Events
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 44 individual events, spanning five different campaigns, in three different gaming systems; a total of 174 hours of gaming goodness!
That’s all before we include the over 800 board games, special guests, seminars, 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
Ashes of Athas
AoA6-1 Balancing Shadows: Nibenay, ancient city of spires and shadows, turns its eye on Tyr, Urik, and Altaruk. In a time of war, those behind the Veil face troubling choices. For level 8 D&D 4th edition adventurers. (Slot 1, 4, 7)
AoA6-2 Ash Fall: As the Red Moon rises of the the Crescent Forest, ash falls like snow and the Levy draws nearer. For level 8 D&D 4th edition adventurers. (Slot 2, 5, 8)
AoA6-3 When the Levy Comes Due: You, who were chosen to die, must now choose who lives, and who burns. For level 8 D&D 4th edition adventurers. (Slot 3, 6, 9)
AoA7-1 Ashes to Ashes:: In a land where heroes are rarer than water, you have the chance to birth new hope into a ravaged world. But will that make the difference when you discover how to confront the insidious primordial that threatens to choke the Tablelands in ash and silt? A 9th level D&D 4th edition adventure for the brutal world of Dark Sun. Also a good entry point for players new to the Ashes of Athas campaign.Slot (4, 5, 6, 7, 8, 9)
AoA7-2 Dust to Dust (2-rounds):It all comes down to this. You have gathered your allies and tracked your enemies across the great Sea of Silt. They gather around the manifestation of their master: the primordial itself. Will your hasty alliance hold long enough to defeat the creature? Is such a thing even possible? And if you can win, what will the cost be? A 9th level D&D 4th edition Battle Interactive for the brutal world of Dark Sun and the conclusion to the Ashes of Athas campaign. New players should play AOA7-1 first. (Slot 11 & 12)
Boardgames
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.
Hours:
- Thursday: 10am - Midnight
- Friday: 10am - Midight
- Saturday: 10am - Midnight
- Sunday: 10am - 2pm
D&D Next
DND Next Preview: A0 - Danger at Darkshelf Quarry (2 hours): Darkshelf Quarry holds more than limestone and granite. Whispered rumors abound that the quarry’s dwarf overseer isn’t really a dwarf at all, and that he makes most of his money selling slaves, not stone. Investigation is the only way to learn the truth, but beware! The quarry is well defended, and danger lurks within its dark tunnels and hidden chambers. This adventure is a prequel to the Slave Lords series: A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers Stockade), A3 (Assault on the Aerie of the Slave Lords), and A4 (In the Dungeons of the Slave Lords). Characters provided. (Slot 2 thru 11)
DND Next: G1 - The Steading of the Hill Giant Chief: Giants have been raiding the lands of men in large groups with giants of different sorts banding together. Destruction and death have been laid heavily upon the land and your band of adventurers has been gathered from local villages to deal with this problem. Glory, gold, and fame await the successful while a short trip to the headman’s block awaits those who fail. Your adventure against the giants begins now!!!! 9th level characters provided. (Slot 2 thru 11)
Living Divine
CORE2-7 The Frozen Empire: Explorers venturing out on the ice of the frozen Kilaleig sea sometimes return to tell stories of vast, ruined cities on the seafloor. These remnants of some forgotten age are accessible only by fissures in the ice, which often can’t be found again amongst the shifting terrain. What secrets lie beneath the ice? A Core Adventure for character levels 1-10, and part 1 of the Empire on the Edge of Forever series. (Slot 1, 4, 7, 10)
CORE2-8 Alone in the Dark: You return to the frozen city beneath the Kilaleig sea. Something lurks in the ancient corridors, stalking you at every turn. It jealously guards the secrets of the forgotten empire, hungering for the taste of your flesh. Can you keep away from its terrible grasp? A Core Adventure for character levels 1-10, and part 2 of the Empire on the Edge of Forever series. (Slot 2, 5, 8, 11)
CORE2-9 What Lies Beneath: Slumbering in the dark, the guardian of the frozen city opens up one eager eye, sensing your presence. Hunger quickly turns to rage, and the beast lumbers forth. And yet, you continue the perilous climb down into the ruins. A Core Adventure for character levels 1-10, and part 3 of the Empire on the Edge of Forever series. (Slot 3, 6, 9, 12)
Intro 1, 4, 7 Replay: Did you miss any of the Intro series to this great new campaign? This is your chance to catch one you missed. For levels 1-3 (Slot 1, 4, 7, 10)
Intro 2, 5, 8 Replay: Did you miss any of the Intro series to this great new campaign? This is your chance to catch one you missed. For levels 1-3(Slot 2, 5, 8, 11)
Intro 3, 6, 9 Replay: Did you miss any of the Intro series to this great new campaign? This is your chance to catch one you missed. For levels 1-3 (Slot 3, 6, 9, 12)
Living Forgotten Realms
CORE5-1 Churning Shadows: The city is overrun by a plague of shadowy undead creatures. You are tasked with rescuing the Cormyr ambassador from the city of undead. Will you be able to save the ambassador without becoming one of the living dead yourself? A Living Forgotten Realms adventure for characters of the Heroic tier (levels 1-10). This adventure is the conclusion of Chapter 1 the Desolation series. Chapter 1 includes four Heroic tier adventures leading up to this conclusion. The other three parts are SPEC4-5, CORE4-3, CORE4-4, and CORE4-5. You can play these four adventures in any order, but you should try to play them with the same character, and you should try to play all four parts before you play CORE5-1. The Desolation series also includes Paragon tier adventures (starting with SPEC4-6). It is not expected that a player can follow both tracks with the same PC. For levels 1-10. Slot 1-8, 11, 12)
CORE5-2 A Radiance Faded: Many fear that a Thayan plague is killing all of the livestock in Thesk as a precursor to a full-scale invasion. The true cause may be much simpler, but much more deadly. A Living Forgotten Realms adventure set in Thesk and Rashemen for characters of the Paragon tier (levels 11-20). This adventure is an epilogue to the Radiance Against Thay series, which included CORE1-2 Radiant Vessel of Thesk, CORE1-6 Incident at the Gorge of Gauros, and CORE1-14 What Storms May Come. For levels 11-20. Slot 1-8, 11, 12)
CORE5-3 Lost in Wonder: It's been years since anyone last heard from Glimnock Klemwocket, but the gnomish cleric hasn't given up on his quixotic quest to restore the lost knowledge of the ancient artificers of Gond. He's got a new map, and he's got a new ritual, and he's ready to go on another journey of discovery. Are you interested? A Living Forgotten Realms adventure set somewhere in the multiverse for characters of the Paragon tier (levels 11-20). This adventure may be of particular interest to those who have played CORE1-3 Sense of Wonder and/or ADAP1-5 Menace of the Icy Spire, but it's also perfectly fine for those who have not. For levels 11-20. Slot 1-8, 11, 12)
EPIC5-1 Plaguewrought Prism: When faced with a threat that even the gods fear, the powers of Faerun turn to you. Unfortunately, there is far too much to do in what little time remains. You have only split seconds to prevent the coming apocalypse. A three-round continuous-play Living Forgotten Realms Epic Campaign adventure for 27th-level characters. (Slot 2-4 & 5-7)
SPEC5-1 Title/Blurb TBA: For levels 1-10. Slot 1-8, 11, 12)
SPEC5-2 Closer to the Heart: Restoring the Companion would be the first step toward retaking control of Elturel. Someone must journey into the depths of the Astral Sea to recover the final component, known as the Heart of Light, for the ritual that would restore the Companion. But to find the Heart requires more than just skill. Only the Trinity can lead the way. A Living Forgotten Realms adventure for characters of the Paragon tier (levels 11-20). For levels 11-20. Slot 1-8, 11, 12)
ADCP5-1 Home’s Last Light: Elturgard has fallen. From the capital of Elturel the fallen Order of Torm, thoroughly corrupted by the Order of the Blue Flame and agents of Najara, has declared an alliance with Netheril. Its borders closed, rumors are rampant of mutagenic plagues changing the populace into monstrous beasts and undead that do not fear the light of day. The remnants of the exiled government have appealed to all enemies of Netheril to aid in retaking the country by starting with a direct strike at the capital itself in an effort to purify and reinvigorate a despoiled Companion. As Cormyr, Myth Drannor and other great powers rally, many see this as the first battle in the coming war with the Empire of Shadows that may result in the Desolation of the Realms.
A two-round continuous-play Living Forgotten Realms Battle Interactive set in Elturgard for characters of the Heroic and Paragon tiers (levels 1-20, but all characters must be of the same tier and able to play at the table's chosen Adventure Level).This battle interactive will allow more opportunities to interact with other tables and some groups may find themselves temporarily shorthanded. You should allow at least 9 hours of play time to run this event (we recommend two 4-hour back-to-back slots with a 1-hour break in the middle). This adventure is combat-intensive, and the combat encounters may be more difficult than those in a typical LFR adventure. You will need good resource management, strong teamwork both at your table and among the entire interactive, as well as a bit of luck in order to succeed. We recommend that at least three of the characters at the table be members of the same Adventuring Company or meta-organization. This adventure takes place after the events of ELTU4-4, SPEC5-1 and SPEC5-2. Play of the prior adventures is recommended, but is neither required nor assumed. (Slot 9 & 10)
Pathfinder Society
Intro 1: First Steps: In Service to Lore: In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge. For Level 1. (Slot 1, 4, 7, 10)
Intro 2: First Steps: To Delve the Dungeon Deep: You venture for the first time into the massive haunted dungeons beneath an abandoned siege tower in the deadly Cairnlands, where you will experience firsthand the true dangers of being a tomb-delving Pathfinder. For Level 1. (Slot 2, 5, 8, 11)
Intro 3: First Steps: A Vision of Betrayal: Dispatched on an envoy mission overland from Absalom to port city Escadar, you must weather the harsh wilderness of the Isle of Kortos before you can hope to meet with the representative of the elusive gillmen, and only then come face to face with the greatest threat to the Pathfinder Society. For Level 1. (Slot 3, 6, 9, 12)
PFS Special: Ruins of Bonekeep: Level 1: The Silent Grave - By Jason Bulmahn, Pathfinder Lead Designer: Just outside the city of Absalom sits the ruins of a long-forgotten siege castle. Torn down nearly to its foundation, the ruins of Bonekeep have been silent for decades, but the Pathfinders have learned of a series of dungeons beneath its crumbling white pillars, and it appears that they are not-so silent after all. Foul creatures and deadly traps await those daring to plunder its depths, but the rumor of untold wealth and forgotten relics make such dangers worth any risk. This is a Pathfinder Society special event for 3rd- through 7th-level characters (Tier 3–7). This is a deadly event designed to push characters to their limit and beyond, but with such danger comes greater reward for those that survive. (Slot 2 thru 12)
3-EX Cyphermage: In the shadow of the cyclopean Cyphergate that spans Riddleport's harbor, the PCs find themselves embroiled in a dangerous plot of deception that one could only find in Varisia's infamous pirate port. For Level 1-5. (Slot 4, 6, 10)
4-01 Rise of the Goblin Guild: When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild. For Level 1-5. (Slot 1, 4, 7, 10)
4-05 The Sanos Abduction: The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. But like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget—presuming they survive. For Level 3-7. (Slot 1, 4, 7, 10)
4-06 The Green Market: When an ally of the Society reports that her sister's business is being harassed by the Aspis Consortium in the Varisian city of Korvosa, a team of Pathfinder agents is dispatched to the Green Market to assist. What they find there is more than simple strong-arming and intimidation, however. What mysterious forces bring the popular market its unlikely success, and can the PCs stop the Aspis Consortium from gaining control of what could become a lucrative resource for the rival organization? For Level 5-9. (Slot 3, 6, 9, 12)
4-07 Severing Ties: The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come. For Level 1-5. (Slot 2, 5, 8, 11)
4-08 The Cultist's Kiss: An active cell of the cult of Lissala—ancient goddess of runes and obedience—has been discovered in the Varisian town of Palin's Cove. Seeking a chance to learn about this long-lost faith not from millennia-old relics but from its current practice, a team of Pathfinders travels to the industrial seaside settlement to uncover the secret coven and infiltrate its services in the guise of prospective converts. Will the Pathfinders discover the knowledge they seek, or will the evil cult subvert them with its vile and seductive faith? For Level 7-11. (Slot 1, 4, 7, 10)
4-09 The Blakros Matrimony: The eldest daughter of the prominent Blakros family is set to wed an influential Hellknight, and the Pathfinder Society is invited to the festivities. Dressed for a wedding befitting royalty, a team of Pathfinders attend the ceremony on behalf of the Decemvirate, but will their presence ultimately strengthen the Society's relationship with the influential Blakroses, or will events at the wedding bring the already tenuous alliance to a breaking point? For Level 3-7. (Slot 2, 5, 8, 11)
4-10 Feast of Sigils: In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition? For Level 7-11. (Slot 2, 5, 8, 11)
4-11 The Disappeared: A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history? For Level 1-5. (Slot 3, 6, 9, 12)
4-12 The Refuge of Time: In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond. For Level 7-11. (Slot 3, 6, 9, 12)
