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RustyCon 2015 - Sea-Tac (Seattle) WA - JAN 16-18th
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<blockquote data-quote="TreChriron" data-source="post: 6473830" data-attributes="member: 5046"><p>I'll be running 4 HARP games at the con! One each of Fantasy and Sci-Fi on FRI and SAT. I will be available to run a "part 2" on SUN (or even later FRI/SAT) for those who really like the game and want to see more. There will be a strong Privateer Press presence, and it looks like at least one GURPS game is on the schedule. Also, there are some VERY interesting panel discussions. Take a gander.</p><p></p><p></p><p><a href="http://www.rustycon.com/" target="_blank">http://www.rustycon.com/</a></p><p></p><p></p><p>Below is the (tentative) schedule and descriptions of the games I'm running (of course you can see the panel info at the site link above). If anyone else is running something, post it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p>---------------------------------------------------</p><p></p><p></p><p>Game: HARP Fantasy - The Lost March</p><p>Max # Players: 6 (prefer 6)</p><p>Time/Day: (open)/Friday 16th</p><p></p><p></p><p>Game: HARP Sci-Fi - The Venture</p><p>Max # Players: 6 (prefer 6)</p><p>Time/Day: (open)/Friday 16th</p><p></p><p></p><p>Game: HARP Fantasy - The Lost March</p><p>Max # Players: 6 (prefer 6)</p><p>Time/Day: (open)/Saturday 17th</p><p></p><p></p><p>Game: HARP Sci-Fi - The Venture</p><p>Max # Players: 6 (prefer 6)</p><p>Time/Day: (open)/Saturday 17th</p><p></p><p></p><p>-------------------------------------------------</p><p></p><p></p><p>HARP Fantasy - The Lost March (Description)</p><p></p><p></p><p>The Baron of the Checkered March, growing tired of the constant raids from the High Hills, has posted an open writ to any brave adventurers who might go forth and tame the Lost March for The Seven Gods and Country. An expedition was formed containing nearly 50 brave souls filled with a desire for land, treasure and renown. Countless battles with unhumans and dark creatures took a great toll on the expedition, barely making it into the High Hills. The Lost March was more lost than any could have imagined.</p><p></p><p></p><p>Only six of you are left.</p><p></p><p></p><p>You have learned through interrogation, happenstance and pure luck that the ruined town at Hill Crest contains one of the famed "Gates of Leopold", a two-way portal that instantly whisks travelers to another portal anywhere it exists. A portal just like the one in the Baron's high hall! You also know the town is home to unspeakable horrors, haunted ruins, and frequent unhuman patrols. You know any attempt to return via the road would end in death. But a quick jaunt via a magical gate would be a sure way to survive and return word to the Baron of just how far the Lost March has truly fallen.</p><p></p><p></p><p>You brave six now stand on a hill, looking down into a small valley at the ruins of Hill Crest. The day is young, but the night comes swiftly. A howl resounds behind you, the telltale cry of an unhound, the favored mounts of the unhuman patrol. Before you lies danger and perhaps even salvation. You quietly make your way down the overgrown path into the ruined town.</p><p></p><p></p><p>--------------------------------------------</p><p></p><p></p><p>HARP Sci-Fi - The Venture (Description)</p><p></p><p></p><p></p><p></p><p>Freelance Explorers. The job title sounds so exciting, yes?</p><p></p><p></p><p>You have signed on to the Venture as one of seven members of a privately funded exploration to chart new systems and determine the value they hold for either mining, colonization or both. Captain Lanna Ellis hired each one of you for your skills, experience and your desire to earn a nice bonus doing dangerous work. What's the point of having a gate that can take you anywhere in the galaxy if you're not going to use it, right?</p><p></p><p></p><p>After a nice respite at Tintamar, the space station that guards the greater gate in the Asteroid Belt, the team is ready to embark on the first of several trips to unexplored systems. A mixture of excitement and fear fills the air as the Venture crosses the threshold of the gate and jumps into the unknown.</p><p></p><p></p><p>The next moments are only chaotic scrambled memories. The proximity alarms scream warnings as the crew scrambles to avoid a large object pulling The Venture towards it. Loud explosions and rending sounds fill your ears as the ship shakes violently. The air is filled with the taste and tingling of electricity. The ship spins and wobbles as artificial gravity and life support systems fail. Engines stop. The final moments of free fall punctuated by desperate gasps for air until a final, bone-wrenching thud ends both your journey and consciousness.</p><p></p><p></p><p>You awake on a badly damaged ship to find that somehow you have life support and gravity. Looking out of a gaping hole in the side of the ship reveals an impossibly large ship underneath you. It's as if the Venture landed on the outside of a kilometers long spacecraft of no configuration you have seen before. There is a strange sheen at the periphery of the ship and your vision, outside the Venture's new window, that seems to be a force field keeping breathable air and crew in tact.</p><p></p><p></p><p>After a quick assessment, you determine everyone is alive albeit a tad bruised. A quick damage assessment and inventory shows the ship will need significant repairs to be space-worthy, supplies and equipment are about 50% depleted, and there is a large hollow pillar poking up through the bottom hull. It appears to have an open end with a descending ladder. The Captain orders everyone to suit up, arm up, and get ready to recon.</p><p></p><p></p><p>She clears her throat. "We need to find materials to fix our boat or another ship to fly out of here. We need to find out what we landed on. We need a threat assessment." The rest of you nod in agreement as the Captain makes her way to the make-shift docking pillar sticking through the deck.</p><p></p><p></p><p>"Most importantly..." she finishes, looking over her shoulder at you. "We need to make sure we get back alive."</p><p></p><p></p><p>---------------------------------------------</p></blockquote><p></p>
[QUOTE="TreChriron, post: 6473830, member: 5046"] I'll be running 4 HARP games at the con! One each of Fantasy and Sci-Fi on FRI and SAT. I will be available to run a "part 2" on SUN (or even later FRI/SAT) for those who really like the game and want to see more. There will be a strong Privateer Press presence, and it looks like at least one GURPS game is on the schedule. Also, there are some VERY interesting panel discussions. Take a gander. [URL]http://www.rustycon.com/[/URL] Below is the (tentative) schedule and descriptions of the games I'm running (of course you can see the panel info at the site link above). If anyone else is running something, post it! :-) --------------------------------------------------- Game: HARP Fantasy - The Lost March Max # Players: 6 (prefer 6) Time/Day: (open)/Friday 16th Game: HARP Sci-Fi - The Venture Max # Players: 6 (prefer 6) Time/Day: (open)/Friday 16th Game: HARP Fantasy - The Lost March Max # Players: 6 (prefer 6) Time/Day: (open)/Saturday 17th Game: HARP Sci-Fi - The Venture Max # Players: 6 (prefer 6) Time/Day: (open)/Saturday 17th ------------------------------------------------- HARP Fantasy - The Lost March (Description) The Baron of the Checkered March, growing tired of the constant raids from the High Hills, has posted an open writ to any brave adventurers who might go forth and tame the Lost March for The Seven Gods and Country. An expedition was formed containing nearly 50 brave souls filled with a desire for land, treasure and renown. Countless battles with unhumans and dark creatures took a great toll on the expedition, barely making it into the High Hills. The Lost March was more lost than any could have imagined. Only six of you are left. You have learned through interrogation, happenstance and pure luck that the ruined town at Hill Crest contains one of the famed "Gates of Leopold", a two-way portal that instantly whisks travelers to another portal anywhere it exists. A portal just like the one in the Baron's high hall! You also know the town is home to unspeakable horrors, haunted ruins, and frequent unhuman patrols. You know any attempt to return via the road would end in death. But a quick jaunt via a magical gate would be a sure way to survive and return word to the Baron of just how far the Lost March has truly fallen. You brave six now stand on a hill, looking down into a small valley at the ruins of Hill Crest. The day is young, but the night comes swiftly. A howl resounds behind you, the telltale cry of an unhound, the favored mounts of the unhuman patrol. Before you lies danger and perhaps even salvation. You quietly make your way down the overgrown path into the ruined town. -------------------------------------------- HARP Sci-Fi - The Venture (Description) Freelance Explorers. The job title sounds so exciting, yes? You have signed on to the Venture as one of seven members of a privately funded exploration to chart new systems and determine the value they hold for either mining, colonization or both. Captain Lanna Ellis hired each one of you for your skills, experience and your desire to earn a nice bonus doing dangerous work. What's the point of having a gate that can take you anywhere in the galaxy if you're not going to use it, right? After a nice respite at Tintamar, the space station that guards the greater gate in the Asteroid Belt, the team is ready to embark on the first of several trips to unexplored systems. A mixture of excitement and fear fills the air as the Venture crosses the threshold of the gate and jumps into the unknown. The next moments are only chaotic scrambled memories. The proximity alarms scream warnings as the crew scrambles to avoid a large object pulling The Venture towards it. Loud explosions and rending sounds fill your ears as the ship shakes violently. The air is filled with the taste and tingling of electricity. The ship spins and wobbles as artificial gravity and life support systems fail. Engines stop. The final moments of free fall punctuated by desperate gasps for air until a final, bone-wrenching thud ends both your journey and consciousness. You awake on a badly damaged ship to find that somehow you have life support and gravity. Looking out of a gaping hole in the side of the ship reveals an impossibly large ship underneath you. It's as if the Venture landed on the outside of a kilometers long spacecraft of no configuration you have seen before. There is a strange sheen at the periphery of the ship and your vision, outside the Venture's new window, that seems to be a force field keeping breathable air and crew in tact. After a quick assessment, you determine everyone is alive albeit a tad bruised. A quick damage assessment and inventory shows the ship will need significant repairs to be space-worthy, supplies and equipment are about 50% depleted, and there is a large hollow pillar poking up through the bottom hull. It appears to have an open end with a descending ladder. The Captain orders everyone to suit up, arm up, and get ready to recon. She clears her throat. "We need to find materials to fix our boat or another ship to fly out of here. We need to find out what we landed on. We need a threat assessment." The rest of you nod in agreement as the Captain makes her way to the make-shift docking pillar sticking through the deck. "Most importantly..." she finishes, looking over her shoulder at you. "We need to make sure we get back alive." --------------------------------------------- [/QUOTE]
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