PrinceCon VI

PrinceCon VI learned a lot from the mistakes of PrinceCon V, and successfully executed the idea of a final run. The tasks were delegated to various GM’s, the overall design was KISS, and all went very well. The main accomplishment was the production of a complete conbook designed to be a stand-alone document, complete with magical items and more original artwork. Sales of the PrinceCon VI book, the “Blue Book” put together by Howard Mahler, Stephen Tihor, and David Parker, were a major source of revenue for the SGU for a couple of years, until we finally ran out.

Hugh Huntzinger recalls:

The convention also included a “By Invitation Only Final Run” for select PC’s similar to prior years. In addition to a new-or-boosted character (I don’t recall which), each Player was given an Item, a Rumor, and then got to choose between another item or another rumor.

I believe that the objective of the final run was for the PC’s to start with different geographically dispersed GM’s to then Adventure/Travel their way to converge on a “super-dungeon” for the main event. There were plenty of distractions en route…

…during one such distraction, my ‘Pirate’ PC was enjoying a lethal double-cross of my gaming buddies from Drexel when my flying/invis MU ran into the side of that #)*$ flying/invisible sailing ship that had Tim (Necromancer __) & Kate (Barbarian Quinn) onboard, who took up chase & spoiled the spoiler.

While we mixed it up, the decimated Drexel contingent escaped, except for one who was swept downstream & over a waterfall. I think this was a thief being played by Steve Hardinger and the waterfall was the entrance into the final run dungeon everyone was trying to find, so he became the only PC who actually made it to the ‘starting point’ for the final run for VI.