TOBCON IV 2022

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Toby Pilling
Posts: 57
Joined: Wed May 15, 2019 5:14 am

Greetings all,

After a long, lockdown-enforced break, it is my intention that TOBCON IV will take place at Northfield community centre in London this August Bank Holiday weekend (Saturday 27th and Sunday 28th). Attendees are always a mix of regulars and newcomers, so all are welcome. The event usually involves playing in or GMing four WFRP sessions (any and all editions of WFRP are played) over the course of two days - each session 4 hours long.

Under various guises (TIMCON, WIMCON and now TOBCON) this event has been going on for over a decade and is as far as I know the only WFRP event in the world.

At the last TOBCON (three years ago), some attendees mentioned other websites and forums that they thought I might want to post on to recruit more players. I'm afraid I don't have time to do that, but if anyone else has the ability to do so, they can feel free to market it where they want, as long as they link to this original post so that people can PM me.

Obviously, feel free to PM me if you wish to get more details, or just post queries or statements on this thread. Do try to let me know if you intend to come and if you are willing to GM a game, to help me plan the event. I normally ask GMs to send me their scenario synopsis by the end of May, so will post more here nearer the time.

Toby
Whymme
Posts: 63
Joined: Mon Jan 07, 2019 12:18 pm

Count me in - I'd love to see you all again. I'll think of a suitable scenario, or perhaps even two of them.
And this time visiting TOBCON has the added edge of travelling outside the EU!
Whymme
Posts: 63
Joined: Mon Jan 07, 2019 12:18 pm

Really? Am I the only one?
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Hyarion
Posts: 220
Joined: Mon Jan 07, 2019 11:56 am

I'd be in if I could get to the UK, but that's not in scope for me at this point.
I hold the glaive of Law against the Earth.
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Toby Pilling
Posts: 57
Joined: Wed May 15, 2019 5:14 am

Several British regulars have responded privately to my emails so we are on course to have a decent number already. I'll write again in a couple of weeks or so. It certainly looks like we'll have Cubicle 7 involvement in the form of Dave Allen! I look forward to seeing everyone again.

Toby
Rangdo
Posts: 59
Joined: Mon Oct 07, 2019 6:09 am

Looking forward to seeing everyone again. :)
dry_erase
Posts: 66
Joined: Mon Jan 07, 2019 3:58 pm

I'm hoping to come along for at least 1 day - it'll be great to see you all for the first time in several plague-ridden years.
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Toby Pilling
Posts: 57
Joined: Wed May 15, 2019 5:14 am

Greetings all!
OK - we have enough GMs to run a decent amount of slots, so the event should have plenty of games. I'll send the usual round-robin email to the usual suspects, as well as contacting GMs individually, this week. Could GMs start to get me their outlines? Please could I have something to put on a programme by the end of next week - Sunday the 3rd of July
The cost of attending should be free this year, I'm told by the organisers of Shadowcon, that we piggy-back upon. More money left for ales in the pub afterwards!
I'll write again with the programme soon.

Toby
Knight of the Lady
Posts: 178
Joined: Mon Jan 07, 2019 11:04 am

I won't be coming but I wish everyone a good time, and good stories to entertain those of us who can't come. :)
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Toby Pilling
Posts: 57
Joined: Wed May 15, 2019 5:14 am

OK folks, here's the timetable. If all attendees let me know their preferred scenarios then I can start allocating players to games - those who have volunteered to GM games will be given priority as a reward.

TOBCON 4 Timetable

SAT AM (10am-2pm)


Shaking the Lead
GM: The Dark Knight of the Twisted Moon

Galena has been discovered at the old workings of Anne’s Rule, and lead promises new riches for the Border Principality of Panarin’s Grasp. Riches that could be used to pay tribute to the marauding Orc bands that cross the mountains from the Bad Lands, and riches that could be used to buy weapons and pay mercenaries so that the tribute was no longer required.
One problem remains: Anne’s Rule used to be a Dwarven Mine, and although a mere shadow of the power they once were, the Dwarves are jealous of their lost heritage. Even now a Dwarven scholar has been dispatched from the hold of Khazril, to oversee the new workings and enforce their perceived rights. Her Serenity, the Marquise Vanda, current ruler of Panarin’s Grasp has sent a courtier to confound the Dwarves aims and ensure that the riches flow to her domains as is only due.

This scenario will probably be run using WFRP Classic Edition.

Alfonso’s Party
GM: Tadeusz Cantwell


Now that the plague has left the city, the Tilian merchant Alfonso will host one of his fabulous parties. You, a casual friend of his, have been promised an invite if you can help with arrangements with some others, as he is indisposed. And those rumours.... are just wild gossip...

System: WFRP 4th Ed

The Long Way Home
GM: Wim


After a disastrous attempt to recapture Karak Ghard from the goblin occupiers, your unit has been separated from the withdrawing dwarven army. To get back to civilisation, you’ll have to travel through enemy territory deep under the mountain.

An adventure for up to six dwarven soldiers, using WFRP2 rules (mostly)

SAT PM (3pm-7pm)

The Duke, the Frog, Its Legs and His Belly, or, The Frog Marsh
GM: Theo

Duc Didier le Grand prides himself on being the greatest gourmand in Bretonnia. While his peasants suffer, he puts on lavish feasts where he serves the most exclusive and outrageous dishes. But the Duc is in a rage: he was invited by his neighbour and rival, Comte Henri le Bâtard, to dinner and was served something he had never seen before: giant frog's legs! You have been hired to sneak into the Comte's marshland, where these frogs are supposedly found, and retrieve young ones (male and female) or, failing that, at least frogspawn, so that the Duc can farm his own. Wiping out the Comte's population would also be welcome. Obviously, if you are caught the Duc will deny everything and you will be hanged as poachers. But if you are successful, he promises you will never go hungry again!

Uses 4th Edition WFRP

The Eye of Tzeentch
GM: Rolph Segers


Legends tell of one of the greatest Fakirs the land of Araby has known: Abdul Al Hazred aka 'The Mad Arab'. Abdul lost his wife and son to a sad tragedy of betrayal, making him dead set on returning them to the living. Word goes that he travelled into the realm of chaos where he retrieved an object of pure chaos called 'The Eye of Tzeentch', an object of pure magic and chaos and thus untamable. This however did not deter Abdul the least as he travelled far and wide and rumor has it he was seen in Prague where he unearthed the tomb of Arianka, not to release her but to obtain her blood. In an ancient dark ritual he bound the Eye with the blood of Arianka and in doing so tamed the chaos object into the most powerful artefact this world has ever seen...and there the story ends.

Recently however pages from his diary were uncovered hinting at travels to the Lizard Pyramid, better known as the Temple of Skulls, situated on the eastern coast of the Southlands.

As it happens YOU are the one who uncovered those papers. Dead set on retrieving this mighty object, packed with some obscure documents you can't make head nor tail of you and your companions set out to the deadlands to retrieve it!

System: WFRP 2nd edition

Cabaret of Chaos
GM: Rob Rees


Players will play characters in a cell of the Halfling Liberation Front that have infiltrated the infamous Kitty Kat Kabaret who are due to perform a selection of their provocative best at a private reception for the Moot's oppressive governor Ernst Hoffmann. Unbeknown to the assassins though, the Master of Ceremonies of the club also has some big plans for the reception and things are about to get very disturbing for everyone.
The governor is protected by the hated Brown Jerkins, his Imperial Guards and Billy Bigguts, an Ogre. Is there any hope that the cell can carry out their mission and escape with their lives?

Rules: Will be played with a streamlined version of 4th Edition rules with all the fast play options turned on.

SUN AM (10am-2pm)

Witches’ Gold
GM: Steve Hanlon


Ten years ago you stole a fortune in ancient gold from the Duke’s train, and buried it on the Witches’ Crag by the village of Fahrenholz. You thought you’d claim it in a few weeks, but instead you were caught and sentenced to hard labour. Now you’re finally free and it’s time to claim what’s yours. But, as you return to the scene of your worst crimes and greatest success, you will need to confront more than just memories of the past.

System: *Kriegsmesser* by Gregor Vuga, a simple system for Warhammer-like based on the popular game *Troika*, and reminiscent of games of the 80s. It’s very lightweight and no previous experience of it is required.


Mutiny and the Beast
GM: Dave Allen


Geissbach is a small, beleaguered farming community deep in the Reikwald forest. It’s position on the increasingly busy Ubersreik to Bogenhafen Road is exciting interest from various investors, and a newly opened coaching inn promises rest and relaxation to travellers with money to spend. There are those who regard the village as a prime target for exploitation, and the locals are divided as to who to place their trust in as their world seems set to change. Our Characters, a group of road-weary travellers, arrive at Geissbach looking for a place to stay, and will soon find themselves at the centre of a series of power struggles.

System: WFRP 4th edition


Weird Nights at the Wolfshead
GM: Stuart Kerrigan

The Wolfshead Coach Inn’s warm lights and tall walls appear to offer protection against the shambling horrors of the Old World’s night but the danger within may be greater. Never mind it seems difficult to keep track of the patrons and staff, or the shifting rooms inside it. Is it safer here than the shadow that has been chasing you?

A scenario for Warhammer Fantasy Roleplay 4th Edition


SUN PM (3pm-7pm)

Rise of the Ratmen
GM: Steve Ellis (5 player game)


The Horned Rat calls it’s children to rise up and claim the lands of Men and Dwarfs! Play the fractious Clan-Lords of the Skaven as you plot the ruination of the lands above and unleash the tide of squeaking, scrabbling vermin against your enemies!

System will probably be a variant on Cold City/Hot War (Similar to the Karl Franz is Dead! Game)


The Batman of Altdorf: Painfall
GM: Rob Rees

The Batmen are mutants and former watchmen of Altdorf, twisted by radiance of the green moon they nonetheless retain their commitment to justice in the ever changing city. They watch endures despite the suspicion and hatred that is directed towards all mutants.

The latest peril to threaten the peace are rumours of an alchemical preparation that doubles the strength of those who imbibe it. In the hands of Altdorf's notorious street gangs it threatens to break the tenuous hold the Watch has on the city and allow the gangs to rule the streets and do what they like to the helpless regular citizens of the city.

It is these citizens the Batmen are sworn to protect and therefore they must find the source of the mysterious concoction and end its supply before the criminal elements seize control.

System: Played with my Grim Fantasy (Laser and Feelings hack): https://www.theerapture.com/rules/grim-fantasy/


Landsturm
GM: Toby Pilling


Desperate times call for desperate measures and no time is more desperate than the End Times.
The Emperor has called up those who are too old or crippled to serve in the provincial militias to form ‘Landsturm’ detachments at local levels. It’s seen as scraping the barrel, but the need is great.
The PCs are members of such a unit, and things are going from bad to worse…

System: WFRP 4th Edition
Whymme
Posts: 63
Joined: Mon Jan 07, 2019 12:18 pm

The Long Way Home
GM: Wim

After a disastrous attempt to recapture Karak Ghard from the goblin occupiers, your unit has been separated from the withdrawing dwarven army. To get back to civilisation, you’ll have to travel through enemy territory deep under the mountain.

An adventure for up to six dwarven soldiers, using WFRP2 rules (mostly)
That was the short description, when I realised that I had to quickly give a blurb for the adventure. As usual, that was the trigger for me to actually start thinking about and preparing for the scenario.

In the meantime I’ve written a longer blurb. Perhaps that gives you some more information.
Exhausted and hurt, you look over the battlefield. Not much light enters this underground cavern, but what you can see in the gloomy darkness is a sea of bodies - some of your dwarven comrades, many more of those greenskin pests and the orange-skinned beasts that accompanied them.

You were part of a Dwarven army that was set to retake Karak Ghard from the goblins who have sneakily captured it and driven your people out thousands of years ago. But it seems like the attack has failed - the goblins fought more ferociously, and in far greater numbers, than your generals expected. And they brought what can best be described as mouths on legs - orange blobs that seemed to consist mostly of large mouths with sharp needles as teeth, that hopped around on their froglike legs and tore into your troops.

Your platoon got cut off from the main army. Forced into a side tunnel, you eventually made your stand in the cavern where you are now. Fighting against overwhelming odds, you eventually won, but at great cost. Most of your platoon was killed, and you are one of the few survivors. While you beat the goblins who attacked you, the rest of their army has cut off your way back. The only way to get out of here is to venture deeper into the mountain and hope to find another way back.
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Toby Pilling
Posts: 57
Joined: Wed May 15, 2019 5:14 am

I'll try to firm up the allocations by the end of next week, so do let me know if you want to attend and I'll try to fit you in - there are one or two spaces left. Feel free to PM me!

Toby
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Hyarion
Posts: 220
Joined: Mon Jan 07, 2019 11:56 am

I really wish I could. Can't wait to hear about it.
I hold the glaive of Law against the Earth.
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