Game Book

Notice - Glass Rose

AmberCon NI 2025 Game Book

The game book contains the various game descriptions and slots in which the games will be played. You have until the Game Book closes to select your preference order for the games in each slot that you wish to participate in. The organisers will then fairly assign players to the various games so that everyone can get the games they like most.

Some GMs have been very kind in offering more than one game – often at my request. If at all possible, I’d prefer our GMs have the opportunity to play rather than GM and as such, I may choose to close a game if it is no longer needed. It is therefore important when you show your preference for all the games you’re willing to play in on the off chance this happens.

Similarly, GMs will be given first pick on the games they aren’t GMing as a small thank you and an incentive to GM. If you want this opportunity yourself, please run a game! The GMs will receive one ‘Golden Ticket’ per game they GM.

Finally and perhaps most importantly, please join us on our discord server for the latest game information, updates and changes. The convention is fully managed through discord and there will be no additional paperwork.

See the convention format for details of the sessions and timings.

For game ideas, feel free to view the Past Game Books.


Tuesday – Slot 1 (Evening)

(7pm – late)

Game 1/1: X

GM: X
Cast: X
System: X

Description:

X

Characters:

X

Players:

  1. X (GM)
  2. X
  3. X
  4. X
  5. X
  6. X

Wednesday – Slot 2 (Morning)

(10am – 5pm)

Game 2/1: Done Over!

GM: Kevin D
Cast: 4-6
System: ADRPG+
Genre: End of the World Heroes

Description:

Someone up there must have ordered a do-over. You’d plans for the weekend… but they all went out of the window as the literal ‘end of the world’ happened. Zombie apocalypse? The dreaded plague? The great flood? Asteroids from outer Mongolia? Space? You get the picture. Something happened and your world collapsed.

Of course, somehow you survived and the most out-of-body, otherworldly, weird stuff happened: dragons, space ships, folk from other dimensions. Weird stuff. And you survived it too, making a couple of friends along the way.

Only, just as things seemed to have kinda gotten ‘sorted’, everything went to pot once again.

Characters:

Your world has ended so, please tell me:

* What do you look like? Pictures too please.

* Who were you before it all ended? Your skills, outlook on life, who might be important to you, enemies, religion etc. A paragraph or two will do.

* What happened to your world to have wiped out (almost) everyone? A picture here too will help.

* What is your schtick? A special skill? Are you the fastest gun in the west? Able to meld into trees? The hottest thing since sliced bread? Is it something you’re known for or have you kept it hidden? And of course, you aren’t a one trick pony, so please pick two.

Continuation from: ⁠#14-1-do-over and #⁠15-1-do-over from TirCon2022 and linked to: #⁠a-fresh-start, my weekly campaign.

Players:

  1. Kevin D (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Wednesday – Slot 3 (Evening)

(7pm – Late)

Game 3/1: Travellers: Past Imperfect

GM: Anna J
Cast: 4-6
System: None

Description:

“Do you remember the taste of the water? Recycled so many times it could never be made pure again? … Do you remember the taste of metal in the air? The stink of 20,000 souls crammed into a shelter designed for half that number?”

By the year 2449, human civilization has all but collapsed and the survivors live in squalid, underground shelters, barely heated by failing nuclear reactors and survivors subsist on a diet of yeast and recycled water. The surviving humans are ruled by an advanced quantum artificial intelligence known only as the Director who has developed the ability to send data including messages, artificial intelligence, and even human consciousness – back in time via quantum entanglement. The only hope remaining for humanity is the Traveller programme – and you have volunteered to be a traveller, to go on a one-way trip back to the early 21st century and attempt to change the direction of the future. It will mean leaving behind everyone you know and love and if you succeed they will never have existed, but the chance of a brighter future – in fact any future – for humanity is a prize worth great sacrifice. You go through the training for many months and finally you and your team are ready for the transfer process. You have a plan, you’ve trained for this. You executed your first mission without a hitch, but you’re still here so obviously there must be more to do. And then a messenger is sent from the Director with your new orders…

Characters:

New and returning players welcome

Players:

  1. Game cancelled due to limited player numbers.

Game 3/2: ISEKAI A Random Villains Rebirth : Infinity Paths

GM: Keith PM
Cast: 4-6
System: ADRP, Adjusted Rules, Spin off Series

Description:

You had heard of that annoying trend in media, ISEKAI. Stories of a second chance in another reality. VRMMO’s were you are trapped in a death game or transferred to another world as your terrible gag alt character. Saga’s sung by the bards of great hero blessed by gods, penny novels to escape your mundane lives.

Yours were the great betrayals, murders, cruelty, evil deeds, and dastardly plots that were perfect in their execution. Yet no matter your plans and schemes you could never win. It was as if you had the odds stacked against you, even when you finally succeeded, victory was in your grasp – Yet something allowed your enemies to overcome the impossible. Just because you were considered the Villain and not the Protagonist.

How did you die? Was it a fatal sword blow in the heat of battle? Betrayed and stabbed in the back by those you once thought were your truest companions? Killed by your dearest Prince who sought to remove an unwanted fiancée? Pushed in front of a speeding train by a disgruntled minion? Struck down by a falling pot plant? Murdered by Truck-kun? Died to Madame guillotine? Poisoned by your one true love? Or do you sit beaten, alone, and in despair on the eve of your death?

Rejoice fallen one for your* villainy* had caught the attention of The First Cause, Heart of Infinity, Beloved of the Unicorn, Bane of Chaos, The Divine Souzou Nome. Well names are tricky when you are the Centre of All. SHE gave you a deal you couldn’t refuse (No matter what you said, because SHE was a little jealous of all the fun Ghost Wheel was having) to be reborn again in a world of swords and sorcery. Or Reincarnation, Transferral, Summoned, or Transmigrated. Its all good. Oh and* SHE* gave you a System.

Hurry up and choose you attributes, affinities, skills, and cheats and stuff!

There is however a few small issues (well you’re pretty sure there are dozens of plot holes and inconsistencies) you don’t know what SHE wants you to do. Did you get the build you wanted,* SHE* did threaten to hit Randomise. What was that parting comment Cuteness is Justice! 😍 The System has seemed sulky, spiteful and badly implemented. As you consciousness fails you hear HER mumble terrifying things.

Rushing to Open Beta?
Issues with implementing a patch to fix The Lich Queen and Her Armies of Darkness.
What are Glitches with the Principles of the World
Concepts of Reality are in hiding.
A live update, cause of a writers strike…
The Developers are focusing on a patch to fix baldness, rather than the Plot?

Characters:

Using standard ADRG powers and rules with a twist. Characters creation details will be sent out before the con. But players will also select their play style / mode : Easy, Normal, Hard and Hell for more points. There are a few dark events that may be discovered, but nothing bad ever happens to pre-teens (Disney tm pending) Returning and new players welcome. But this is an alternate world. One were plagiarism is legal.

Players:

  1. Keith PM (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 3/3: Find and Replace

GM: Natalie A
Cast: 4-6
System: ADRPG with inspiration from Paranoia
Genre: Light Hearted

Description:

Everything you know is wrong.

But you’re fairly sure about this, you’re missing three important things; one of which is Frakir. Also there shouldn’t be more than one of you in your bedroom; the beds might be spacious in the Castle but…

Characters:

Character Creation: create a Merlin with between 100 and 400 points; canon compatible (but remember Merlin lies); and let me know the last thing you remember (down to the exact word in the books if you want). You won’t lose out if you spend fewer points.

Players:

  1. Natalie A
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Thursday – Slot 4 (Morning)

(10am – 5pm)

Game 4/1: I took the road less travelled by

GM: Shadow A
Cast: 3-6
System: Wanderhome systems with an Amber setting

Description:

Wanderhome is, in its essence, a system for telling stories about journeys. The characters in this game will be people who have a reason to travel in the shadows near to Amber. What happens will depend on who they are and why they are travelling. Wanderhome emphasises a culture of care, respect, and lending a voice to the voiceless; if that’s not for you, this probably isn’t the game for you.

Characters:

Characters will be created based on templates that will be circulated in the New Year, along with rules for character creation. Character creation won’t be onerous, but players will need to interact with other players by email when instructed in order to complete character creation.

Players:

  1. Game cancelled due to limited player numbers.

Game 4/2: Meanwhile… a little power in the wrong hands

GM: Simone PM
Cast: 3-6
System: Homebrew
Genre: Investigation

Description:

Your cousin Rose has been away from Amber quite a lot these last few years.
She has a reputation for finding trouble, so it’s no surprise when she calls you looking like she’s been in a fight and asks for your assistance.

This scenario exists within the shared world of Meanwhile…

It’s 825 years pre-Patternfall. King Oberon is on the throne, and everyone has sworn an Oath to Amber’s Crown.

Secrets exposed in Corwin’s Chronicles are still secrets. Amber is once again at relative peace, and is the centre of Reality.

Characters:

The desire is to establish a shared world with players who may also GM a session or two as the campaign progresses, focused on some part of their own character’s impact or legacy.

Characters must be set up before game, so you will be contacting Stormy ahead of time. Meanwhile… intends to produce the Corwin Chronicles as written when we get there, some 8 RL years hence. Characters must be less than a millennium old and fit into Roger Zelazny’s style, and with Oberon in power, anyone older than 40 Amber time devotes half their time to doing something for Amber. There is a quiz, and a homebrew system. Once players are identified, they will be provided with character sheets and links to the Google folder and Discord server for Meanwhile…

Players:

  1. Game cancelled due to limited player numbers.

Game 4/3: Amber – The Morning After The Night Before

GM: Anna J
Cast: 4-6
System: Diceless

Description:

Say what you like about brother / uncle (delete as applicable!) Random, he does know how to throw a good party. It’s been a couple of years since Patternfall and things have settled down to a new tempo in Castle Amber. Random has increasingly relaxed into his new role as king of Amber and of late has thrown some really impressive parties. Last night’s for example featured enough exotic beverages to have made everyone’s heads swim and you’re not quite sure you remember the entire evening, although you do have vague recollections of an argument at some point last night – still, hardly an Amber family gathering without one…

…as you wake up your first awareness is of the sounds of shouting and doors opening and running footsteps. Then you heard the sounds of screaming. You go out into the corridor where all around you relatives are emerging from their chambers and heading towards the source of the disturbance…the King’s chambers. Inside Random is rocking in the centre of the floor, covered in blood with a bloody knife in his hand. In the bed, drenched in blood and clearly dead is Queen Vialle.

The guards explain to the gathered family that they heard a scream and broke in only to find Random next to Vialle with the knife in his hand. Random is taken into custody, still apparently in shock. No-one can quite believe he would do this, but the guards are adamant no-one else had access to their suite.

You have your own reasons for wanting to be part of the investigation and you’re determined to be included so you petition to be allowed to investigate along with some of your other relatives who you imagine also have their own interests driving them to participate.

Characters:

In addition to the usual stuff, explain what you might have argued with Random about (if only you could remember) and why you want into the investigation

Players:

  1. Anna J (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 4/4: Within the Land of Cymnea

GM: Keith M
Cast: 4-6
System: Homebrew ADRPG

Description:

A long time ago in a world far away there was a King and Queen. Their names were Oberon and Cymnea. They ruled Amber for an age and they had their differences. Unknown to Oberon Cymnea created another Pattern out in Shadow and she hid its existence from all.

Then Corwin created his own Patten in a hurry and the Cymnean Pattern and its worlds were hit by Shadowstorms and its existence was discovered. Merlin and Benedict were dispatched to investigate and they discovered Real people, real Heroes. The Realm was stabilised and later a Delegation from that Realm made an agreement between that Realm and Amber, and more importantly, between the two Patterns.

With access now to the rest of Shadow the descendants and friends of Cymnea searched for clues. They accessed the old and supposedly destroyed Barimen Ways in Chaos as well as an ancient tower deep in Shadow. From these locations they found a locked Shadow in which Cymnea was imprisoned by a Pattern Ghost of Oberon. Released, she went to the Cymnean Pattern with her family to heal and prepare for what was to come next.

Recently Benedict has been overseeing the construction of defences at the standing stones waypoint. He has also been spending time with his mother. It has been decided to commit to a search, both inside the Land of Cymnea and outside, for any clues as to the whereabouts or fate of Osric and Finndo.

Characters:

Returning characters welcome as always.
New characters can now come from Cymnea, Amber or Chaos. Please contact for character creation as early as possible.

Players can play in either or both games.

Any characters not currently returning can email me with any update on their characters if they so wish

Players:

  1. Keith M (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Thursday – Slot 5 (Evening)

(7pm – Late)

Game 5/1: Extra Londinium – A Theft of Ravens

GM: Dave C
Cast: 4-6
System: Homebrew – doc will be posted
Genre: Investigation, mythic

Description:

Based on the world of the Folly, Luscinia and London’s waterways.

The Ravens at the White Tower are going missing and whilst losing one might be considered unfortunate after the second disappeared the press got wind of things and now it’s a thing. Next thing you know you’ll have some Murder Death Cultists prophesying the end of days.

Characters:

10pt Character system in a word document on the Discord channel or from me by email awfully easy really.

Players:

  1. Dave C (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 5/2: Burning Coal

GM: Vivek D
Cast: 4-6
System: Cinematic Diceless, explained in game summary

Description:

It is the turn of the 19th century: The great imperial powers vie for dominance, fuelled by coal and steered by the industrial combines and their brass-and-steel difference engines:

But not all their conflicts are played out in the open, by displays of military might or commercial conflicts – there are other, more shadowy arenas where the Great Game is also played.

At the heart of the British Empire we find The Ministry (it has a name, officially, on paper – but never speak it. It is always just The Ministry).

Home to the freak, the monster, the superhuman, the undead, the spy, the assassin and the mad scientist* and those simply… less trammeled by ordinary moral considerations.

This means you.

* The Society of Hypercognisant Artisans and Master Engineers prefers “Enlightened Engineer” over the vulgar and somewhat pejorative “Mad Scientist”.

Characters:

Players should pick an archetype or template to build their character on – Mad Scientist*, Monster, Super-spy, Werewolf, Golem, Demon-ridden Sorceress – feel free to plunder any and all of Pulp, Sci-Fi, Fantasy for an idea (or even come up with your own).

That’s who your character is. In addition there should be a reason the ministry would want to employ you some extraordinary ability, power or skill-set.

A reason you work for the ministry:
* They might have stayed your execution for a crime (real or framed)
* Maybe they pay you vast sums of money.
* Perhaps they are the only source of a drug you need.
* Possibly you’re just the right mix of patriotic and amoral that you want to.

One superhumanly strong stat or trait, eg:
* Strong / Agile / Dextrous / Strong-willed / Perceptive / etc

0 or more additional strengths, each balanced by a weakness, eg:
* Weak / Aged / Clumsy / Weak-willed / Vulnerable to iron / Berserk / etc

To be clear – your first strength is free. Only additional ones must be paid for.

Organiser’s Note: Both burning coal games happen in the same universe but the stories are neither repeats nor are they continuations. Due to popularity, you’ll probably not get into both.

Players:

  1. Vivek D (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 5/3: Carnival Row – The Enemy of my Enemy is … my friend?

GM: Mel M
Cast: 4-6
System: Set in the Carnival Row Universe, this game will be Bespoke Diceless. You should download information about the Carnival Row setting here: https://nerdist.com/wp-content/uploads/2019/09/Carnival-Row-RPG.pdf, and/or watch the TV series on Amazon Prime. NB This is for background ONLY – I will supply simplified character creation rules.
Genre: Fantasy, Carnival Row

Description:

Carnival Row offers a dark, fantastic world that calls back to the styles and social graces of Edwardian London, in a society still shakily recovering from a conflict that resembles European colonial wars — but with industrialized destruction that resembles World War I. Most games centre around the city of The Burgue, but this one is a little different.

In the past few games, various characters have made alarming discoveries, both in The Burgue, and in towns and villages situated to the North. Now those people are returning (returning players, I hope!) with urgent and alarming news. But the situation in The Burgue is not easy. The city is in upheaval, with tensions growing almost daily between the human population and the Fae. And one dangerous human has been growing in power … Malachi Goodison.

Characters:

You may be someone caught up in the discovery , bringing news to The Burgue (This is probably for returning players who know the back story to this!). Or you are a resident of The Burgue. You can be police, wealthy individual, working class inhabitant. You can be human (not necessarily from The Burgue) or Faerish. Come up with a proposal, and I’ll help you shape it.

Organiser’s Note: This is a re-run of the TirCon2022 game!

Players:

  1. Game cancelled due to limited player numbers.

Game 5/4: The Helgram Game

GM: Trish H
Cast: 4-6
System: Homebrew

Description:

The Helgram Game is a mission-style team-based game set in primarily in the Black Zone, based out of the Helgram Zócalo, the major area of “civilisation” in its particular region of the Black Zone. The Zócalo is a base and port of call for traders, refugees, businessmen, diplomats and travellers from a hundred Shadows. Pretty much anything you might care to buy is available in the Zócalo somewhere, and it’s often wisest not to ask where it came from.

Characters are Members in Good Standing of House Helgram, on their first assignment for the House, The PCs work for Duke Jowan, the Helgram Representative in the Black Zone, based in the Zócalo. They may occasionally be asked to undertake tasks back in the House proper, or the Courts, but the focus of the game is the Black Zone. This is a team-centred game, not one for lone wolves.

Setting:

The first series happened as written, ending with the War Between the Powers. In the years that immediately followed, Amber occupied the Courts until a peace could be brokered between them. This was achieved about three years later, and was made possible because, much to everyone’s surprise, King Swayvill and King Random get along.

Characters:

Characters will have been born either in the last days of the Bleys as Grand Duke or since Ian Cushing-Helgram became Grand Duke. They will be no older than 40, and probably somewhat younger than that. Characters are built on 65pt with the basics of shape shift (inherent crisis management plus the basic four forms), or 75pt without, and need to be created before the con. All stats start at Chaos. Full character creation rules can be found here: https://helgramgame.org/character-creation/.

Preference will be given to returning characters from any iteration of the Helgram Game.

Players:

  1. Trish H (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 5/5: Without the Land of Cymnea.

GM: Keith M
Cast: 4-6
System: Homebrew ADRPG

Description:

A long time ago in a world far away there was a King and Queen. Their names were Oberon and Cymnea. They ruled Amber for an age and they had their differences. Unknown to Oberon Cymnea created another Pattern out in Shadow and she hid its existence from all.

Then Corwin created his own Patten in a hurry and the Cymnean Pattern and its worlds were hit by Shadowstorms and its existence was discovered. Merlin and Benedict were dispatched to investigate and they discovered Real people, real Heroes. The Realm was stabilised and later a Delegation from that Realm made an agreement between that Realm and Amber, and more importantly, between the two Patterns.

With access now to the rest of Shadow the descendants and friends of Cymnea searched for clues. They accessed the old and supposedly destroyed Barimen Ways in Chaos as well as an ancient tower deep in Shadow. From these locations they found a locked Shadow in which Cymnea was imprisoned by a Pattern Ghost of Oberon. Released, she went to the Cymnean Pattern with her family to heal and prepare for what was to come next.

Recently Benedict has been overseeing the construction of defences at the standing stones waypoint. He has also been spending time with his mother. It has been decided to commit to a search, both inside the Land of Cymnea and outside, for any clues as to the whereabouts or fate of Osric and Finndo.

Characters:

Returning characters welcome as always.
New characters can now come from Cymnea, Amber or Chaos. Please contact for character creation as early as possible.

Players can play in either or both games.

Any characters not currently returning can email me with any update on their characters if they so wish.

Players:

  1. Keith M (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Friday – Slot 6 (Morning)

(10am – 5pm)

Game 6/1: Shout Out to My Ex

GM: Alan W
Cast: 4-6
System: ADRPG

Description:

“Do you love any, do you love none?
Do you love twenty, can you love one?
Do you love me?” [Suzanne Vega]

Where there was once peace and prosperity, there is now war and suspicion between the four realms. One man is the cause. You are the last champions of what was the Tripartite Alliance; the future depends on you.

This is a direct continuation of the events of “She’s The One” from ACNI2023

Characters:

50pt characters, new or returning players welcome. No creatures or artifacts. Partial powers available, details from the GM.

Players:

  1. Alan W (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 6/2: Years have passed since they departed

GM: Edith B
Cast: 4-6
System: Rules light system defined by PC characteristics
Genre: Investigation/Human interest-ish…

Description:

You are a resident of Amber City. You have lived through the attacks from Chaos. You survived the terrible storm the night the King died. You witnessed Oberon’s funeral cortège departing. Most of the royal family were not there to see it, they had already ridden out from the city into the beyond – to take the war back to Chaos, rumour said. They have not returned.

Only Gérard remains. Regent on the dead king’s throne. Peace has returned, slowly, in the time since. And normality, of a sort. But the city and its citizens remain marked by the events of seven years ago. With a troubled populace, and a threadbare City Watch, small community networks and groups have sprung up – keeping an eye out for trouble, linking those willing and able to help with those in need, or simply providing mutual companionship and understanding. Their shapes and forms vary, but they have become part of the fabric of the city.

Characters:

Characters should be citizens of Amber, and have been resident there for most, if not all, of their lives, without having had direct contact with the family. They will have 3 defined abilities which could suggest an Amber style stat, a skill, or maybe even a minor mystical ability*, but these are nowhere near Amberite grade.
* Subject to GM approval, and I would avoid any mystical abilities liable to get you lynched as a Chaosian.

All players will be asked to complete a short questionnaire in advance of the game.

Themes may include war, politics, religion, community in its positive & negative forms, death (including suicide), social injustice.

Players:

  1. Edith B (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 6/3: Who Killed Julian?

GM: Matthew B
Cast: 4-6
System: ADRPG
Genre: Murder Mystery

Description:

You all arrived for the informal centenary of Julians ascension to the role of Guardian of Arden. Its a quiet affair, mainly old friends, perhaps a family member or two, a few trusted and loyal rangers. The first couple of days were food, drinking, old tales, conversations with each other, and the usual games like off-hand blindfold axe throwing and other things which come down to mostly luck. Day three however and Julian is not there at breakfast, there is a horn blow from his personal aide and huntsman (a young lad called Rolf) and in response you head to the hall to find the crying lad who tells you that Julian will never wake again.

Characters:

Characters should be given with a name, where in Julians life they are from, a brief description of their flaws and virtues, and why they wanted to kill Julian and how they would have done it. Matthew B will be doing character generation, weaker characters such as rangers will be given bonuses in play to counter the more powerful characters such as spirits of Arden or members of the Amber family.

Players:

  1. Matthew B (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 6/4: What the King doesn’t know…

GM: Simone PM
Cast: 4-6
System: ADRPGish
Genre: Investigation

Description:

It’s been a challenge being one of Random’s most trusted agents, but you’ve acquitted yourself well, in Amber and further afield. However, there are some things which the King would rather not know about, and that’s where Caine steps in. It seems he has an off-the-books mission that he thinks you’d be ideal for.

Characters:

You are Random’s trusted agents. Whether you got here on your own merits, or because someone else engineered it, you have apparently proven your loyalty to the Crown and are now well-placed to capitalise on the situation.

Characters could be career military, explorers, sneaky bastards or other interested parties. Some minor powers and abilities available. Character creation details will be sent out later.

This game follows on from last year’s game, but new and existing characters are welcome.

This game uses the same general background and character creation as my Hostile Territory game, and existing characters from that game can be played in this one.

Players:

  1. Simone PM (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 6/4: Shadow Trek

GM: Rachel W
Cast: 4-6
System: ADRPG
Genre: Amber/Star Trek

Description:

King Random’s initiative to expand Amber’s influence beyond the Golden Circle and create a new ‘Federation of Shadows’ is under way. He has sent forth the best ships in his fleet to seek out new life, and new civilizations, and bring them under Amber’s wing.

One of these ships is the H.M.S. Enterprise, captained by Prince Gerard. Gerard is hailed by many as Shadow Fleet’s best captain, but those who work with him soon discover that he is a liability. His solution to every problem is to start a fight, and he has a tendency to fall madly in love with every attractive woman he meets. In addition to managing Gerard, the crew of the Enterprise must also deal with interference by Changelings from Chaos, Orion pirates (definitely not from Rebma), and Prince Caine’s crew, who somehow always seem to be one step ahead.

Characters:

Characters are officers on the H.M.S. Enterprise, serving under Prince Gerard. Character creation details coming soon!

Players:

  1. Rachel W (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Friday – Slot 7 (Evening)

(7pm – Late)

Game 7/1: After Corwin

GM: Dave C
Cast: 4-6
System: ADRPG
Genre: Family politics, murder investigation, and plotting

Description:

A bird arrived this morning, all in red and it brought you a message. Formal and carefully written and in his writing. “I’ve died darling child, make haste if you choose. My will is to be read in seven days time, at the old house in Avalon. Attend, don’t attend that’s your choice but know that you were loved all these years. Corwin, King of Avalon, Lord of Amber.”

Characters:

100pt characters – Pattern free. No advanced powers. No artifacts, mentors, widgets trinkets, shadows or other ephemera above 2pts each. Stuff capped at -10/0. Yes you have to be an acknowledged and actual child of Corwin, the bird would know if you’re a fake as would have Corwin.

Players:

  1. Dave C (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 7/2: Who Let The Dogs Out?

GM: Tym N
Cast: 4-6
System: ADRPG

Description:

Some of Julian’s Hellpuppies(TM) have escaped and are roaming free in Arden Forest.
You are the group of Rangers that Julian has tasked with rounding them up, lucky you.

Characters:

Characters are 15pt Shadow Dwellers, +/- 2 Points of Stuff. Pattern, Logrus & Shape-shifting are not available.

Characters may have 1 (and only 1) item costing no more than 4 points, with no component costing more that 2 points.

Players:

  1. Tym N (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 7/3: A Brand New World

GM: Paul J
Cast: 4-6
System: ADRPG

Description:

“The legendary city of Jade stands proudly at one end of reality while at the other end stands the identical city of Jade. Between them are innumerable shadows. All are ruled by the Emperor-God Brand. ”

One night you have a dream. In your dream a blind woman approaches you. As she draws near she seems to look at you through sightless eyes. She leans forward and whispers a single word: ‘Amber’.

You wake abruptly with one thought in your head, ‘This isn’t how it’s supposed to be….’

Characters:

Characters will be built from 75 points with at least 30 points spent on powers (not including items or creatures). Full details of available partial powers will be provided by the GM before the Con. No Pattern, Logrus, or advanced powers, and no items or creatures of more than 4 points. But don’t worry, some additional partial powers will be available, adapted from those for LoGaS. All characters will be aged between 18 and 30 and believe themselves to be ordinary shadow-dwellers with their powers (and items) latent at the beginning.

Players:

  1. Paul J (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 7/4: The Man From A.M.B.E.R – The Missing Unicorn Affair

GM: Jason P
Cast: 5-6
System: Modified ADRPG
Genre: Investigation/Action

Description:

A telephone rings on a desk in a well-appointed office somewhere. An elderly stern-faced gentleman picks up the receiver. “Waverley, here – oh Good Morning Sir!” His tone though slightly deferential, still gruff and business-like.
“Another attack on a shrine, just outside the Golden Circle like the others? Mmm.””
“Similar method as before and no one has claimed responsibility? Local law enforcement agencies have no credible leads, as before.” He pauses as if listening to instructions.

“I understand, I will give the situation the highest priority and send a team out to investigate these attacks.”

“Goodbye Sir”, Waverley briefly puts down the telephone, before immediately picking it up again, “Yes operator, Open Channel D.”

Characters:

Players are all recruited agents for a certain semi-covert agency charged with protecting Amber and the integrity of Shadow from the agents of KAOS and other threats.

Modified character generation will apply – I will contact players with details.

Agents both returning and new are welcome.

Players:

  1. Jason P (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 7/5: Blandings and a Night at the Operetta

GM: Mel M
Cast: 7-8
System: Homebrew

Description:

Everyone is due to attend the Market Blandings Operatic Society’s performance of The Pirates on Penzance. Unfortunately, it seems that all the cast based in Market Blandings have been struck down by gastric flu … Fortunately, the Pirates’ Chorus (and the Police), consisting of ALL the Hugget Family, assisted by the older boy scouts, have been spared.

Lord and Lady Tilbury have kindly offered to find replacements for the main cast … but there will be a price charged. Will those currently in residence at Blandings Castle step in to fill the gaps?

Characters:

100 point characters. Stats are Eccentricity, Sport, Tenacity and Money – all will be explained for any new players. The characters are children of the Blandings version of Amberites (except that Fiona and Flora are Aunts). Mirelle and Random Threepwood are too young to have adult children, so also out. Players will also have a special free skill for this game – operatic. This could be as a singer, or a musician, a conductor … even lighting, scene design or shifting or front of house.

Players:

  1. Mel M (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Saturday – Slot 8 (Morning)

(10am – 5pm)

Game 8/1: Excuse Me, Are We Related?

GM: Stephen Q
Cast: 4-6
System: ADRPG
Genre: Investigation / problem solving mainly but who knows?

Description:

Set after the Patternfall war, King Random is concerned that there may be offspring of the royal family out there in shadow. This is not, in itself, a problem but Random’s worry is that one of them could become pattern aware and pose a threat to the pattern(s) or even Amber itself. So somebody needs to go and trek through shadow and find any of these missing family and deal with them appropriately. A task too trivial for any of his brothers or sisters but there several of his nieces and nephews knocking around the castle, getting in the way, eating expensive supplies, and occasionally causing mayhem on their forays into the city. Some of them will do. For returning players, there will be new scenarios.

Characters:

Characters are based on 100 points but must take pattern imprint so 50 points to spend. (After all, you are junior members of the family). Your parent may be any of the elder Amberites except for Corwin, Random, or Brand. Stuff is limited to +/- 5. Beyond that you are free to allocate points as you wish although it would be nice if your character had some of their parent’s characteristics.

Players:

  1. Stephen Q (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 8/2: Pecunia non olet

GM: Dave C
Cast: 3-5
System: Homebrew with morality clauses
Genre: Heist, investigation, hint of horror – modern day Earth

Description:

It has neither scent nor memory but it does have value – emotive, historical and thankfully financial. It isn’t easy these days, inflation running at two digits, kids needing clothes, your old mum a carer or at least some dignity and you, you need something. Something to make you feel worth something. Yeah, you ain’t no saint, you’ve jumped the lines a few times but what you are, and what you’re good at is nicking stuff.

There’s a job and it looks like it’ll pay well, so push comes to shove and you break your only unbreakable rule. You’re doing a job with people you don’t know.

Characters:

Pre genned characters.

Players:

  1. Dave C (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 8/3: The Great Undertaking

GM: Anna J
Cast: 4-14
System: Diceless

Description:

An Invisible Library game and the conclusion to a large continuation game that many call ‘The Onni Game’ (though a few have called it, ‘The Silk Slipper’)

Organiser’s Note: A description wasn’t provided so Onni wrote this… 😉

Characters:

There are many returning characters. If you want to join, please speak to Anna

Players:

  1. Anna J (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 8/4: The Menace of Venice

GM: Esther vR
Cast: 4-6
System: Nothing, just a pinch of the Amber multiverse
System: Horror and Mystery

Description:

“Venice, one of the most painted, filmed and prozed about cities in the world, is beautiful. There is nothing that can prepare you for that first gaze upon the domes and towers that arise from the smooth, grey waters like a fata morgana. On sunny days, when the water reflects the sun creating thousands of little magical lights, the city becomes vibrant and the atmosphere loaded with some kind of magic. During starry nights, the many allies, stairs, bridges and squares become an enchanted maze in which even the most experienced cartographer will get lost without a guide. This City will mesmerize you and stay with you until you will be taken all over again by its beauty on a next visit. The Venice Carnival is joy, seduction, transgression… in a word: freedom. From the city streets to Saint Mark’s Square to the majestic palaces overlooking the Grand Canal, the whole city is in celebration and will involve visitors in a unique experience. Every year the Carnival includes a series of public events such as the Flight of the Angel, Festa delle Marie, the water parade “festa veneziana sull’acqua” in cannaregio district, the svolo del leone and the contest of the best costume.

But the most intriguing part of the celebration happen in places the crowd can not reach ! In this adventure you will encounter the mysteries and magic of this ancient city and beyond. So pick out your costume and select your mask and get ready to go Remember the Future.
What are the cultural events of the world-famous Venice Carnival? What should you know and how best to organize your stay in the city of the Doges? Let’s look at all of this now!

Characters:

It is Earth, 2022, the horrors of the pandemic are mostly behind us. The world is opening up again. You can play almost anything you want, as long as you are a human being. You are an expert in your field, hobby or whatever you come up with as a player. You find yourself in Venice during the 2022 Carnival (Feb 12 – March 1st). In your description I need to know who you are, what you do and why you are in Venice.

Organiser’s Note: This game is a adjusted rerun of the game run at TirCon2022.

Players:

  1. Esther vR (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 8/5: Where would those Pocket Shadows lead to, I wonder…

GM: George K

Cast: 4-6

System: ADRPG

Description:

There is a hidden struggle between Pattern and Logrus that sometimes require agents to be recruited from among the bloodline of royal family members. They need to be educated in arts that are not commonly known to everybody in the royal court and have to consider that they might be lost between powers striving for supremacy, often much more than what normal person could take. Yet, they are asked to keep their knowledge hidden from royal family of Amber, as the great one have other plans for them. You are such agents, recruited from grandchildren of Oberon, working closely with Dworkin and like him, being perceived as either bit eccentric or downhill crazy. But for that service, and undisputed loyalty, you had been given some power over Pattern. It is time when it was really noticed that Oberon disappeared for much longer than normal and while some family members might be thinking of getting closer to the crown, Dworkin suspects that Chaos forces are on the move. Eric is the regent, Corwin cannot be reached and Brand is missing.

Characters:

Advanced Pattern Imprint free and 100 points. No advanced versions of other powers and no constructs, as you haven’t had enough time left after studying Pattern. Artifacts limited to 12 points. Good/Bad Stuff +/-3 max. Anything related to Logrus would have to have very good explanation but is unlikely to be possible. You get to choose parent from sons and daughters of Oberon. Pattern might be working ‘slightly’ differently. And there is that thing with Jewel of Judgement… you are really worried of getting too close to it. Dworkin can explain, if you ask him.

Players:

  1. Game cancelled due to limited player numbers.

Saturday – Slot 9 (Evening)

(7pm – Late)

Game 9/1: Ghosts

GM: Rachel W
Cast: 4-6
System: A diceless system with ghostly powers

Description:

In 1564, having made a miraculous recovery from the plague, a man named Corwin commissioned the construction of a large manor house in Hertfordshire, England. He lived there peacefully for 20 years. Then, one day, he announced that he was going away for a while, and left the house in trust with a friend. He never came back.

The house has since passed through many hands, during which time several tragic, unfortunate, or just plain embarrassing deaths have occurred on site. The house gained a reputation for being cursed, or even haunted. But to the ghosts who live there, it is home.

Characters:

Characters are the ghosts haunting Corwin’s manor. They may have died any time from late 1580s to mid 1980s.

Players:

  1. Rachel W (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 9/2: Pax Britannica

GM: Alastair J
Cast: 4-6
System: Homegrown Diceless

Description:

“Huzza for the Queen! Huzza for Old England!”
Jules Verne

Well Lord M’s team has done a splendid job of collecting the various shards from across the world completing every operation with “a certain degree of secrecy and tact”. So there shouldn’t be anything to worry about, right? All that needs to be done now is to put them together and ‘turn it on’…somehow. It just requires one final mission that will bring lasting security to the Empire. Sounds simple enough!

Huzzah!

It is the year 1872 and Britain is riding high with its technology and industry delivering advances in military prowess as well as for the economy. The power of steam, advances in clockwork and creation of difference engines have delivered not just economic changes but also social and environmental ones too, even resulting in flight. But there is no room for complacency though as other countries and empires seek opportunities to advance their various causes usually at the cost of others.

For various reasons which are unique to each character, you are working for the Government, in particular Viscount Lord Melbourne (nephew of the Queen’s first PM). You have been chosen because of your exceptional if not unique abilities and prowess which Lord M, as he is affectionately referred to, puts to use when awkward complications arise.

Characters:

Characters are truly exceptional shadow dwellers that can be found in the fictional literature based in that period, or alternatively from your own imagination. So the first step is to come up with a Concept. Examples include:
* Intrepid explorer (e.g. Journey to the Centre of the Earth)
* Invisible man
* Mad scientist (actually they prefer Enlightened Engineer)
* Sorcerer
* Wolfman
* Resurrected
* Experimental super-soldier
* Master/Mistress of disguise
* Part machine (e.g. Lady Mechanika)
* Amateur detective
* Hunter

The second step covers the Attributes. These add some depth to your character’s concept by providing a bit more detail on their strength and possible weakness. Initially choose one primary attribute out of:
* Strong – lifting, hitting
* Dextrous – pickpocketing, piano playing
* Agile – unnecessary backflips to get past security
* Tough – getting punched, getting shot and shrugging it off
* Untiring – you just keep going
* Intelligent – mathematics, chess, mad science
* Quick-witted – improvised combat, macguyvering, fast-talk
* Strong-willed – hypnosis, sorcery or resisting the same

If you think of a different primary attribute that fits your character’s concept better, that’s fine too.

If you wish, you can choose to give your character a second attribute but it will need balancing with a weakness, so for example you might be Dextrous and Agile at the cost of being Fragile (anti-Tough).

The third step covers Skills the character has developed over the years. You have 20 points to spread amongst the skills which you deem appropriate for your character. A skill level of 1 means the character has a reasonable grounding in the skill or subject, a level of 3 would represents a professional level for which someone could earn a living from, and a score of 5 would represent someone who would be recognised as a true expert in the field. Skills are capped to a level of 5.

You can also select up to five ‘0’ level skills – these represent skills your character has somehow picked up, whether it maybe through causal interest, hobbies, and the like, and means you have a better understanding in these skills than someone who is totally unskilled.

Skills can offset differences in attributes and even overturn the results of contested actions, or be the tie-breaker in very close contests. Skills can be defined fairly broadly in scope. For example, the skill ‘Pistols’ would cover the firing of all types of pistols and the knowledge to load and maintain such weapons.

The fourth step is coming up with a Reason as to why your character is working for Lord M:
* Are you a Loyal and Patriotic subject?
* The money’s too good to say no?
* They know where the bodies are buried and you’d rather not be buried there yourself?
* They control the supply of the drug that fuels you?
* Something else?

Finally all that remains is a Description of your character including some background, perhaps with one or two past heroic deeds. It doesn’t have to be too long but just long enough to give a feel for the character.

Players:

  1. Alastair J (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 9/3: When We Were Young

GM: Matthew B
Cast: 4-6
System: ADRPG
Genre: Telenovela

Description:

You wake up in an unfamiliar room that looks a bit like your own from Amber, but more airy and softly decorated. There is a call from the hall… Is that Flora? Is she laughing and talking to Random. You stand up, what the hell is going on? As you head out of your room you see familiar faces also looking puzzled as they stare down across a balcony at Flora and Random have an argument in the courtyard by the fountain. The sky is a clear blue, this is not Amber anymore.

Characters:

Characters are generated at 100 points, stuff will be ranked like attributes are (so human luck is -25pts, chaos luck -10pts, and amber stuff is 0+). No items or creatures. Sorcery and Conjuration will be allowed and you can hang spells in mundane items (the better the quality the longer the hanging lasts). Spells anybody starts with have to be approved by the GM, spells not preapproved will work somewhat weirdly. Maximum of six starting spells.

All character must be children of Elder Amberites (and no Oberon and Dworkins kids). You will know who your parents are, and you have a room in amber castle.

Players:

  1. Matthew B (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 9/4: Sable

GM: Trish H
Cast: 4-6
System: Homebrew

Description:

The Sable Game is a mission-style game set in the Kingdom of Sable and its associated Shadows. Characters are the trusted agents of the King of Sable and/or the Regent of Murray, rather than being of the Royal Family. They are the gifted residents of the Kingdom or its associated worlds, who the Family have to look after the day-to-day running of the Kingdom.

In their “day jobs”, they may be working directly for the Kingdom of Sable, such as diplomats and government officials, intelligence agents, couriers or soldiers; or they may be individuals with useful skills who may occasionally be asked to serve, such as journalists, mages, policemen, or other individuals with a useful talent. These people are then called together on occasion to perform a specific mission for the Crown. This is a team-centred game, not one for lone wolves.

Setting:

The game is set in a Pattern-based world, but the world and NPCs are specific to the Sable Game. Sable itself is somewhat British, 1940s but with magical-based technology and industry, although its associated Shadows vary. For an idea of the feel of the game, Randall Garrett’s Lord Darcy world is a pretty good analogue. For more information, take a look at the “New Players Start Here” section of the game website at: https://sable.org.uk/new-players-start-here/.

Characters:

Character generation is based on 85pt with all stats starting at Chaos stats, and limited powers available to players. Character creation needs to be done before the con. Partial buy-ups and sell-downs between Chaos and Amber, or Chaos and Human are available. Character creation rules can be found here: https://sable.org.uk/new-players-start-here/character-creation/

Preference will be given to returning characters from any iteration of the Sable Game.

Players:

  1. Trish H (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 9/5: Into the Brandyverse

GM: Scott S
Cast: 4-6
System: Homebrew ADRPG
Genre: Drunken Caper

Description:

Something something. Drank some of Random’s Pattern infused Brandy. Woke up here….

Organiser’s Note: Still pending the real description 😉

Characters:

You’re working for Random and for some reason he trusts you!

Players:

  1. Scott S (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 9/6: Necessary Villains

GM: Pete M
Cast: 4-6
System: Amber with minor mods
Genre: Investigation

Description:

After the GodsWar, also called PatternFall, ended with the destruction of the Golden City, and the Mad god of magic Warkin who cast the City of Demons down into the Abyss in retaliation, we now live in the age of Decay. The sages claim in times past to cross into a differing shadow merely involved walking down the correct road, or travel on the right ship. Now to do so is death. Only a void ship, or a rare type of mage allows travel between shadows

Many centuries or millennia ago the GodsWar lead to the disintegration of 99% of all shadow. All that is left is a few shadows drifting about in the Abyss and even that (the Abyss) is showing signs of decay. Entering the Abyss will kill you instantly unless you are a shapeshifter, which would allow you to survive, depending on your skill, for as long as 5 mins. There are no paths between shadow because there are no shadows adjacent to each other. No trumps except those powered by magic which will transport you about or communicate within a shadow and if you are really lucky in your choice of location maybe you are close enough to reach 2 or maybe 3 close shadows. Shapeshift still works but on the majority of shadows demonstrating that you have it will get you hunted down and killed for people still recall the tales of the atrocities committed by the Demon army.

Travel between shadows is accomplished by Voidcraft, they are basically shadows themselves but with size limitations, the smallest being the size of Bill & Ted’s Phone Box to the upper limit of the Death Star

Characters:

Characters are old, at least a century or two and are still not old enough to have seen the GodsWar.

PC’s have 100 points to play with. Stats are the usual 4 plus stuff. Limits for stuff are -5 to, well, there isn’t a top limit as it will get used to acquire things/abilities/items during the game. However whatever you spend on stats at the start stays fixed.

Powers, there is no Pattern any more or Logrus either. Magic (not sorcery) is 10 points but doesn’t work at all in about half of shadows, Trump is also 10 points but only works where Magic does. (My usual take on trump is it is a skill not a power and needs the Artist to have access to a power to create/power trump so you cannot buy it on it’s own.). Shapeshift works but then so does burning at the stake. (Standard book cost.) Power Words are just a flavour of Magic with the same limitations so let’s just combine them. Conjuration does not currently and never has existed. (No Shadow Knight abilities either.) No pointed items, at least initially.

Players:

  1. Game cancelled due to limited player numbers.

Sunday – Slot 10 (Morning)

(10am – 5pm)

Game 10/1: We Shall Call Out Their Names

GM: Matthew B
Cast: 4-8
System: Homebrew Amber Mouseguard
Genre: Final Showdown / Innumerable Odds / Mystic Threats / Ancient History

Description:

“On that day a troupe went out to do the impossible, to go to the palace of death and defeat Ambers ancient enemies. We raise a glass in their honour and we shall call out their names.”

This will probably be the last Amber Mouseguard game I’ll run at a convention. Its the end of a multigame arc that has been going for a few years. New characters and old characters are welcome (which may seem weird but it makes sense with the plot).

Characters:

Character creation and experience will be done on the day.

Players:

  1. Matthew B (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 10/2: Welcome Back to Blandings!

GM: Mel M
Cast: 8-12
System: Amber/Blandings crossover – special rules (a variant of the Gentlemen and Players rules, created by Timothy Ferguson) which will be provided.

Description:

It’s time to return to Blandings – after a summer spent in the South of France (or somewhere similar). But things seem a little different … Is the walk up the hill from Blandings Parva to the Castle a little steeper? Or perhaps a lot steeper … And why is the very successful restaurant – Mandor’s – suddenly closed? Why is Aunt Flora using a rather generously sized handbag as opposed to her usual clutch purse? And what is keeping Brinkers so busy?

And that’s even before we mention the incident on the train from Paddington.…

Characters:

100 point characters. Stats are Eccentricity, Sport, Tenacity and Money – all will be explained for any new players. The characters are children of the Blandings version of Amberites (except that Fiona and Flora are Aunts). Mirelle and Random Threepwood are too young to have adult children, so also out. Players will also have a special free skill for this game – this time they can choose ONE Amberite skill, adapted for the real world – i.e. one could be Never Get Lost. No Pattern walking though.

Players:

  1. Mel M (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 10/3: Aurellis (Edwardiana)

GM: Tim H
Cast: 4-6
System: Homebrew

Description:

In the great Aurellis multiverse, there is a Realm called Edwardiana, which some players already have characters with connections to. This game will take place here, and players will need characters that would be there, or might get called in. Which might mean launching a new character for some. That’s OK. Lots of people have more than one character in Aurellis.

Edwardiana is poised in the late winter / early spring of 1911. King Edward VII has just died, and George V now rules. But he hasn’t been crowned yet – that won’t happen until the summer. It is a world where the tech level is appropriate to the calendar date, though perhaps that is not fixed.

Europe is much as Europe was in that time. However, America is not. A multi-shadow group called the Federation of American State are currently in the middle of a pitched battle with a bunch of allied European nations for America. Canada, some of the East coast, Florida, some of the Gulf of Mexico, some of the Pacific NW, and some of California have been liberated by European forces. The Feds hold the rest.

The game will be initially based out of London, United Kingdom. At this point in time, It is not the United Kingdom of Great Britain and Northern Ireland, because in real life, that doesn’t happen until 1919-1921. It’s the United Kingdom. God Bless King George.

All the normal rules for Aurellis as regards Powers, and character creation will apply. If I need to send out the quiz, I’ll edit it for an Edwardiana background.

Characters:

Returning players encouraged. New players welcome. 3-6 players.

Players:

  1. Tim H (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 10/4: What Lies Beneath

GM: Tym N
Cast: 4-6
System: ADRPG

Description:

The Rebman deep fisherman are refusing to go to work, saying that in recent months it has got too dangerous. This has led to food shortages in Rebma. Not that people are starving, but prices are rising and there are murmurings of discontent.

While queen Moire could ask Amber for help, her animosity towards Random means she won’t do that. Instead, she has asked for some brave adventurous types to go and see what is going on.

Characters:

Characters should be based in Amber and should be at least nominally loyal to the Crown.

Logrus is not available nor are items with 4pt or higher abilities

Based on 100pts.

Players:

  1. Tym N (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Sunday – Slot 11 (Evening)

(7pm – Late)

Game 11/1: Tractor Parts for Tblisistahn

GM: Dave C
Cast: 4-6
System: Homebrew – The Motherland/ Chaosian Hegemony
System: Spy drama, team based

Description:

“What price peace I am asked? Comrades the price doesn’t matter it is the cost that counts. The cost of the suffering if we do not strive every day to bring freedom to all. The freedom of the Protectorate and the Party. Bathed in the light of freedom the power of the many will bring peace. We must and we will help our sisters and brothers in Tblisistahn. We will raise them from under the yolk of oppressive capitalist Chaosian taxes and debts. We will bring them the fruits of our labours, the knowledge of our universities and the tractors from our factories.” – Taken from the speech of the Great Protector to the Party at the 4th Patriotic counter-revolutionary Comintern August,1957.

“People sleep peacefully in their Beds at night only because rough men stand ready to do violence on their behalf. Grenier – Second Patriotic and Revolutionary Comintern”

Characters:

100pt characters, character creation rules will be posted comrade. You and your team will protect the Tractor Parts bringing peace to Tblisistahn from counter-counter-revolutionary Chaosian forces, fifth columnists and other wrong thinkers.

Players:

  1. Dave C (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 11/2: Burning Coal

GM: Vivek D

Cast: 3-5

System: ADRPGish

Description:

It is the turn of the 19th century: The great imperial powers vie for dominance, fuelled by coal and steered by the industrial combines and their brass-and-steel difference engines:

But not all their conflicts are played out in the open, by displays of military might or commercial conflicts – there are other, more shadowy arenas where the Great Game is also played.

At the heart of the British Empire we find The Ministry (it has a name, officially, on paper – but never speak it. It is always just The Ministry).

Home to the freak, the monster, the superhuman, the undead, the spy, the assassin and the mad scientist* and those simply… less trammeled by ordinary moral considerations.

This means you.

* The Society of Hypercognisant Artisans and Master Engineers prefers “Enlightened Engineer” over the vulgar and somewhat pejorative “Mad Scientist”.

Characters:

Players should pick an archetype or template to build their character on – Mad Scientist*, Monster, Super-spy, Werewolf, Golem, Demon-ridden Sorceress – feel free to plunder any and all of Pulp, Sci-Fi, Fantasy for an idea (or even come up with your own).

That’s who your character is. In addition there should be a reason the ministry would want to employ you some extraordinary ability, power or skill-set.

A reason you work for the ministry:
* They might have stayed your execution for a crime (real or framed)
* Maybe they pay you vast sums of money.
* Perhaps they are the only source of a drug you need.
* Possibly you’re just the right mix of patriotic and amoral that you want to.

One superhumanly strong stat or trait, eg:
* Strong / Agile / Dextrous / Strong-willed / Perceptive / etc

0 or more additional strengths, each balanced by a weakness, eg:
* Weak / Aged / Clumsy / Weak-willed / Vulnerable to iron / Berserk / etc

To be clear – your first strength is free. Only additional ones must be paid for.

Organiser’s Note: Both burning coal games happen in the same universe but the stories are neither repeats nor are they continuations. Due to popularity, you’ll probably not get into both.

Players:

  1. Vivek D (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 11/3: AmberQuest

GM: Shadow A and Natalie A
Cast: 1-4 or 1-8
System: CoraQuest with Amber theming
Genre:: Light-hearted Dungeon Crawl

Description:

CoraQuest (https://www.coraquest.com/) is a dungeon-crawling co-operative family board game for one to four players. The quests, characters, locations and other details will be based on the Amber setting rather than in Hodderz Field.

If there are more than 3 players we’ll break into two separate tables. We expect to play two games (two quests!) per table in the slot.

Characters:

Characters are pre-generated and can be selected from at the con. These will be the ‘Younger’ Amberites – the Elders, but, well, younger.

Players:

  1. Natalie A (GM)
  2. Shadow A (GM)
  3. x
  4. x
  5. x
  6. x
  7. x

Game 11/4: Aurellis (Not Edwardiana)

GM: Tim H
Cast: 4-6
System: Homebrew

Description:

This slot we will be returning to your normal scheduled service with a game based out of the real world (ish) of spring 2012. Or perhaps somewhere else enitrely. It is a multiverse after all.

This description is going sound a lot like last years, because not THAT much time has rolled forwards since ACNI 23. It has rolled round to spring 2012 game date now, and it’s difficult to keep track. Random is King of Amber. Everybody knows that, right? Lots of people just helped kick an invading Uberon out of Fiona’s ancient Castle at Điện Biên Phủ.

But, hang on – there’s that recent proclamation, from Benedict, King of Amber, And let’s not forget all that recent fun and games with Queen Jade of Amber.
And should we even mention Thelbane. Obviously, King Mandor and Queen Hera rule. Except what about King Osric? Or King Merlin? Or King Graeme? Or Co-Queen Juno?

Yep. Definitely difficult to keep track, in this long running campaign in the multiverse that goes wrong occasionally. Well worth knowing what is around that blind corner, before you turn.

Characters:

New characters are created via a quiz, before the con. Returning players welcome, either with an existing character, or a new one.

Players:

  1. Tim H (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 11/5: My First Heist

GM: Esther vR
Cast: 4-6
System: ADRPG
Genre: Whatever the players make of it.

Description:

ou are just starting your career as a professional criminal, and you want to start with a bang to put you and your team on the map. Not only will a big heist make you filthy rich, it will also ensure future assignments if you may need them. It so happens that the British Museum in London is doing an exhibition on the history of gemstones. The showpiece will be a flawless blue diamond, perfectly crafted with a value of at least $3.93 million per carat. Other gemstones will include red diamonds, jadeites, emeralds, black opal and pink diamonds. Jackpot!

The security will be killing of course, so yes, it is a challenge.

Are you up for a challenge? Then sign up for my game. The setting is modern times (so 2023).

Characters:

You are part of a team, so think of your specialty, how you fit in a team and a bit of background on why you choose this career.

Players:

  1. Esther vR (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Monday – Slot 12 (Morning)

(10am – 5pm)

Game 12/1: On His Majesties Secret Service

GM: Kevin D
Cast: 4-6
System: ADRPG+
Genre: Spy Games

Description:

“Far up, Far out, Far more!”

Hand picked you were, for the King’s Secret Service. the Aureate. Which King you might ask? Well, there really is only one King worth serving: His Imperial Majesty, Mandor I. The only problem… actually, let’s not kid ourselves, there’s a whole host of problems, but right now the biggest problem is that the King was rather badly poisoned. While he has recovered, during his absence, his vacated throne was… usurped. Then there’s the minor problem of the Florentines and the mess they’re making of things starting with the destruction of the World Tree and going downhill from there. Their King, Marcus, is the a loose canon some might say, other have more florid vernacular. Then there’s Corwin of Amber and the Shrouded Realm…. Too little is known though recent reports speak of a significant trade between Corwin and the Florentines. Then there’s Lyonesse, the New Rebma, and their alliance with the super high tech and rather nullifying Techno Blade which has let them to slowly claim their right to compete. Then there’s the current war Chaos is waging against the Strix – and desertion of the High General Gwendolyn. Did I miss anything important? Oh, the Dragon. The Sailor. And let’s not forget that Mother is still around? The list continues but we don’t have time for more. You’ve been summoned and you’d better not keep the King waiting.

Characters:

You’re a loyal agent, maybe even a special agent, of the only true King of Chaos and all shadow… and you have a particular set of skills.

* What do you look like? Pictures please.
* Why are you loyal to the King?
* Why were you summoned?
* What is your schtick? Your special skill? Everyone has am often jealously guarded speciality or two!

Characters should be constructed using 250 points. As Chaosians, Power Words, Sorcery, Logrus and Shapeshifting are common. Trump Artistry is available though less common. Conjuration is simply a time consuming application of the former abilities. Demons are Chaosians too and you can choose to play one. The King is very likely to have contracted you. Construct creation is a particular pleasure of the King. If you want to play one, he very likely made you, brought you to life of otherwise brought you into existence. Pattern, while existing, is not available. Broken Pattern is, should you wish to embrace the utter madness of it. If there’s another power you want, speak to me and I’ll cost it.

Linked to: My weekly campaign, #⁠a-fresh-start, the TirCon 2022 games #⁠14-1-do-over and #⁠15-1-do-over and this year’s Slot 2 game #⁠2-1-done-over

Players:

  1. Kevin D (GM)
  2. x
  3. x
  4. x
  5. x
  6. x
  7. x

Game 12/2: Amber Mouseguard: The Moon its Mother

GM: Natalie A
Cast: 4-6
System: Amber Mouseguard
Genre: Mystical, Investigation, Mouseguard

Description:

As the moon grew bigger and bigger it became clear that it was in fact growing more than had been observed before. Some of the older mice remember stories of a “”supermoon”” in the past where magic was more powerful, but noone alive remembers it happening. A group of mice consulted with an Icon of the Giant Fiona, but it was opaque and mysterious about the moon; merely suggesting that there might be things of interest happening in the floating castle that’s only there during the full moon.

Guess who’s been told to investigate?

Characters:

Characters will be generated at the con, or could be returning characters.

Players:

  1. Game cancelled due to limited player numbers.

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