Game Book

Notice - Glass Rose

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 vote 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.

Please Note: 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 the games they want to play.  As such, I may choose to close a game if it is no longer needed.

Therefore, when you’re picking games, please make sure to list *all* games in *all* slots (including slots you may be running a game in) based on how much you’d like to play and run them.

Also Note: As I’d like to encourage GMs to offer up games, GMs will be receiving first pick of the games on offer!  If you want this opportunity yourself, please run a game!

Format and Times

See the times and the convention format for details of the sessions, but in summary there are now Seven official games and threebonus‘ games: one on Wednesday night, two on Thursday, Friday, Saturday and Sunday,  and one on Monday morning. There is no requirement to participate in all the games.

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

 


Game Book (2020)

Wednesday – Possibile Pre-Pre-Pre-Con Game

(7pm – 12pm)

Game p/1: An idle brain is the Devil’s workshop

GM: Esther vR
Cast: 4-6
System: ADRPG

Description:

There is turmoil in Amber. Everything is disappearing, and not just ordinary things .., no, also very, very personal items are lost. At first it just seemed like an incident. The magic hairbrush from Flora was gone. Flora claimed it was surely stolen, but nobody took her seriously. She just must have misplaced it. But as the week progressed, more and more items disappeared; Fiona’s Book of potions, the lucky socks of Random, but also Bleys’ favourite Spikard and Julian’s well-trained hawk.  It soon became clear that it was the handiwork of a very clever thief and not only the Courts of Amber were his work field. The distinguished gentlemen and ladies from the courts of Chaos also lost a few very cherished things. But who was this bright thief? Where was his lair, and what were his goals….?
In this game, you play a stolen item / animal from an owner of your choice. It is your job to get back to where your owner left you or where he/she preferred to keep you. And if you manage to grab the thief that has stolen you on the process, that is a bonus!

Characters:

You will play a 25 point unique construct, creature or demon that you create yourself as described in Shadowknight. It at least has to be intelligent. Ownership or autonomy is up to you.

Players:

  1. Esther vR (GM)
  2. Anna J
  3. Ivo K
  4. Kevin D
  5. Mel M
  6. Natalie A
  7. Shadow A

Thursday – Pre-Pre-Con Game

(11am – 5pm)

Game 0/1: Murder on Carnival Row

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.

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.
There’s been a murder in Carnival Row, the fairish region of the great city, The Burgue. So what? You might ask. There’s murders here every day. But this murder occurred in the vicinity of The Tetterby Hotel, run by the faerie Madame Moira, who has recently turned the place into an upmarket place for salacious entertainment of many kinds. People – well, men – come here to discover if the rumours about the fae are true. So what led Miss Jennet Gorrish, respectable young lady from the upper class Finistere Crossing on the fashionable northside of the river Beorn to be found dead in the ornamental garden of the hotel, with an expression of terror on her lovely face? Is it a one-off case … or the start of something more sinister? 

Characters:

You are someone caught up in the murder investigation. You can be police, friend or family of Miss Gorish, witness or suspect (and if you are a Faerish witness, you are also likely to be a suspect). You can be human (not necessarily from The Burgue) or Faerish. Come up with a proposal, and I’ll help you shape it.

Players:

  1. Mel M (GM)
  2. Alan W
  3. Claire M
  4. Esther vR
  5. Ivo K
  6. Keith M
  7. Kevin D
  8. Scott S

Game 0/2: VK

GM: Kevin D
Cast: 4 – 6
System: ADRPG or LoGaS

Note:

Moved to ‘Backup’

Description:

School.  What a drag!   And now they’ve gone and announced an exchange programme.   Some of ‘them’ will be joining us.

Can’t stand them?  Neither can we!  We’ll have to get rid of them.   What’s the plan?

Characters:

So who are you?  Looking for 50pt tearaways from either Amber or Chaos (Corwin’s Fenneval?  Or somewhere completely different!) with a grudge, chip on your shoulder or really any reason to dislike the ‘other’ side.

Players:

  1. None

Thursday – Evening Game

(7pm – 12pm)

Game 1/1: As Above, So Below

GM: Natalie A
Cast: 4-8
System: Amber Mouseguard

Description:

Spring is here, but it is not a happy spring for the Mouseguard as their Guard Leader passed away about three weeks after the majority of the Guard set out on their patrols.  Much of the rest of the Guard were sent out to carry this news and bring back those of the Guard who would be consulted to find a replacement.
 
And that meant that you sorry lot were what were left to be dispatched, with Acting Leader Lilywhite’s apologies, when the settlement at Rebma Above asked for help with weasel sightings…
 

Characters:

On the day using the Amber Mouseguard system.  Many of you will be tender paws or guardmice with one person per patrol elected patrol leader….  If we have two patrols worth of people then the second patrol will be sent off on a related mission.

Players:

  1. Natalie A (GM)
  2. Jason P
  3. Rachel W
  4. Shadow A
  5. Willem-Jan W

Game 1/2: Samhein Circus

GM: Esther vR
Cast: 4-6
System: ADRPG

Description:

It is a cold October evening when six young adolescents find a mysterious glowing envelope on their pillow.  It has their name on it and it is sealed with the symbol of a Unicorn.  Curious, the youngsters all open their envelopes and as they break the seals, glowing portals appear in their bedrooms.  Each envelope also contains a letter urging them to step through and learn the truth about their heritage.

Boring lives set aside, they accept the challenge and step through their portals, finding themselves in a huge room covered with mirrors and they also find out that they were not the only ones who had received an invitation.   

A man awaits them dressed in a suit and wearing a top hat and welcomes them with a big grin.

“There you are, my fresh little nuggets. Cup of tea anyone? Are you ready for some adventure? Well step right up!”

Samhein Circus will be a game filled with mystery and puzzles that need to be solved for answers or personal quests.

Characters:

Your characters will be pre-generated. You will be playing an adolescent Amberite aged between 14 and 18 years old.   You will receive a character sheet, background description and a letter addressed to your character.  There are six characters to choose from with different backgrounds available before the convention.

Players:

  1. Esther vR (GM)
  2. Keith M
  3. Kevin D
  4. Mel M
  5. Scott S
  6. Thom dJ

Game 1/3: Red Dawn

GM: Alan W
Cast: 6-8
System: ADRPG

Description:

“A revolution is always distinguished by impoliteness, probably because the ruling classes did not take the trouble in good season to teach the people fine manners.” (Trotsky)

The Empire of Chaos has been broken in a fruitless war. In the aftermath, friend is turned against friend; neighbour against neighbour. As the Solstice ends and the long night begins, who will be strong enough to bring on the new day?

Characters:

Characters are Chaosian survivors of the PatternFall War based on 50pts.

Characters can be nobles, peasants, gangmasters, privateers…whatever you like. What’s important is that you have the backing of the cities, clans and generals of the fragmented remnants of a once-great empire.

Details on available powers can be found here:

Logrus is deliberately omitted; no-one has this power at the start of the game.

  • You may not buy down to Human level (if you did you wouldn’t have lasted this long!).

  • +/-5pts of “Stuff” Max.

  • 8pt total limit on Artifacts & Creatures

  • You get 3 free “non-combat” skills. Choose wisely!

Players:

  1. Alan W (GM)
  2. Alastair J
  3. Ivo K
  4. George K
  5. Matthew B
  6. Robert C
  7. Sean S

Game 1/4: Ten Candles

GM: Marieke K
Cast: 3-5
System: Ten Candles

Description:

Ten Candles is a zero-prep cooperative storytelling game played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play (if the hotel allows it!).

Ten Candles is described as a “tragic horror” game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about “winning” or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left.

Characters:

The stories generally last between 2-4 hours.   You’ve also be using dice (ed. I know, that’s the tragic horror part!)  And other than being comfortable in a dark room, you’ll not need anything else!  

Players:

  1. Marieke K (GM)
  2. Anna J
  3. David M
  4. Edith B
  5. Gary B (Tentative)
  6. Treasa M
  7. Tym N

 

Friday – Morning Game

(11am – 5pm)

Game 2/1: We are the Road Crew

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

Description:

King Oberon has ordered Prince Random out of the Palace for a while. So Random is making the most of the opportunity and taking his band on a tour of the Golden Circle.

Meanwhile Queen Paulette has ordered you to keep an eye on her (as she describes him) wayward son, so you have got yourselves into his entourage as band members, roadies or the like.

Characters:

75 point characters. No Pattern Imprint, Advanced powers or Shadowknight (with the exception of broken Pattern).

As always I reserve the right to veto anything I consider unsuitable for this game.

Players:

  1. Tym N (GM)
  2. Edith B
  3. Esther vR
  4. Matthew B
  5. Rachel W
  6. Sean S
  7. Willem-Jan W

Game 2/2: I do like to be beside the Seaside

GM: Shadow A
Cast: 3-12
System: 5th Ed D&D with Pre-Gen characters! There will be dice, silliness and a Random Encounter Table!

Coordinator’s Note: This game is ideal for folk arriving later in morning/early afternoon – just drop in!

Description:

Flora has decided to drag her brothers and sisters off on a beach holiday to make up for the slightly disappointing picnic earlier in the year.

This is a loose sequel to ‘Bring Your Own Weather’ (ACNI 2019), but it won’t make any more sense if you *were* there. New and returning players welcome!

Characters:

Players will select one of the following pre-generated characters as they arrive, from those available at that time:

Deirdre (Barbarian)
Random (Bard)
Corwin (Cleric)
Llewella (Druid)
Eric (Fighter)
Gerard (Monk)
Benedict (Paladin)
Julian (Ranger)
Caine (Rogue)
Bleys (Sorcerer)
Brand (Warlock)
Fiona (Wizard)

Players:

  1. Shadow A (GM)
  2. Anna J
  3. Jason P
  4. Natalie A
  5. Paul J
  6. Sally P (Returning)
  7. Thom dJ

Game 2/3: Delegation from the Land of Cymnea

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

Description:

Generations ago Queen Cymnea created worlds apart from other worlds. For time unnumbered these worlds stayed apart, unknown and undisturbed. Then a new reality was forged by Prince Corwin of Amber. Ripples from that making rocked the Cymnean worlds and heroes were called to protect them. Afterwards they were apart, but known. Prince Benedict and Prince (and then King) Merlin visited often.

Now a delegation from the Cymnean worlds travel to Amber to the Court of King Random…

A loose follow up to “Holding out for a Hero”. No experience necessary.

Characters:

You are all descendants of Cymnea. That may mean that you are children of Osric, Finndo or Benedict. Or descendants many times over. Perhaps you are a child of Benedict or Merlin from their recent visits. You all have walked the Cymnean Pattern but this is your first visit to Amber.

Characters are build on 100 points plus free Pattern. All powers from the basic rule book are available. You may detail your own personal Shadow for free as well as any allies unless you are bringing them with you. In addition the Cymnean Pattern gives you FOUR abilities or skills that you are exceptional with. These became more enhanced once you had traversed the Pattern.

All characters know each other but you can keep some times quiet.

Players:

  1. Keith M (GM)
  2. Alan W
  3. Alastair J
  4. Kevin D (Returning)
  5. Marieke K (Returning)
  6. Mel M
  7. Scott S
  8. Vivek D (Returning)

Game 2/4: Curses, like chickens, come home to roost.

GM: Robert C
Cast: 5-6
System: ADRPG

Description:

You have been naughty. The amount of naughty that made the Courts of Chaos chase you for a while now. You managed to outsmart them for a long time, but in the end they caught you. Where you expected this to be the end of your good life, but the opposite is true!

You are roughly pulled out of your cell and led to a luxury salon where you are ordered to sit at a perfectly laid table on which a high tea is served. You are not the only grubby person seated at this table. Just when you want to express your surprise and plan your escape, the door flies open and a striking person enters the room. He has a slender appearance with long white hair tied back in a tail and a pair of bright blue eyes. His tight, black clothes betray his relevance within the Courts of Chaos.

As he takes the seat on the head of the table and folds his hands he starts speaking.  “Good afternoon, ladies and gentlemen. My name is Mandor of the House of Laine, and I am going to make you a proposal. An assignment in exchange for your death penalty. But before I tell you what I expect from you in exchange for your punishment, I invite you to enjoy all the goodies that have been served for you.

Characters:

You will play a Chaosian. The characters will be made on the spot.

Players:

  1. Robert C (GM)
  2. Claire M
  3. David M
  4. George K
  5. Ivo K
  6. Treasa M

 

Friday – Evening Game

(7pm to Late)

Game 3/1: The Moving Finger [Invisible Library]

GM: Anna J
Cast: 4, 6 or 8
System: Diceless

Description:

After months of training at the Invisible Library the time has finally come, your field assessment to go from trainee to junior librarian. As always those undergoing assessment will be paired with a librarian to observe their performance and attempt to prevent serious damage to the reputation of the library, the world in question and the apprentice (in that order of descending priority). You know very little about the assessment beyond the briefing you were given – to report to the entry point to world Beta-022 – and some brief details about the world itself – a standard Victorian 19th century world with very little remarkable about it – quite well balanced between order and chaos. You know there will be 2 or 3 teams going to the same world, each with their own mission and you are under instructions not to discuss yours with the other trainees. You’re confident, you’re ready for this – after all, how hard can it be to retrieve one little book?

Characters:

Players can be trainees or the librarians supervising their assessment. Both roles will have their challenges. In order to play a credible librarian you need to have at least read the Invisible Library and understand the Language. No points, no system (not even Dewey Decimal). Briefing notes will be provided. Please submit a character background outlining the world you come from and any particular skills or experience you think relevant.

Players:

  1. Anna J (GM)
  2. David M
  3. Gary B
  4. Jason P
  5. Keith M
  6. Marieke K
  7. Mel M
  8. Shadow A
  9. Treasa M

Game 3/2: War Stories

GM: Matthew B
Cast: 4-6
System: Amber Mouseguard

Description:

The war with the savage mice to the north is over. Many of the Guard died during it, many more were wounded. Legends were made and now the Guard is weaker than it has been for generations, though it’s reputation is stronger than ever before.
 
There is no longer a Guard leader but the Guard prevails.
 
There are still survivors and bandits out there, there are still Guard that have to deal with them. Your patrol has reached Valetor and discovered it badly damaged: defences breached in the war have been breached again and people have been kidnapped.

Characters:

On the day using the Amber Mouseguard System

Players:

  1. Matthew B (GM)
  2. Edith B
  3. Kevin D
  4. Natalie A
  5. Sally P
  6. Tym N
  7. Vivek D

Game 3/3: Some Other Eden

GM: Alan W
Cast: 6-8
System: ADRPG

Description:

O wonder!
How many goodly creatures are there here!
How beauteous mankind is! O brave new world
That has such people in’t!

Locked in his miserable fortress Oberon, King of Ashes, is not considered a threat. And yet who is this flame-haired queen that has taken charge? What might the calming of Kolvir portend? And why has a golden staircase risen from the sea?

A sequel to “For in that Sleep of Death…” (ACNI 2019)  New and returning players welcome.  Characters are Champions of Arden. Events occur during Oberon’s reign, when Amber begins its rise to greatness. 

Characters:

100pt characters; details on Powers from the GM. 

Players:

  1. Alan W (GM)
  2. Sean S
  3. Ivo K
  4. Thom dJ
  5. George K (Returning)
  6. Willem-Jan W

Game 3/4: The Elders the World Forgot

GM: Paul J
Cast: 5-7
System: ADRPG

Description:

It is many years before the events recounted in Corwin’s chronicles. Indeed, Corwin is still long missing, and Oberon vanished a while ago, not to mention certain other family members, most notably Osric, Finndo, Delwin, and Sand. But there were others never mentioned in Corwin’s later account….

Characters:

Player characters are children of Oberon built on 125 points plus Pattern for free. No advanced powers are available, and nothing associated with the Primal Pattern nor the other, currently unknown, end of reality: so no Logrus nor shapeshift either (or any Shadow Knight stuff). No single item may cost more than 5 points, though you can have as many items as you like. I might be persuaded to allow a minor (10 point) power that is not part of the usual rules if it amuses me but don’t bank on it. No player character may be the child of a mother recognised in the official lineage. Players are free to allocate themselves a mother of their own design (no stats needed, merely a name and, perhaps, a vague description), or have the GM allocate you one. It makes no difference really, as your mother is probably dead anyway.

Players:

  1. Paul J (GM)
  2. Alastair J
  3. Claire M
  4. Esther vR
  5. Rachel W
  6. Robert C
  7. Scott S

 

Saturday – Morning Game

(9am – 5pm)

Game 4/1: The Seven and a Half Deaths of Evelyn Flaumel

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

Description:

You forget everything between footsteps. Your mind has gone blank. You catch sight of your own hands. They’re bony, ugly. A stranger’s hands. You don’t recognise them at all. You don’t know who you are or how you got here. But there is one thing you remember. Tonight, Evelyn Flaumel will be killed… again. Unless you can save her.
 

Characters:

No pre-con prep required. There’ll be a short questionnaire at the beginning of the game.

Players:

  1. Rachel W (GM)
  2. Anna J
  3. David M
  4. Paul J
  5. Treasa M
  6. Tym N
  7. Willem-Jan W

Game 4/2: All good things….

GM: Jason P
Cast: 5-7
System: ADRPG

Description:

The year is 1936, and after last year’s outbreak of madness throughout the city, the inhabitants of Hong Kong are viewing this New Year’s festivities with some trepidation. The Authorities are bracing themselves for another round of random violence on the streets. Against this backdrop, an old ally of the group comes calling on the heroes, desperate for help. And what is the significance of the metallic egg-shaped object that fell from the sky last New Year’s eve?
 

Characters:

Characters are exceptional Shadow dwellers, heroes and heroines typical of those found in pulp action fiction, and have a reason to be in Hong Kong.   A modified character system is being used and I will send details to players once the games have been allocated. New Players and Returning players from previous years I’ve run at ACNI are welcome,
 

Players:

  1. Jason P (GM)
  2. Alan W
  3. Alastair J (Returning)
  4. Edith B (Returning)
  5. Marieke K (Returning)
  6. Matthew B (Returning)
  7. Scott S (Returning)
  8. Vivek D (Returning)

Game 4/3: Nine Princes in IKEA

GM: Sean S
Cast: 4-6 Players
System: ADRPG

Description:

The Throne of Amber has been stolen and a flatpack shoe cabinet left in its place. Markings on it suggest that it has come from a place called ‘IKEA’ in one of the less interesting Shadows of Amber. King Oberon has sent for his finest troubleshooters to solve the problem, but unfortunately they all died in terrible boating accident, so he’s sent for the backup team. They are tasked with finding the thieves from the Kingdom of IKEA and returning the throne at once! 

Characters:

A light-hearted romp through everyone’s favourite Swedish furniture store. Players: 4-6.

Players:

  1. Sean S (GM)
  2. Claire M
  3. Ester vR
  4. Ivo K
  5. Mel M
  6. Sally P
  7. Thom dJ

Game 4/4: Before the Dawn

GM: Shadow A
Cast: 6-8
System: ADRPG

Description:

Before the Dawn will follow the adventures of several intrepid scions of Chaos who have left the Courts together each for their own reasons.

Characters:

I expect that there will be multiple character deaths; a player whose character dies will have a choice of ways to continue to play – for example as a new character that is about to become significant to the story.

All characters will be pre-generated. Initial characters will be circulated shortly before the con; they will all be younger members of House Barriman out to seek fame, glory, a quiet life or just some fun. If there’s a particular motivation you fancy, let me know – but don’t get too attached to the character…

Players:

  1. Shadow A (GM)
  2. George K
  3. Keith M
  4. Kevin D
  5. Natalie A
  6. Robert C

 

Saturday – Evening Game

(7pm – Late)

Game 5/1: It was this way when we found it

GM: Anna J
Cast: 4-8
System: Diceless

Description:

The cry of any self-respecting St Mary’s historian in response to a multitude of questions including – what happened here?  are you responsible for the damage to the rear lawn?  what is that strange smell emanating from pod three? – but not normally applied to history itself (even by the admittedly disaster prone faculty of the St Mary’s Institute for Historical Research).  The newly appointed director of St Mary’s – Dr Maxwell – has designed the perfect in-and-out mission to test out the latest batch of newly qualified trainees.  A quick jaunt to 1613 to see the King’s Men perform Cardenio, establish its authorship and if at all possible track down a copy.  What could possibly go wrong?

Characters:

Players can be security personnel or historians (both will be going on the mission) – please design an appropriate background accordingly – those familiar with the St Mary’s Institute may wish to design more senior staff to accompany any newly qualified trainees.  No points, no system, but lots of tea and biscuits.

Players:

  1. Anna J (GM)
  2. Alan W
  3. David M
  4. Edith B
  5. Treasa M
  6. Vivek D

Game 5/2: Amber 2020

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

Description:

Something has happened, Random is wounded, Gerard is dead, the Pattern is bleeding and the Jewel has been stolen. Fiona is sending you, the only people she can grab quickly, down the fracture in shadow towards the city of light and power at the far end.
 
Welcome to Night City.

Characters:

The game is set after the first series of books.
Characters are 200 pts with free Pattern. Powers will not work as normal when people arrive so if you buy powers or Shadow knight weirdness you are doing so at your own risk. No Items or Shadows, as they will not arrive with you although if you wish to describe things you own feel free to do so, I’ll take them into account. Fiona must have had a court trump of all characters.

Players:

  1. Matthew B (GM)
  2. Esther vR
  3. George K
  4. Natalie A
  5. Paul J
  6. Scott S
  7. Shadow A
  8. Thom dJ

Game 5/3: Pax Britannica

GM: Alastair J
Cast: 6
System: Diceless/Cinematic

Description:

If you don’t do stupid things, you won’t end up in tragedy.  – Chinese Proverb

Lord M has the team heading off to The East to find what will hopefully be the last missing piece of whatever it is they’re collecting. Needless to say it’s not going to be easy. Well, the current Miao rebellion is a slight inconvenience, it has to be said.  And they’re not alone which could make life a tad interesting. But not to worry; Lord M’s team has been tasked to complete the operation with “a certain degree of secrecy and tact”. So there shouldn’t be anything to worry about, right?

Huzzah!

Characters:

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.

Although this is a continuation game, new players are very welcome.

Players:

  1. Alastair J (GM)
  2. Claire M (Returning)
  3. Jason P (Returning)
  4. Keith M (Returning)
  5. Marieke K (Returning)
  6. Mel M (Returning)
  7. Sally P (Returning)
  8. Sean S (Returning)

Game 5/4: Those Dead but Dreaming – Black Key White Sands

GM: Gary B
Cast: 4-6
System: Lords of Gossamer and Shadow

Description:

No blood can be spilt on the white sands of Pu’uloa, a place of great beauty, a haven of healing and rejuvenation. The islanders are naturally healthy and long-lived as a consequence and many Walkers sojourn in the mansions of the whites sands to recuperate their physical or mental injuries. The waters are pure and the weather almost permanently clement. A true paradise. However, an artefact of foul intent has been brought to Pu’uloa which threatens to corrupt and twist the minds of its once peaceful inhabitants. Three men who carried the key to the idyllic archipelago world have died at their hands. Agents of the Lords and Ladies of Gossamer have been dispatched to this important world to defend it and to find the source of the evil behind the Black Key.

Characters:

You are an agent of one of the Lords or Ladies of Gossamer. The Black Key is clearly a powerful artefact of a dark power yet unseen. Has your Lord sent you to retrieve it for further study or to destroy it? Can the corrupting nature of the key be prevented or turned against the enemy?

Players:

  1. Gary B (GM)
  2. Ivo K
  3. Kevin D
  4. Rachel W
  5. Robert C
  6. Tym N
  7. Willem-Jan W

 

Sunday – Morning Game

(9am – 5pm)

Game 6/1: Wake Up, Blandings!

GM: Mel M
Cast: 10 – 12
System:

The game is a crossover between Amber and the novels of PG Wodehouse, e, set in the Wodehousian universe, with elements of the thrillers of the 1930s – Dornford Yates, Sapper, John Buchan and Bulldog Drummond. The system is a variant of the Gentlemen and Players rules, created by Timothy Ferguson (see http://timothyferguson.wordpress.com/ephemera/amber/gentlemen-and-players/). Full notes will be supplied.

Description:

Your Great Aunt Harla lived in a decaying (what else?) mansion in Ireland with her two children, Delwin and Sand. She has, sadly, recently died … and for some reason Uncle Caine feels you should represent the Family at the funeral (and, of course, the all-important Wake). It’s prime hunting country, by the way. In fact, according to rumour, that was the end of Great Aunt Harla. Mounted on a spirited bay she took a hedge not realizing there was a ditch the other side. Still, at 87, it was probably the way she would have chosen to go. Uncle Caine will have a special mission for some of you … and Tom Travers is earnestly asking for a Word (Ireland is, of course, famous for its dairy products. And its Georgian silver). 

Characters:

100 point characters. 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. People who have played this game at ACUK – it’s intended to be a side game, not a part of the ongoing main story (although they are becoming rather entwined). You can play your usual character, or create a new one for this game.

Players:

  1. Mel M (GM)
  2. Alan W (Returning)
  3. Alastair J (Returning)
  4. Anna J (Returning)
  5. Claire M (Returning)
  6. Edith B
  7. Jason P (Returning)
  8. Marieke K (Returning)
  9. Sean S (Returning)
  10. Tym N (Returning)
  11. Vivek D (Returning)

Game 6/2: End of the Line

GM: Matthew B
Cast: 4-6
System: Amber Mouseguard

Description:

The war with the savage mice to the north is over. Many of the Guard died during it, many more were wounded. Legends were made and now the Guard is weaker than it has been for generations, though it’s reputation is stronger than ever before.
 
There is no longer a Guard leader but the Guard prevails.
A bell has been ringing in the old Guard leader’s quarters. A
small brass bell hanging in her study. Nobody knows what it means or why it rings – there is no air movement, the shutters are cold – but it rings anyway. 
 
The air in the room is growing chill, mice don’t like being near it, the servants hear scratching occasionally.
 
A bell has been ringing in the old Guard leader’s quarters. The door to the room is unlocked and three staff are missing.

Characters:

On the day using the Amber Mouseguard System

Players:

  1. Matthew B (GM)
  2. Esther vR
  3. Gary B
  4. Treasa M
  5. David M

Game 6/3: Hamelin

GM: Kevin D
Cast: 4-7
System: ADRPG or LoGaS

Description:

The sleepy town on the outskirts of Arden known as Hamelin is no more!  In its place a thriving trading community and at the centre of it all, the virtuous, the magnanimous, the ever faithful… Trusty John!  (Trusty John, Trusty John….)   Well, maybe it isn’t exactly Trusty John’s doing, but it must surely be his statue that has brought prosperity and good will to the town – something it’s mayor will be ever grateful for.   

Unbeknown to many though, a garrison of Julian’s woodsmen has taken up residence in Hamelin… why you ask?   Better not know.  Unless of course, you listen to the rumours and, of course, you do.  You see, apparently there’s some sort of passage under the statue… that leads to… somewhere in shadow and they’re guarding it!  Amazing.   Then of course there’s the missing few.   Apparently Goldie Locks has gone missing… again.  The Three Bears have a reward out for her ‘safe’ return.   There’s a Prince in town apparently looking for a certain Princess and her skillet… and a wolf pack prowls the forest’s edge… who knows why.  Regardless, there’s something odd happening in Hamelin. 

Of course, those in the know will know the truth!   What?   You don’t know?  Well… that’ll cost you.   Baked goods you say?   A tankard of the Old Inn’s finest?   Excellent!   Let’s begin…

Characters:

You are a small group of individuals recruited in one way or another to investigate what lies beyond Trusty John’s… Trusty John.   Are you there to find out what happened to a friend?   Sent to find the missing Princesses or are you seeking treasure!  Have you been sent by Julian himself?  Whatever the reason, Hamelin’s the place to be!

Characters should be designed using 135pts using either LoGaS or ADRPG.

  • Contributions can include:
    • 10 – For an image of your good self  to share with the company.  A picture does, after all, tell a thousand words.
    • 10 – For a suitably convoluted background within the realms of a fairy tale (or indeed Gossamer) of your choice (though the more well known the tale, the better!)
    • 10 – Baked goods and vitals to share – Little Red Riding hood was not the only young lady who knew how to bribe her grandmother!

Players:

  1. Kevin D (GM)
  2. George K (Returning)
  3. Keith M
  4. Scott S
  5. Shadow A (Returning)
  6. Ivo K
  7. Robert C

Game 6/4: A Trip to the Seaside

GM: Paul J
System: Modified ADRPG

Description:

Fable, the daughter of Mandor and Princess Florimel, is now 12, and going stir crazy after a year bottled up in Castle Amber. She needs a holiday. And who better to take her on a trip to the seaside on florimel’s favourite shadow, than the Princess’s favourite servants? But when a massive shadow-storm cuts off all contact between Shadow-Earth and Amber, and the body count starts to rise, can those same servants really protect the young princess from being the next victim?

Characters:

This game is a sequel to last year’s A Family Secret, and returning players, as well as new ones, will be welcome. Time-wise, a year has passed since the events of last year’s game.  Characters are servants of the castle based on 0 points and generated according to rules set out by the GM and sent out prior to the Con, though they are primarily based on regular Amber rules with a few minor tweaks. Last year, the characters were based on -10 points, returning players will, therefore, have another 10 points to spend this time.

Players:

  1. Paul J (GM)
  2. Natlie A (Returning)
  3. Rachel W
  4. Sally P (Returning)
  5. Thom dJ
  6. Willem-Jan W
 

 

Sunday – Evening Game

(7pm – Late)

Game 7/1: Dragons over Amethyst

GM: Natalie A
Cast: 4-7
System: Modified ADRPG

Description:

 

The fair city of Amethyst is the jewel in the crown of the Amethyst Trade League, ruled from the Glass Palace from Prince Martin; who has summoned you all out of Shadow for what he calls a coming of age ceremony.

In the days running up to the ceremony he explains that the multiverse you’ve known all your life is actually just a small corner of a much larger set of Shadows centred on a location known as Amber; and that he is going to give you keys to enter and exit the realms of Amethyst into the wider multiverse at the ceremony.

However preparations for the ceremony itself are disturbed by multiple sightings of Dragons in the skies over Amethyst and the Trade League of unknown origin which flicker in and out of shadows in a way quite unlike the Patternwalking to which you are used.

Prince Martin will ask you to investigate while he calms down the local populace and prepares for what may come.  He will give you the most basic of further briefing about Amber and the keys that he promised.

(This game will be strategically oriented, so the answers are more likely to be “investigate, plan, engage” than “hit it with my sword”.
It is in the same setting, and after, my game from 2018 – The Track Not Taken; but not in any meaningful sense a continuation)

 

Characters:

Characters will be younger Amberites (children of Martin, Merlin, Luke, Coral, or someone else of that age) who have grown up in a steam/cyber-punk world.  They will be loosely based on 125 points plus Pattern; but a modified character generation system will be used.  Details of this and setting will appear at http://www.ysolde.ucam.org/playersguide/Dragons_Over_Amethyst/
 
Returning characters from the previous game are welcome, but will require some massaging to fit into the new system.  Of course they already know about Amber…
 
Players:
  1. Natalie A (GM)
  2. Alan W
  3. David M
  4. Jason P
  5. Matthew B
  6. Shadow A
  7. Paul J
  8. Willem-Jan W

Game 7/2: Bring me the Trumps of Alfredo Garcia

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

Description:

Caine has a problem: His secretary, the delightful Samantha, has gone missing and he would like you to find her. She said that an Italian gentleman friend has promised to take her out for an ice cream, and she likes nothing better than to spend the evening licking the nuts off a large Neapolitan and he hasn’t been seen since.

Characters:

A lighthearted game of investigation and smut for 4-6 players.

Characters: 100pt characters. No Advanced Powers, no Shadowknight, 5pt Stuff limit.

Note:

This game draws heavily on “I’m Sorry I haven’t A Clue” and other Radio 4 comedies and as such will contain a lot of double entendre and innuendo, don’t say you haven’t been warned.   While it isn’t necessary to know about ISIHAC, it might help with the jokes.

Players:

  1. Tym N (GM)
  2. Mel M
  3. Rachel W
  4. Robert C
  5. Sally P
  6. Treasa M

Game 7/3: Burning Coal

GM: Vivek D
Cast: 4-8
System: Burning Coal

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.

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. There should be a reason the ministry would want to employ you – some extraordinary ability, power or skill-set. There should also be a reason you work for the ministry: They might have stayed your execution for a crime (real or framed) in return for your service. Maybe they pay you vast sums of money. Perhaps they are the only source of a drug you need. Or possibly you’re just the right mix of patriotic and amoral that you do it because you want to.

Players:

  1. Vivek D (GM)
  2. Alastair J
  3. Anna J
  4. Calire M
  5. Edith B
  6. Gary B
  7. Ivo K
  8. Marieke K
  9. Sean S

Game 7/4: Where’s my brandy…?

GM: Scott S
Cast: 4-6
System: ADRPG, No Shadow Knight

Description:

It’s been 20 years since Patternfall.  Random is King and other than a small blip involving a little bit of weather at the start of his reign things are going well.  Or they were.

A drop in trade ships coming into Amber has been noticed.   Goods from deep Shadow are becoming rare and the King’s favourite brandy is down to the last 100 bottles in the castle cellar.  Random wants some answers….

Characters:

Character are children of Amber who are young enough to NOT have fought in Patternfall or been involved.  You WILL have walked the pattern and will be acknowledged as a child of Amber (Random would not pick you for this mission if not)

100 points with pattern for free 

Players:

  1. Scott S (GM)
  2. Esther vR
  3. George K
  4. Keith M
  5. Kevin D
  6. Thom dJ
 

 

Monday – Bonus Slot

Game 8/1: Game On!  Hold…. 

GM:
Cast:
System:

NOTE:

As so few people have signed up for this ‘after-con’ slot, we’re putting it on hold and we’ll possibly play a card game or two while we chat and say our goodbyes.

Description:

An as yet undetermined game for those who will be here until later in the evening.  The slot will probably take the form of a game from 10:30ish to 4:30ish with a break for lunch.

If you’re keen to play during this slot, please sign up here so I can gauge the mood!

Players:

Game 8/2: Reminisce 

Cast: Anyone

Description:

After a looong weekend of gaming, many folk enjoy a ‘quiet’ Monday morning where they can relax and reminisce while waiting to a) wake up b) catch a taxi… rather than focus on playing a game. 

If you’re one of those folk, please sign up here so I know what you’re intending doing!

Players:

  1. Pretty much everyone…!

NOTE:

The plan is normally to have breakfast, check out, and then take up residence in the Library to chat, reminisce and say our goodbyes! 🙂


 

Backup Games

For GMs kind enough to offer ‘extra’ games even though they would prefer to be playing!

Game B/1: –

GM:
Cast:
System:

Description:

Characters:

Players:

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