Gong-Con

Gong-Con is the University of Wollongong's annual tribute to geek culture. It will run on Saturday and Sunday the 29th and 30th of March 2014 in building 24 at the University of Wollongong. Details of the events that will be run at Gong-Con will be posted below as they come in, but why wait? Reserve your spot here.

Gong-Con is two days of roleplaying, board, miniature and card gaming fun! Most things we run are designed with new players in mind, so even if you've never tried these kinds of games before you will be in good company. The entry fee is $10, whether you are attending one or both days, and why wouldn't you want to come on both days?
Lunch is included, and we will have a variety of other essentials, like coffee, available to purchase on both days.

What's happening at Gong-Con 2014

Roleplaying Games

We will be running a selection of Roleplaying games, some of them developed by our own Game Masters, some that have been developed by the pathfinder society and even a few developed by enthusiastic members of the Harry Potter Society. The details will be put here as I get them.

Unfortunatly, due to a relatively small number of people registering for roleplaying games, we will have to consolidate many of the pathfinder games. The games which have the most people registered for them will run, while the other games will be consolidated. We will do our best to ensure that everyone can play in a game, even if it isn't your first choice.

Session One

Saturday 29th of March, 1000 - 1500

  • Pathfinder Module: Broken Chains Part 1 (Level 6)

    The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter, however, and frequently send undercover agents into dangerous territory to break up slave rings.

    When one such Eagle Knight goes missing while investigating an underground slave operation beneath the dilapidated Twilight Gate district, it’s up to the PCs to delve an abandoned (but hardly uninhabited) qanat beneath Katapesh and discover her dire fate. Yet not everything is as it seems in the dank slave caverns under Twilight Gate, and clues hint that the slavers may have even more loathsome connections than initially suspected. Can the PCs recover the missing Eagle Knight before her fate is sealed? Or will the monstrous slavers lairing under Katapesh succeed in their malevolent designs?

    "Broken Chains" is an investigatory dungeon crawl adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a fully detailed map and gazetteer of the Garden of Chains—a nefarious slave auction house—and a brand-new demon that can easily be used in any campaign.

  • Pathfinder Module: Fangwood Keep Part 1 (level 4)

    Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep.

    This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.

    "Fangwood Keep" is an adventure of infiltration, investigation, and dungeon exploration for 4th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the Marideth River valley and a brand-new monster from the bizarre realm of the fey, both of which can easily be integrated into any campaign setting.

  • Pathfinder Society Scenario #5-11: Library of the Lion (level 1-5)

    Few societies have so vaunted a tradition of leading crusades as Taldor, yet the constant revisions to its history by scheming factions leaves the truth obscured by countless acts of political modifications. Even the lauded Kitharodian Academy’s texts are riddled with these changes, so when a secretive ally approaches the Pathfinder Society with information about a hidden archive that contains the unaltered histories, the Pathfinders plan a daring infiltration to recover the secrets of Taldor’s past victories so that Mendev might benefit from the discovery.

    Written by Kyle Elliot.

  • Pathfinder Society Scenario #5-14: Day of the Demon (level 3-7)

    The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.

    Written by Larry Wilhelm.

  • Pathfinder Society Scenario #5-12: Destiny of the Sands-Part 1: A Bitter Bargain (level 1-5)

    Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand.

    “A Bitter Bargain” is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly" and Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.

    Content in “A Bitter Bargain” also contributes directly to the ongoing storylines of the Osirion, Qadira, and Sczarni factions.

    Written by Scott Fernandez, RPG Superstar 2013 finalist.

  • Pathfinder Society Scenario #4-19: The Night March of Kalkamedes (level 1-5)

    A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.

    Written by Michael Kortes.

Session Two

Saturday 29th of March, 1600 - 2100

  • Pathfinder Module: Broken Chains Part 2 (Level 6)

    The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter, however, and frequently send undercover agents into dangerous territory to break up slave rings.

    When one such Eagle Knight goes missing while investigating an underground slave operation beneath the dilapidated Twilight Gate district, it’s up to the PCs to delve an abandoned (but hardly uninhabited) qanat beneath Katapesh and discover her dire fate. Yet not everything is as it seems in the dank slave caverns under Twilight Gate, and clues hint that the slavers may have even more loathsome connections than initially suspected. Can the PCs recover the missing Eagle Knight before her fate is sealed? Or will the monstrous slavers lairing under Katapesh succeed in their malevolent designs?

    "Broken Chains" is an investigatory dungeon crawl adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a fully detailed map and gazetteer of the Garden of Chains—a nefarious slave auction house—and a brand-new demon that can easily be used in any campaign.

  • Pathfinder Module: Fangwood Keep Part 2 (level 4)

    Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep.

    This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.

    "Fangwood Keep" is an adventure of infiltration, investigation, and dungeon exploration for 4th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the Marideth River valley and a brand-new monster from the bizarre realm of the fey, both of which can easily be integrated into any campaign setting.

  • Pathfinder Society Scenario #5-01: The Glass River Rescue (level 1-5)

    A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives.

    Written by Mike Shel.

  • Pathfinder Society Scenario #5-04: The Stolen Heir (level 1-5)

    The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.

    Written by David N. Ross.

  • Pathfinder Society Scenario #5-15: Destiny of the Sands-Part 2: Race to Seeker's Folly (level 1-5)

    The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize?

    “Race to Seeker’s Folly” is the second scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and is followed by Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.

    Written by Matt Duval, RPG Superstar 2013 finalist.

  • Pathfinder Society Scenario #5-10: Where Mammoths Dare Not Tread (level 7-11)

    Despite several promising developments on the front lines, it’s increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead—all without falling prey to the area’s powerful megafauna, savage demons, and relentless barbarian tribes.

    Written by Jerall Toi.

  • Harry Potter Society: Auror's First Assignment

    A bunch of specialised Aurors doing awesome magical stuff.

Session Three

Sunday 30th of March, 1000 - 1500

  • Pathfinder Society Scenario #5-04: The Stolen Heir (level 1-5)

    The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.

    Written by David N. Ross.

  • Pathfinder Society Scenario #5-17: Fate of the Fiend (level 7-11)

    Years after the Pathfinder Society delved deep into the Jistkan ruins of Rachikan in western Cheliax, archaeological investigations continue to uncover ancient wonder. Reports recently ceased after scholars reported finding a sealed chamber believed to contain cadres of battle golems untouched since the Jistka Imperium’s collapse. The Pathfinder Society hopes to recover the golems for study and possible use in the Worldwound, but can its agents reach the sealed storeroom before the constructs fall into enemy hands? “Fate of the Fiend” is the spiritual sequel to “Fingerprints of the Fiend” and “Fury of the Fiend,” though the scenarios can be played in any order.

    Content in “Fate of the Fiend” also contributes to the ongoing storyline of the Cheliax faction.

    Written by Larry Wilhelm.

  • Pathfinder Society Scenario #4-05: The Sanos Abduction (level 3-7)

    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.

    Written by Jerome Virnich.

  • Pathfinder Society Scenario #5-16: Destiny of the Sands-Part 3: Sanctum of the Sages (level 3-7)

    Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.

    “Sanctum of the Sages” is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly." All three chapters are intended to be played in order.

    Written by Pedro Coelho, RPG Superstar 2013 finalist.

  • Pathfinder Society Scenario #4-07: Severing Ties (level 1-5)

    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.

    Written by Ron Lundeen.

  • Pathfinder Society Scenario #4-18: The Veteran's Vault (level 1-5)

     

  • Harry Potter Society: Auror's First Assignment

    A bunch of specialised Aurors doing awesome magical stuff.

Miniature Games

On Saturday the Southern Battle Gamers will be holding recreations of battles during the American civil war, perhaps your brilliance will change the outcome of one of the important battles and change history, or perhaps your forces will lay bleeding and broken in the mud?

On Sunday we will be holding a Who's the Boss? tournament for Warmachine/Hordes. This event is intended for experienced (not necessarily skilled) players with their own army, though we may be able to accommodate new players. The tournament will be run as per steamroller 2014 with the following changes:

  • 30 + 5 points.
  • One list only, no caster.

In addition, there will be plenty of space for you to bring your own army and have a casual game against some of the other people there. We will even provide armies if you want to try a game or three before investing stupid amounts of money and time in a new army.

Board and Card Games

The ever popular board and card game room will as usual be packed to the rafters with games to try... or bring your own favourites and make some new friends!

Console Games

The Video Game association will be supporting console games and laptops, so come along and enjoy some solid LAN gaming.

Quidditch

The Quidditch club will hold a couple of exhibition games on each day. Whether you want to take part or just watch, it's sure to be a lot of fun.