TOBCON VII

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Toby Pilling
Posts: 69
Joined: Wed May 15, 2019 5:14 am

Greetings all!

Once again (and I can pretty much can and paste my comments from last year) it is time for me to post here to inform you all that TOBCON will be occurring this year. It consists of two whole days of Warhammer Fantasy Roleplay fun and, as usual, it shall occur on the August Bank Holiday here in England (23rd and 24th 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'll soon be sending 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 next month (April) whether they would like to come, I can more easily plan.

Cheers,

Toby Pilling
Roger McC
Posts: 6
Joined: Tue Mar 14, 2023 8:16 am

Count me in!
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Toby Pilling
Posts: 69
Joined: Wed May 15, 2019 5:14 am

Well, we have enough GMs to run at least two sessions per slot, but may not be able to reach the norm of three per slot. That's fine, but it may make the Con a slightly smaller event this year - we'll see.

I'll post another update soon.

Toby
twisted moon
Posts: 22
Joined: Thu Jun 06, 2019 2:07 am

just sent my synopsis.
should I post here too?
the dark knight of the twisted moon
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Toby Pilling
Posts: 69
Joined: Wed May 15, 2019 5:14 am

Please find the programme for TOBCON below - players should know who they are and if they could give me their preferences for games by the end of this month (July), I will try to accommodate all, giving priority to attendees who are actually running games.

TOBCON VII Timetable

SAT AM (10am-2pm)

The Olhauser Treachery
GM: The Dark Knight of the Twisted Moon

The passage of smuggled goods from the Sea of Claws southwards into The Empire has long been a profitable partnership for the Smuggler Queen of Nordland and the Middenheim Low Kings. Now, however, one of Edam Gouda’s spies in Salzenmund has alerted him to moves by the Altdorf Fish to deal directly with the Olhauser Clan.
The Big Cheese will not tolerate anything that risks his near stranglehold on the export of Moonflowers from the Laurelorn Forest. He has sent you to intercept the handover between the Olhausers and the Fish and make sure it does not go ahead. Doing so in a fashion that leaves each of those parties blaming the other, and more likely to develop a feud rather than make another attempt at partnership, will no doubt bring you greater favour in your Bosses eyes and accelerate your promotion through the criminal ranks.

This scenario will be run using WFRP Classic Edition.

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)

Geheimnisnacht
GM: Steve Hanlon

Our village lies deep in the Drakwald, far from the false comfort of the lying priests of the city. For as long as we remember, we have instead held to the Old Ways. On Geheimnisnacht, under the light of the chaos moon, we will celebrate with our Brothers and Sisters of the Forest, giving our most favoured young person to them. In exchange, the Dark Gods will give us their protection for another year.

As dusk falls, we light the bonfire. We will dance, sing and pick our offering. Who will be this year’s Chosen?

This game will be a hack of *Solstice* by Tanya Floaker, a folk horror game about growing up, status, expectations and sacrifice. It will include elements of conflict between characters and hidden agendas.
https://floaker.itch.io/solstice

The Merchant’s Curse
GM: Fred Mari

A web of lies, a city on edge, and a merchant caught in the crossfire…

In the heart of the Empire, as the Festival of Sigmar’s Light fills the streets with revelry, a sinister plot unfolds among the city’s elite. Herr Gottlieb van der Meer, a shrewd but widely disliked merchant, stands accused of murder and witchcraft. The evidence is damning, the city watch eager for a quick resolution, and the city elites are all too happy to see him hang. But is van der Meer truly guilty, or is he the victim of a dark conspiracy as his clerk insists?

Only you can unravel the truth before it's too late...


SUN AM (10am-2pm)

The Forge
GM: John Foody

Thousands of years, the Dwarf Forge of Henoth disappeared. Some say that it was destroyed by the elves, others by the demons or the Skaven. Whatever the truth, The Bramek Codex says the dwarfs brought it upon themselves. Now the gateway, has emerged from the bog, some miles south of the Ois Gap, promising treasure and secrets. A group of scholars and their guards, hired by director Rothemuur, were sent in secret to investigate. However, nothing has been heard from them, and you are part of a second party, sent to find out them and to explore whatever has been uncovered and get out before the dwarfs learn of the discovery.
As you travel through the thick cold, damp fog, ruins emerge to greet you, shortly followed by a scream of horror.

A tale of exploration and fear using a simplified version of the Alien RPG rules.

Haus of Pain: the Devil’s Circle
GM: Rob Rees

The Haus of Pain offers an exclusive kind of insurance and service in these dark and treacherous times. The Haus is there to help and protect where no-one else dares to tread and retribution where restoration is not possible. Merchant Rickard Goddart was found bound and burnt alive in a sealed room, the victim of blackest magic. The city would shake its head at such a foul murder but with no clear way to find culprit it would move on with sadness and regret. Goddart, however, was a subscriber of the Haus of Pain and therefore his death will be investigated and punished by some of the finest employees of the Haus. What the authorities refuse to do the Haus will take up without complaint.

This investigation will risk opening the doors to shadows, madness, foul sorcery and dark realms. Rot lies behind the surface of everything but duty requires you to dig ever deeper into its foulness until there may be no way back for you.

System: freeform


TOBCON ends at 2pm.
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