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