and to what ends?