Greetings all!
It's that time of year again - an email from me to inform you all that TOBCON will be occurring again this year. It consists of two whole days of Warhammer Fantasy Roleplay goodness and, as usual, it shall occur on the August Bank Holiday here in England (24th and 25th of August). The location is once more the Northfield Community Centre in West London, where we are piggy-backing on the Shadowcon roleplaying event..
Do please let me know if you wish further details or are already able and willing to attend - I am particularly keen to hear from prospective GMs who are willing to run a scenario during the Con.
I've sent out a round-robin email to past attendees, but new blood is always welcome. Anyone can feel free to advertise the Con more widely if they wish, through discord, facebook or whatever.
I'll post more updates here in time - if people can let me know by the end of this month (April) whether they would like to come, I can more easily plan.
Cheers,
Toby Pilling
TOBCON VI 2024
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- Posts: 19
- Joined: Thu Jun 06, 2019 2:07 am
i hope to be able to make it.
the dark knight of the twisted moon
- Toby Pilling
- Posts: 66
- Joined: Wed May 15, 2019 5:14 am
Well, we've got plenty of great GMs who have volunteered to run games, so if they can all send me a precis of their games by the end of this month (June) I can get a programme ready.
I'll send a round-robin email soon and contact various attendees directly.
Chat soon!
Toby
I'll send a round-robin email soon and contact various attendees directly.
Chat soon!
Toby
- Toby Pilling
- Posts: 66
- Joined: Wed May 15, 2019 5:14 am
OK, the programme is here. I'll send out a round-robin email soon and begin to match players to games.
TOBCON VI Timetable
SAT AM (10am-2pm)
Four Husbands
GM: The Dark Knight of the Twisted Moon
Life as a Ostermark Road Warden, especially in the Aurith Valley is usually a quiet one. The Kadrin Road is busy with trade, but it’s safety is the concern of the Imperial Road Wardens, whilst you make sure that the locals can travel from settlement to settlement in safety. Sure, Goblins sometimes slip through passed Karak Kadrin, and other more dangerous monsters occasionally come down from the peaks of the World’s Edge Mountains, but at such times you can call upon the Margrave’s garrison from Eisental and the Imperial troops stationed in the province to give aid to the Dwarves when asked.
This week, however, promises to be busy. The Margrave’s daughter is getting married and guests are arriving from across Ostermark and the Karaks. You have been ordered to ensure their safety and comfort even on the Imperial road. Victuallers, entertainers, clothiers and who knows whom else will also no doubt be descending on Eisental for the nuptuals. All at a time when sightings of a Dragon have been rumoured. No doubt you are going to have your work cut out, whilst trying to balance your commitments at home.
This scenario will be run using WFRP Classic Edition.
The Three Trials of Neu Bergsberg (Against the Horde Part III)
GM: John Foody
South of Skeggi, the imperial settlement of Neu Bergsberg battles for survival against the horrors of Lustria. Funded by the Elector Count and Grand Baron Aldebrand Ludenhof the town has been beset by corruption, infighting, raiders, and worse, and a year ago stood on the verge of ruin. Now there are signs of prosperity following the arrival of the vitki Lorn who said that if the council could stand united for a decade against three great trials the town would stand for a hundred years. As one of the Council of Five Neu Bergsberg’s survival, and the survival of everything you have risked, rests of your shoulders.
A scenario where the characters are Council members, incorporating a version of the settlement rules from the Lustria sourcebook.
The Grand Emit Manor
GM: Rolph Segers
Welcome to G.R.I.M., the Guild of Relic Investigators and Mystics.
You are all residents of Altdorf, the bustling capital of the Empire, where the cobbled streets bristle with scholars, sorcerers, and seekers of the strange. As members of G.R.I.M., you share a passion for the unknown, spending your days as hobbyists and tinkerers of the mystical and the arcane.
Lately, a disturbing trend has emerged. Some of your fellow members and close friends or relatives have vanished under mysterious circumstances. Their last known venture was to investigate a reputedly haunted manor located on the outskirts of a small village not far from Altdorf. Reports suggested that the manor, long abandoned, might house powerful ancient artifacts and, possibly, restless spirits linked to them.
Concerned for their safety and driven by your quest for knowledge, you have decided to follow in their footsteps. Equipped with your tools, tomes, and talismans, you set out for the manor, unaware of what awaits within its crumbling walls. The air grows colder as you approach, and the once-bustling village now seems unusually silent, almost as if under a spell.
As you stand before the ominous gates of the estate, you can't help but wonder: what became of your friends? What secrets does the manor hold? It's up to you, the brave souls of G.R.I.M., to uncover the truth and ensure that you do not meet the same fate as those who went before you.
Prepare yourselves for a journey into the heart of darkness, where every shadow could hide a secret, and every whisper could be a clue. Remember, in the world of G.R.I.M., knowledge is not just power—it's survival.
---
A note from the writer and GM: I've written this scenario initially for a Cthulhu setting and later rewritten it to WFRP. What this means is that it's very deadly and you will most likely go through several characters while in the house. On the positive side, should you join this game, your name will be added to the acknowledgements for playtesting (if you want!).
SAT PM (3pm-7pm)
Toil and Trouble
GM: Wim
It is Geheimnisnacht. You, together with the other witches from your coven, gather at the bald hilltop overlooking the village of Saalheim. It is the yearly gathering in which you will impress your fellow coven members with your witchcraft, will gossip about what’s happening in and around the village, and decide who is to be cursed and who should receive a blessing. But this year’s gathering is more important than most. A witch hunter has burned the leader of the coven at the stake, and you must now decide who will be the new leader, and how the old one will be avenged. Important decisions must be made under the light of the double moon.
WFRP second edition. (Note – this is a re-run of a Tobcon scenario from several years ago, with a few modifications here and there)
The Season of Rain
GM: Dave Allen
Prince Dalroth of Cothique has decided to mark the onset of Spring by announcing a great hunt to take place in the lee of the Annulii mountains. Of course, his court has come with him, including his favourite musician, stylist, bodyguards, drinking cronies, and sundry other followers.
After spying a large flying creature the afternoon before the Prince’s followers are dismayed to find him missing, having left his tent and horse at the camp. Having waited a few hours without sight or sound of the prince, they must now decide what action to take.
4th edition WFRP
Death on the Shifting Sands
GM: Dan Gooch
The date palms sway hypnotically under the sweltering sun. The camel train, with its life blood of goods for the community of Blackwater Bay, is days overdue. You’ve been tasked to venture out deep into the treacherous desert to find out what’s happened and re-establish this essential supply chain. It’s time to strap on your scimitars, saddle up the camels, and gallop out over the shifting sands on a daring mission in a desert full of lies, deception and death.
To solve the mystery of ‘Death on the Shifting Sands’, the adventurers must fight terrible beasts, evade fiendish traps, survive ferocious sandstorms and worse, whilst not succumbing to unquenchable thirst, becoming hopelessly lost, or mistaking a malign mirage for an opulent oasis. Adventure awaits!
SUN AM (10am-2pm)
Haus of Grief: Stones and Bones
GM: Rob Rees
The Haus of Grief offers the merchants of Altdorf a very special form of insurance, in exchange for a reasonable premium the Haus offers the services of specialists with a very particular set of talents. Should your life or business be threatened the repercussions will be very serious.
One of the Haus's customers has just made claim on one of their policies, their son has disappeared while transporting a valuable consignment. Retrieval of both the son and the consignment is desired but the Haus of Grief understands that for its mark to mean something then there must be consequences for those who molest those who bear it.
Take on the role of the Haus operatives as they set out to rescue and avenge.
System: Homebrew
The Bride of Raverno
GM: Steve Hanlon
Altdorf’s theatrical circles are a cut-throat world and Sibilia Walter’s new play The Bride of Raverno is supposed to put the Blazing Lantern Players on top of the heap. But, as the players arrive to make final preparations for opening night, the potential throat-cutting seems terrifyingly literal, if the threats of the gangsters at the back door are to be believed. Meanwhile, our producers are absent, the pages for act three are missing and there is a repossession notice on the theatre. The show must go on, but how?
A Warhammer scenario for five beautiful people, to be run using Gregor Vuga’s simple Kriegsmesser system.
TOBCON ends at 2pm.
TOBCON VI Timetable
SAT AM (10am-2pm)
Four Husbands
GM: The Dark Knight of the Twisted Moon
Life as a Ostermark Road Warden, especially in the Aurith Valley is usually a quiet one. The Kadrin Road is busy with trade, but it’s safety is the concern of the Imperial Road Wardens, whilst you make sure that the locals can travel from settlement to settlement in safety. Sure, Goblins sometimes slip through passed Karak Kadrin, and other more dangerous monsters occasionally come down from the peaks of the World’s Edge Mountains, but at such times you can call upon the Margrave’s garrison from Eisental and the Imperial troops stationed in the province to give aid to the Dwarves when asked.
This week, however, promises to be busy. The Margrave’s daughter is getting married and guests are arriving from across Ostermark and the Karaks. You have been ordered to ensure their safety and comfort even on the Imperial road. Victuallers, entertainers, clothiers and who knows whom else will also no doubt be descending on Eisental for the nuptuals. All at a time when sightings of a Dragon have been rumoured. No doubt you are going to have your work cut out, whilst trying to balance your commitments at home.
This scenario will be run using WFRP Classic Edition.
The Three Trials of Neu Bergsberg (Against the Horde Part III)
GM: John Foody
South of Skeggi, the imperial settlement of Neu Bergsberg battles for survival against the horrors of Lustria. Funded by the Elector Count and Grand Baron Aldebrand Ludenhof the town has been beset by corruption, infighting, raiders, and worse, and a year ago stood on the verge of ruin. Now there are signs of prosperity following the arrival of the vitki Lorn who said that if the council could stand united for a decade against three great trials the town would stand for a hundred years. As one of the Council of Five Neu Bergsberg’s survival, and the survival of everything you have risked, rests of your shoulders.
A scenario where the characters are Council members, incorporating a version of the settlement rules from the Lustria sourcebook.
The Grand Emit Manor
GM: Rolph Segers
Welcome to G.R.I.M., the Guild of Relic Investigators and Mystics.
You are all residents of Altdorf, the bustling capital of the Empire, where the cobbled streets bristle with scholars, sorcerers, and seekers of the strange. As members of G.R.I.M., you share a passion for the unknown, spending your days as hobbyists and tinkerers of the mystical and the arcane.
Lately, a disturbing trend has emerged. Some of your fellow members and close friends or relatives have vanished under mysterious circumstances. Their last known venture was to investigate a reputedly haunted manor located on the outskirts of a small village not far from Altdorf. Reports suggested that the manor, long abandoned, might house powerful ancient artifacts and, possibly, restless spirits linked to them.
Concerned for their safety and driven by your quest for knowledge, you have decided to follow in their footsteps. Equipped with your tools, tomes, and talismans, you set out for the manor, unaware of what awaits within its crumbling walls. The air grows colder as you approach, and the once-bustling village now seems unusually silent, almost as if under a spell.
As you stand before the ominous gates of the estate, you can't help but wonder: what became of your friends? What secrets does the manor hold? It's up to you, the brave souls of G.R.I.M., to uncover the truth and ensure that you do not meet the same fate as those who went before you.
Prepare yourselves for a journey into the heart of darkness, where every shadow could hide a secret, and every whisper could be a clue. Remember, in the world of G.R.I.M., knowledge is not just power—it's survival.
---
A note from the writer and GM: I've written this scenario initially for a Cthulhu setting and later rewritten it to WFRP. What this means is that it's very deadly and you will most likely go through several characters while in the house. On the positive side, should you join this game, your name will be added to the acknowledgements for playtesting (if you want!).
SAT PM (3pm-7pm)
Toil and Trouble
GM: Wim
It is Geheimnisnacht. You, together with the other witches from your coven, gather at the bald hilltop overlooking the village of Saalheim. It is the yearly gathering in which you will impress your fellow coven members with your witchcraft, will gossip about what’s happening in and around the village, and decide who is to be cursed and who should receive a blessing. But this year’s gathering is more important than most. A witch hunter has burned the leader of the coven at the stake, and you must now decide who will be the new leader, and how the old one will be avenged. Important decisions must be made under the light of the double moon.
WFRP second edition. (Note – this is a re-run of a Tobcon scenario from several years ago, with a few modifications here and there)
The Season of Rain
GM: Dave Allen
Prince Dalroth of Cothique has decided to mark the onset of Spring by announcing a great hunt to take place in the lee of the Annulii mountains. Of course, his court has come with him, including his favourite musician, stylist, bodyguards, drinking cronies, and sundry other followers.
After spying a large flying creature the afternoon before the Prince’s followers are dismayed to find him missing, having left his tent and horse at the camp. Having waited a few hours without sight or sound of the prince, they must now decide what action to take.
4th edition WFRP
Death on the Shifting Sands
GM: Dan Gooch
The date palms sway hypnotically under the sweltering sun. The camel train, with its life blood of goods for the community of Blackwater Bay, is days overdue. You’ve been tasked to venture out deep into the treacherous desert to find out what’s happened and re-establish this essential supply chain. It’s time to strap on your scimitars, saddle up the camels, and gallop out over the shifting sands on a daring mission in a desert full of lies, deception and death.
To solve the mystery of ‘Death on the Shifting Sands’, the adventurers must fight terrible beasts, evade fiendish traps, survive ferocious sandstorms and worse, whilst not succumbing to unquenchable thirst, becoming hopelessly lost, or mistaking a malign mirage for an opulent oasis. Adventure awaits!
SUN AM (10am-2pm)
Haus of Grief: Stones and Bones
GM: Rob Rees
The Haus of Grief offers the merchants of Altdorf a very special form of insurance, in exchange for a reasonable premium the Haus offers the services of specialists with a very particular set of talents. Should your life or business be threatened the repercussions will be very serious.
One of the Haus's customers has just made claim on one of their policies, their son has disappeared while transporting a valuable consignment. Retrieval of both the son and the consignment is desired but the Haus of Grief understands that for its mark to mean something then there must be consequences for those who molest those who bear it.
Take on the role of the Haus operatives as they set out to rescue and avenge.
System: Homebrew
The Bride of Raverno
GM: Steve Hanlon
Altdorf’s theatrical circles are a cut-throat world and Sibilia Walter’s new play The Bride of Raverno is supposed to put the Blazing Lantern Players on top of the heap. But, as the players arrive to make final preparations for opening night, the potential throat-cutting seems terrifyingly literal, if the threats of the gangsters at the back door are to be believed. Meanwhile, our producers are absent, the pages for act three are missing and there is a repossession notice on the theatre. The show must go on, but how?
A Warhammer scenario for five beautiful people, to be run using Gregor Vuga’s simple Kriegsmesser system.
TOBCON ends at 2pm.
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- Posts: 19
- Joined: Thu Jun 06, 2019 2:07 am
i've sent my preferences over.
shame there's no sunday afternoon slot.
shame there's no sunday afternoon slot.
the dark knight of the twisted moon
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- Posts: 19
- Joined: Thu Jun 06, 2019 2:07 am
got back from london last night, fortunately the return journey was on time and straight forward, unlike the outwards one on friday.
my game seemed to go well on saturday morning. it was quite free form, and i improvised to cope with the players actions and suggestions, managing to bring it to a conclusion just about on time. sadly, the pcs were disillusioned when the emperor failed to turn up on his pegasus to slay the 'dragon' for them. they correctly identified three of the four human husbands, and all the dwarven ones.
that afternoon i played in the season of rain as a high elven merchant adventurer, although the rest of the party decided i was the tracker. my luck was up and down, but it was entirely my own fault that i set off an ambush. still we all survived and managed to get our prince back. what that means for the future of ulthuan remains unknown.
on sunday i was the young female supporting actress in the bride of raverno. after a spot of investigation we decided there was no act three and the producers were unlikely to turn up either. fortunately our company lead proved more than able to complete the play, casting me as the new bride and thus fulfilling my ambitions as a leading lady, we sabotaged our rivals including by redirecting the repossession notice at their establishment across the street after my application of 'useful herbs' to their refreshments trolley had rendered them unable to produce a cogent argument to the contrary, and set the fish and hooks at each others throats to gain us breathing space to pay our debts.
all in all, another fun weekend. thanks to toby for organising, to the other gms offering games, and all the players for throwing themselves into character.
my game seemed to go well on saturday morning. it was quite free form, and i improvised to cope with the players actions and suggestions, managing to bring it to a conclusion just about on time. sadly, the pcs were disillusioned when the emperor failed to turn up on his pegasus to slay the 'dragon' for them. they correctly identified three of the four human husbands, and all the dwarven ones.
that afternoon i played in the season of rain as a high elven merchant adventurer, although the rest of the party decided i was the tracker. my luck was up and down, but it was entirely my own fault that i set off an ambush. still we all survived and managed to get our prince back. what that means for the future of ulthuan remains unknown.
on sunday i was the young female supporting actress in the bride of raverno. after a spot of investigation we decided there was no act three and the producers were unlikely to turn up either. fortunately our company lead proved more than able to complete the play, casting me as the new bride and thus fulfilling my ambitions as a leading lady, we sabotaged our rivals including by redirecting the repossession notice at their establishment across the street after my application of 'useful herbs' to their refreshments trolley had rendered them unable to produce a cogent argument to the contrary, and set the fish and hooks at each others throats to gain us breathing space to pay our debts.
all in all, another fun weekend. thanks to toby for organising, to the other gms offering games, and all the players for throwing themselves into character.
the dark knight of the twisted moon