Past Game Books – ACNI 2014-2020

The game book contain lists of the players and GMs associated with the various games that have been selected for play over the years.

AmberCon NI 2020


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

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: 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. 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. Robert C
  6. 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. Treasa M
  6. 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 6/3: 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: 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

Cancelled Games

Due to unforeseen circumstances, these two games had to be cancelled.  Maybe next year! 🙂

Game C/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

Game C/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

AmberCon NI 2019

Thursday – Bonus Evening Game

(9pm – 11pm)

Game 1/1: Guilty Until Proven Innocent

GM: Kevin D
Cast: 4-7
System: ADRPG

Description:

Eric leaned forward and whispered to me, “Your eyes have looked upon the fairest sight they will ever hold…Guards! Take Corwin away to the smithy, and let his eyes be burnt from out his head! Let him remember the sights of this day as the last he might ever see! Then cast him into the darkness of the deepest dungeon beneath Amber, and let his name be forgotten!”

With the fall of Prince Corwin, so came your fall…  Welcome to the Dungeons of Amber.

Characters:

So…
1) What were the circumstances of your capture?
2) What crime were you convicted of?
3) Are you innocent? No really, are you innocent?
4) Where are you from and how did you end up in Amber?
5) Who are your Enemies, Friends or Family?
6) Have you ever killed anyone? How did it make you feel?
7) What’s your deepest fear? And your greatest hope?
8) What’s your best memory?
9) What was worst thing they ever did and why?
10) How trusting or suspicious are you?

Characters should be designed using 120pts using ADRPG.

  • Contributions can include:
    • 10pts – For an image of your good self  to share.  A picture does, after all, tell a thousand words.
    • 10pts – For answering the above questions with more than just one-work answers!
    • 10pts – Baked goods and vitals to share – you are squirrelling things away in the Dungeons of Amber after all!

Players:

  1. Kevin D (GM)
  2. Alastair J
  3. Anders W
  4. Annika O
  5. Hanna P
  6. Keith M
  7. Rachel W
  8. Scott S

Game 1/2: A Game of Thrones

GM: Anna J
Cast: 4-8
System: ADRPG

Description:

It’s that time of year again – time to complete against your extended family to gauge whose skills and powers are the strongest – there are several different categories to compete in, including the melee where team participation is required – always an interesting job putting a team together from your blood relatives but then those are the rules…and the extra points from a melee victory are often the different between winning and losing the tournament overall – you’re pretty sure Random designed the scoring that way…sneaky little fink…because only those who have walked the Pattern may participate.  The only other rules are no fatalities (automatic disqualification) and no maimings – well technically no deliberate maimings so that does leave quite a bit of room for manoeuvre…  All in all the annual games are one of your favourite new traditions instituted by King Random.

 

However something different appears to be in the works this year.   Gossip is swirling around that Random has a significant announcement to make at the opening ceremony – no-one knows what exactly but speculation is rife and consequently turn out from your siblings, nieces, nephews and other extended family is likely to be far higher than usual in order to hear the big speech.  Rumour has it that Benedict is even making an appearance although he has apparently ruled himself out as a competitor.

Characters:

150 point characters – you can be anyone living after Patternfall – including previously unknown descendants – except Benedict, Random or Dworkin.  First come first served on characters.  Please explain your reasons for participating in the tournament.

Players:

  1. Anna J (GM)
  2. Damian F
  3. Jonathan A
  4. Maria L
  5. Fredrik J
  6. George K
  7. Sara J
  8. Shadow A
  9. Willem-Jan W
  10. Vendela U

Friday – Morning Game

(11am – 5pm)

Game 2/1: One Way or Another

GM: Anna J
Cast: 4-15
System: ADRPG

Description:

While journeying through shadows on your way to Amber you come across a tavern just as you are starting to feel a hint of hunger and a tinge of thirst.   The food is excellent, the wine distinctly quaffable and as a wave of tiredness sweeps over you you decide this would be a comfortable spot to rest for the night before continuing your journey…

…When you wake the first thing you are aware of are the sounds of a few familiar voices also coming to.  Opening your eyes groggily you realise you are somewhere else entirely.  A featureless windowless room made of plastic and metal.  There are two doors at opposite ends and no furniture.  In fact the only thing in the room are several of your close relations all in the process of getting to their feet and looking equally surprised to be there.   You compare notes and find you all have similar stories about how you got here.  You’re also aware of an odd sensation The question now is where are you and which way is out?

Characters:

150 point characters.  Please include a summary of what you were doing in shadow before your abduction.

Players:

  1. Anna J (GM)
  2. Alan W
  3. Alastair J
  4. Anders W
  5. Annika O
  6. Damian F
  7. Fredrik J
  8. George K
  9. Hanna P
  10. Keith M
  11. Kevin D
  12. Maria L
  13. Rachel W
  14. Scott S
  15. Vedela U
  16. Willem-Jan W

Game 2/2: Bring Your Own Weather

GM: Shadow A
Cast: 3-12
System: 5th Ed D&D with Pre-Gen characters!  Yes, 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!

Description:

Once upon a time, long before the events documented in the Chronicles, Florimel organised a picnic in Arden…

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. Claire M
  3. Danielle B
  4. Jason P
  5. Jonathan A
  6. Marieke K
  7. Paul J
  8. Mel M
  9. Sally P
  10. Sara J

Friday – Evening Game

(7pm to Late)

Game 3/1: A Family Secret

GM: Paul J
Cast: 5-7
System: ADRPG

Description:

Princess Florimel has a guilty secret.  Now she needs those royal servants she trusts, especially those who helped her a year ago, to sort it out for her, without alerting the rest of the royal family, or indeed anyone else.   

This game is a sequel to last year’s Downstairs Downstairs, and returning players, as well as new ones, will be welcome.  Timewise, a year has passed since Patternfall and the events of last year’s game. Castle Amber is safe, but an altogether more suspicious place, but then you will be leaving it for the first time in your lives…

Characters are servants of the castle based on -10 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 -20 points, returning players will, therefore, have another 10 points to spend this time

Characters:

Players:

  1. Paul J (GM)
  2. Alastair J (R)
  3. Jonathan A (R)
  4. Rachel W (R)
  5. Sally P (R)
  6. Scott S
  7. Shadow A
  8. Willem-Jan W (R)

Game 3/2: Holding out for a Hero

GM: Keith M
Cast: 4-7
System: Simplified ADRPG

Description:

Where have all the good men gone
And where are all the gods?
Where’s the streetwise Hercules to fight the rising odds?
Isn’t there a white knight upon a fiery steed?

You are the best in all the land. Stories of your deeds have become legend. Every bar knows your name. Your counsel is sought by the greatest rulers. Your opinion changes fashion. You could have anything and anyone you
desire. You are loved by millions and feared by all that might try and oppose you. No task is too hard for you.   Until perhaps today…

You are the preeminent hero of your Shadow/Land. The greatest gunfighter, the most wise wizard, the deadliest swordsman, the most noble starship captain, the most loved superhero, the most honest politician. Whatever
profession or calling you have chosen you are without peer.   Then one day a travel weary man arrives. He is battered and bruised but there is something about him that makes you want to trust him, help him. He arrives at your favourite tavern, library, bowling alley, coffee shop etc.
Like many people he needs your help. Unlike other people he says that you need help. He has scoured the whole of Reality for others to help. The stakes are bigger than any you have faced because it is your Reality that is at
risk. Being the Hero that you are you agree to aid him and once you have collected your things and done your preparations he Teleports you both away in a rainbow of colours. You arrive in a rustic tavern and the man,
Merlin, introduces you to your new companions.

People that you have never heard of but are also really good at stuff.  People that you have never met but, like Merlin, you almost feel you already know, people that you vaguely remember in your dreams. It made no sense as you grew up and became – hero but perhaps now it might.

Characters:

You are the best. You are the lands best hero. But heroes come in many shapes and guises. Describe your character and a little background. Detail any important items as to what they look like and what they can do.
What are the four things that your hero is known for being exceptional at. Dagger fighting, Luck, Prodigious Strength, Fireballs, Flight, Sarcasm, Always finding a great beer, Crossword solver, etc. Whatever it is you are the best at it in your land.

Players:

  1. Keith M (GM)
  2. Kevin D
  3. Vivek D
  4. Gary B
  5. Anders W
  6. Fredrik J
  7. Hanna P
  8. Anna J

Game 3/3: For In That Sleep of Death What Dreams May Come

GM: Alan W
Cast: 6-8
System: ADRPG

Description:

…the wind cries of late
In the whispering grass
Our way of life is held
In the spinning wheels of chance
I believe in a way of long ago
…Tell me more about the forest
That you once called home.

(Dead Can Dance)

King Oberon has returned to Amber and creation holds its breath. With one hand on the Jewel of Judgement he proclaims:

“Arden will return my sons or face the hammer that has pounded Shadow and Chaos to my will. Know this: where the blow falls there will be no mercy and no hiding place.”

Characters:

Characters are denizens of Arden. Events occur during Oberon’s reign, when Amber begins its rise to greatness. Details on Powers from the GM.

100pt characters; Constructs developed with the Shadow Knight rules will be considered if submitted before the Con.

Players:

  1. Alan W (GM)
  2. Damian F
  3. George K
  4. Jason P
  5. Maria L
  6. Marieke K
  7. Vendela U

Game 3/4: The Hand in the Library

GM: Mel M
Cast: 4-6
System: Bespoke Diceless

Description:

Long, long ago, the Library was the repository of all knowledge. Then it was overtaken by a terrible disaster as a vast monstrous Hand forced its way up from deep below the earth into the heart of the Library, tearing and twisting and destroying. And the Electomages saved us all. It was they who held the Hand at bay, locking it in a state of stasis, and they saved the world by sealing the entire Library in a vast bubble, sustained by the power of electromancy. But they – and those who used the LIbrary – were trapped inside the bubble with the grotesque Hand.

Or so the story goes …

For there are others who say that the Electromages, with their dangerous experiments, awoke the beast that lived deep underground and brought him into the Library, roaring for revenge. There are even a few who claim that the Hand was reaching out in an effort to prevent the Electomages from destroying the world.

Over the years, a society has evolved in the Library from the descendants of the original librarians, electromages and library-goers. Most people live in the vast Stacks, turning the reading carels into homes. A powerful few (the Electromages and the families of the hereditary Ruling Council) live on the Heights in the tops of the towers of the Library, where they can benefit from the light that comes in from the opaque dome.

Now the rumours say that the Electromages have a plan to boost power and restore the Library to the world again.

But what effect will that have on the Hand, still trapped as it clawed its way up through the Library?

Characters:

You are living in the Library. Your family may be from the Heights (the aristocracy) or the Stacks (everyone else).

Players:

  1. Mel M (GM)
  2. Annika O
  3. Claire M
  4. Danielle B
  5. Sara Johansson

Saturday – Morning Game

(9am – 5pm)

Game 4/1: Prophecy

GM: Anna J
Cast: 4-7
System: LoGaS

Description:

Something peculiar is occurring up and down the worlds linked by the grand stair.  Anyone with an inclination or sensitivity to prescience has been repeating the same words over and over – ‘Do you still wish to know more?’.  That this is happening in multiple otherwise unconnected worlds is disturbing on its own, as are reports of sightings of a giant creature made of fire which seem to accompany these seer related incidents.
 
The Lords of Gossamer have appointed you and your colleagues to journey to some of the affected worlds and investigate in order to try and better understand what is going on.

Characters:

150 point characters.  Please include in your backstory why you think you would be selected for a mission of this nature.
 

Players:

  1. Anna J (GM)
  2. Anders W
  3. Alan W
  4. Damian F
  5. George K
  6. Paul J
  7. Willem-Jan W
 

Game 4/2: It’s Time to Pay the Piper

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

Description:

You all know the story because… it’s true (why else would everyone know it if it wasn’t?)   The Pied Piper came to town and left taking with him at first all the rats (to our relief) and then later our children (to the relief of some, possibly even you!)   The council however is desperate for the children’s return and you, yes you, have been chosen, recruited, hired or otherwise coerced into investigating these events and ultimately retrieving the children (though possibly more specifically, the flower of Hamelin, the major’s daughter!)

Characters:

You are a small group of individuals recruited in one way or another to track down this Pied Piper, retrieve the children and earn a fortune doing so!   If only you could work together?

Characters should be designed using 120pts 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 of your choice (though the more well known 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. Annika O
  3. Rachel W
  4. Sally P
  5. Sara J
  6. Shadow A
  7. Vendela U

Game 4/3: Things Fall Apart

GM: Vivek D
Cast: 5-7
System: –

Description:

You were going about your normal every day life when you heard the scream… and the sky cracked open. Overcome with waves of vertigo and nausea, you staggered to the nearest wall for support, only to realise that no-one else seemed to have head the cry.  Or noticed that the sky was broken.

Nobody else seemed to feel the pull, either. The calling, as some vast and sudden emptiness tugged at you, drawing you towards… what?

Characters:

 The details of your home shadow are free.

You may pay points towards partial pattern powers:  the more you pay, the more control you will have (although you will not start the game with full knowledge of what it is you have, and you won’t be on par with a “real” pattern initiate).

Players:

  1. Vivek D (GM)
  2. Claire M
  3. Fredrik J
  4. Hanna P
  5. Jonathan A
  6. Maria L
  7. Scott S

Game 4/4: LIVE EVIL: Harvest Moon

GM: Marieke K
Cast: 4-5
System: ADRPG

Description:

Welcome to Lybrook, OR population 815.  There is a main street, a small theatre, a grocery store, a library, everything you need to survive except modern conveniences (the only deliveries that happen here seem to be from someone else in town and the internet? What is that?)  In Lybrook, they keep up with the local news through the town’s paper.

As far as the PCs know, they have been raised here.  There might be something gnawing at you, though, some idea that something is different from how it should be.  But the daily life in Lybrook goes on, and soon it will be time for the Harvest Festival.  There will be a great deal of good cheer and forced celebration.

Are you under a ‘good curse’?  Maybe you like it here in Lybrook. Maybe you think freedom of choice would be a nice change.  Survive and thrive in Lybrook with good cheer, or escape and get justice–well revenge at least against whatever parent put you under this terrible curse.

This is your chance to tell your story, to get your happy ending, or to wreck one.

Characters:

Characters are the children of an elder Amberite and a Disney Villain, with some reason in their past to have been cursed even if that is ‘good intentions’.  Please send me a description of your character, including:

    • Preferred parentage
    • Your occupation/role/place in Lybrook and your feelings about these
    • Your hopes and dreams, do you want to leave Lybrook?  Do you think this isn’t really all that bad?
  • And a reason why you could have been cursed – if your life had not always been in Lybrook.  What if you were raised in Amber instead, why would someone have cursed you?

A public description would be nice as well, as you have lived in this same small town all your lives.  You probably know each other, and will have reasons to like or dislike each other (maybe even both!).

NOTE 1: Please note that due to RL I will not be available for prep until January 23!

NOTE 2: This story is originally Mary Argent’s idea and has been used with her permissions.

NOTE 3: We’ll probably start a bit later than expected – so we can all enjoy a longer breakfast/short lie-in!

Players:

  1. Marieke K (GM)
  2. Alastair J
  3. Danielle B
  4. Jason P
  5. Keith M
  6. Mel M

Saturday – Evening Game

(7pm – Late)

Game 5/1: Monochrome

GM: Alan W
Cast: 4-6
System: ADRPG

Description:

“They’re dancing around
It sends a shiver down my spine
I run to look in the sky and
I half expect to hear them asking to come down
Will they fly or will they fall?”

(The Sundays)

Did the Collapse ever happen? What happened to the Dream? And why has a fleet of alien spacecraft appeared to orbit the Earth with quiet menace?

Characters:

A sequel to “This Woman’s Work” (and its prequels), new and returning players welcome. Characters are from a future Shadow Earth, specialists in their chosen field. No points required, just a description.
Details provided by the GM.

Players:

  1. Alan W (GM)
  2. Annika O
  3. Gary B
  4. Paul J
  5. Sara J
  6. Willem-Jan W

Game 5/2: Madness in the shadow of the Rising Sun

GM: Jason P
Cast: 5-7
System: –

Description:

The year is 1935, and we return to where it all began, Hong Kong.. It is New Year and among the celebrations, the sky is briefly lit by a new light, a silvery coloured meteorite streaking northwards as it falls, A local and infamous fortune teller is preaching that new object is one of ill omen to anyone one who would listen, nothing new in that. However next morning the fortune teller is found dead, and local authorities need help to investigate the death and it seems there is more than one group interested in his death.

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. Anders W
  3. Danielle B
  4. Jonathan A
  5. Maria L
  6. Marieke K
  7. Shadow A
  8. Vivek D

Game 5/3: Pax Britannica

GM: Alastair J
Cast: 6
System: –

Description: 

Pax Britannica (Latin for “British Peace”) is the period of relative peace in Europe and the world (1815 – the present) during which the British Empire has become the global hegemonic power and has adopted the role of a global police force.

We look forward to the time when the Power of Love will replace the Love of Power. Then will our world know the blessings of peace.

William Ewart Gladstone, PM

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.

Characters:

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 complications arise that “require a certain degree of secrecy and tact”.  You will be briefed on your mission by Lord M on a strictly need-to-know basis.  Huzzah!

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

Players:

  1. Alastair J (GM)
  2. Claire M
  3. Fredrik J
  4. Mel M
  5. Keith M
  6. Sally P
  7. Vendela U

Game 5/4: Divided We Fall (aka the Corwin Conundrum)

GM: Rachel W
Cast: 4-6
System: ADRPG

Description:

A few years post-Patternfall, Corwin is suddenly taken ill, and his siblings refuse to go near him. Perhaps they fear becoming infected, but then again none of the servants are sick, so perhaps there’s some other reason. The Royal Physician, who is unable to find any underlying physical cause for the illness, and having received no help from the Elders, approaches the next generation of the Royal family for assistance.

Characters:

Children of the Elder Amberites, with some interest in investigating Corwin’s illness (potentially in defiance of your parents wishes). GM will assign parentage but feel free to state a preference. Standard ADRPG rules, 100 point characters plus free Pattern. Each character should create a pet, minion or assistant of some kind using the item building rules.

Players:

  1. Rachel W (GM)
  2. Anna J
  3. Damian F
  4. George K
  5. Hanna P
  6. Kevin D
  7. Scott S

Sunday – Morning Game

(9am – 5pm)

Game 6/1: Blandings and the City of Lights

GM: Mel Mason
Cast: 6 – 10
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:

It’s springtime in Paris, a time when designers are frantically readying their new collections – and the wealthy pour in to the city to see the new fashions, and be seen too – in their most glamorous outfits and wearing their most exquisite jewels. But there’s another side to Paris too – a different form of society composed of artists, writers and musicians. The two worlds might come into contact at the famed musical extravangzas or those clubs were the jazz is hot and there is an edge of danger …

To Paris, then, some of the Blandings crowd will be going. It’s up to you what draws you there … but with Uncle Corwin on the loose (and possibly trying to sell his memoirs), and Aunt Fiona in evidence at the fashion shows, it’s clear something is in the wind.

And then you receive an unsigned note, informing you that a room has been reserved for you at the Monteleone (a famously discreet but stunning hotel near the Opera).

People who have played this game at ACUK – it is to some extent a side game, not a part of the main ongoing story. You can play your usual character, or create a new one for this game.

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.

Players:

  1. Mel M (GM)
  2. Alan W (R)
  3. Alastair J
  4. Anna J
  5. Claire M (R)
  6. Jason P (R)
  7. Marieke K (R)
  8. Maria L
  9. Rachel W (R)
  10. Scott S (R)
  11. Vivek D (R)

Game 6/2: Incursion Earth 626

GM: Paul J
Cast:  5-7
System: LoGaS

Description:

The Grand Stair may or may not be infinite.  It is certainly unbelievably long. If you travel it enough you come to recognise that there may be nearly an infinite number of Earth-worlds, each one similar but different from the next.  Their numbering accords with the order in which they were first visited and recorded by Lucien. Lucien was also the first to record the stories of the legendary Incursion: technocratic overlords given to invading gossamer worlds, draining their resources and enslaving the inhabitants.  The Gossamer Lords had successfully pushed back earlier incarnations of the Incursion, but Lord Drake remains ever watchful. Now he believes that they are back, and that Earth 626 has been an initial target. So he is sending a small team of his best agents and/or specialists to infiltrate and find out what has been happening and what action needs to be taken (and, perhaps, taking it).

Characters:

Player characters should be built on 80 points using normal LoGaS rules (plus Walker of the Grand Stair for free – worth 5 points of Grand Stair), but partial power system is available, and recommended.  Channelling and Invocation are not available, nor are items with conferred powers.

For agents of Lord Drake the usual powers are available: Eidolon, Umbra, Wrighting, Grand Stair, Wrighting, Sorcery, and Cantrips. Other powers only by agreement with the GM.  Partial powers can be provided by the GM.

Up to two player characters (first come first served) may be members of a local team assigned to aid Drake’s people.  These Earthers have only one power available to them: Psionics. Details of this power will be provided to the players concerned, but you should budget for spending a minimum of 30 points on it.

This adventure uses the LoGaS supplement: Incursion Earth 626 as a setting only.  Familiarity/ unfamiliarity with that will be neither advantage nor disadvantage as it is a setting not an adventure.  You will be briefed by Drake on what you need to know (Earthers by their local leader).

Players:

  1. Paul J (GM)
  2. Damian F
  3. Fredrik J
  4. Gary B
  5. George K
  6. Keith M
  7. Kevin D
  8. Sara J

Game 6/3: Last Exit to Babylon

GM: Jonathan A
Cast: 4-7
System: Low-powered modified LoGaS

Description:

The Road runs from before the dawn of civilization out beyond the decadent future.  A cursed few find their way to it by power of blood; others are brought there and can sometimes return.  Within the span of history we know two great civilizations are aware of the Road – the failing anarchy in what they call the 25th Century and our great City of Babylon.
 

Characters:

Player characters are working for the Fifth Bureau; either directly or on secondment from one of the other arms of the State.  Chargen rules will be up on the internet as soon as I get around to it.
 
Players:
  1. Jonathan A (GM)
  2. Anders W
  3. Annika O
  4. Hanna P
  5. Shadow A
  6. Vendela U
  7. Willem-Jan W
  8. Danielle B
 

Sunday – Evening Game

(7pm – Late)

Game 7/1: The Many Faces of Merlin

GM: Rachel W
Cast: 4-6
System: ADRPG

Description:

In his search for his father, Merlin walks Corwin’s pattern. On the other side, he meets several other people also claiming to be Merlin.

Characters:

Characters are Merlin. 100 points plus free Pattern and Logrus.

Players:

  1. Rachel W (GM)
  2. Keith M
  3. Kevin D
  4. George K
  5. Jonathan A
  6. Mel M
  7. Paul J

Game 7/2: CSI Thelbane

GM: Shadow A
Cast: 4-6
System: ADRPG

Description:

As you arrive at the office, the Seneschal is just leaving. The supervisor calls you all in to the big briefing room, so you know  something is up.

 

“There’s been a murder… at the Palace.”

Characters:

Characters are minor members of Chaosian Houses who for one reason or another are part of Thelbane CSI. Perhaps they genuinely want to help keep their home safe; perhaps they were bored and wanted something to do with their time; perhaps someone told them that they were going to do it and like it. Whatever the reason, when things get murky, they work together to find out what’s going on.

 

Characters will be built on Chaos + 40 points, with free basic shapeshifting. Partial powers will be available. There will be some additional character generation rules.

Players:

  1. Shadow A (GM)
  2. Alan W
  3. Damian F
  4. Danielle B
  5. Jason P
  6. Sally P

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. Claire M
  4. Anna J
  5. Gary B
  6. Marieke K
  7. Scott S
  8. Willem-Jan W
 

Monday – Bonus Slot

Game 8/1: Pot Luck

GM: Anyone.  Just meet in the Library!
Cast: Anyone who’s awake enough to participate!
System: Unknown

Description:

Most folk are unsurprisingly burnt out by this stage but we do tend to gather in the Library and chat and who knows, there may still be some energy left to get something on the boil.  Sign up here for both the chance to chat and the possibility of more!

And if folk are SUPER keen, I could be persuaded to run Order 66 (See the backup games section!)

Players:

  1. Alan W
  2. Alastair J
  3. Anna J
  4. Claire M
  5. Damian F
  6. Fiona J
  7. Jason P
  8. Kevin D
  9. Marieke K
  10. Paul J
  11. Rachel W
  12. Sally P

Game 8/2: Mouseguard

GM: Jonathan A
Cast: As many as want….
System: Amber Mouseguard

Description:

In honour of Matthew, Jonathan is offering us a taste of Mouseguard.   Description and info to follow….

Characters:

Players:

  1. Jonathan A (GM)
  2. Danielle B
  3. Gary B
  4. George K
  5. Keith M
  6. Mel M
  7. Shadow A
  8. Scott S
  9. Willem-Jan W

Backup Games

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

Game B/1: Order 66, a fresh start

GM: Kevin D
Cast: 4-7
System: LoGaS

Description:

So we know the story and we know the outcome.  But what we didn’t know was who we really were.  As far as we knew, we were students in the Jedi Temple on Coruscant and somehow… we survived.   Despite all the odds, we survived.

In fear and hiding, we had the oddest of day dreams, dreams or possibly even nightmares:

You see an older man wearing odd though formal attire who is now halo’d in a rainbow of reflective colour.   Despite your sleep you feel that it has an oddly realistic feel to it and despite the setting you find yourself struggling to listen as he speaks, “My Son, my Daughter.  I unfortunately can’t come to you right now.   You need to make your way to me.  Find your siblings and make your way to Chambers of the High Council.   I’ll leave more for you when you get there.

The rest of the dream (possibly nightmare) continues on and you wake remembering it clearly.

Characters:

Character are LoGaS newbies running with 50pts.

Players:

  1. Kevin D (GM)

Game B/2: The Morning After the Night Before

GM: Anna J
Cast: 4-6
System: ADRPG

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:
150 point characters.  Please provide a good explanation as to why you would wish to insinuate yourself into the investigation and describe any potential motive you might have had to kill Vialle or frame Random…

Players:


Cancelled Games

For games that sadly had to be cancelled.  Saved here in the hope of the games being run at some future point!

Game X/1: Usagi Amberite

GM: Matthew B
Cast: 4-7
System: Crossover ADRPG/LoGaS

Description:

You here a voice in your head, a bit like Dworkin’s but the resonance is wrong. Then a rainbowing effect opens up around you.   “Child of a False Amber, I hear your pain. I too bear that for the True Amber is at risk. Come, I offer you a chance to see the true Amber. In return I ask your aid. Save my creation.”  The rainbowing effect opens up and then turns colour into a shimmering mass of crystal reds. This is your one chance to explore this route, and you know it, and so you step in.

Characters:

This is a crossover game, bring in any character from any previous Amber game. Build them off 150 points with free pattern using standard ADRPG and SK rules, or the rules from LoGsS with free Eidolon. (Other rule systems can be submitted with the GM’s permission). Items, Shadows and creatures are allowed but are likely to be modified by the GM as you pass to the One True Amber.

If you wish to, and can, tell the GM what animal best represents their character.

Players:

Game X/2: The Cold of the Moon

GM: Matthew B
Cast: 3-7
System: Amber Mouse Guard

Description:

Nobody knows what happened to the Great City of Giants and Gods generations ago. Their great castle lies empty and ruined above its basement and the shining pattern that burns there. They built a great city and an underwater kingdom, but all of it lies empty and in ruins.  Over time we rose and inherited this realm and slowly built our civilisation and cities.  We learned to read and write, to work stone in the manner of the great examples we were given, to work steel to arm ourselves. We inherited the wealth of the giants, still treating it with the fear and respect it deserved. Now there are three dozen cities and towns from the treetop houses of Oaktown and Pinetown on the edge of the great forest of Arden to the underwater settlement in Rebma, to the farm towns of the vale, and the mysterious underground cities of Clarissa and Dybelle in the grove of the unicorn. All these settlements are independently governed and although the manner of that government varies widely all  the people have prospered.

Life is safer, but not safe. In the miles between cities paths and trails offer some protection from the wolves, dogs, snakes, foxes, owls, hawks and other beasts that rove the countryside. There are enemies too: savage mice from the mountains, weasels and other beasts from deep in the forest; even the weather can be an enemy. Against these stand the Guard, headquartered in the City of Amber near the outer walls of the Castle itself. The Guard all swear an oath, they are supposed to hold it sacrosanct:

“We as Guard offer all that we are to protect the sanctity of our species, the freedom of our kin, and the honour of our ancestors. With knowledge, sword, and shield, we do these deeds, never putting a lone mouse above the needs of all, or the desire of self above another. We strive for no less than to serve the greatest good.”

Winter has come. In the halls of the Guard House wood is plentiful on the fire and the halls are warm. Outside the temperature has dropped low, unusually low.

Characters:

Character generation on the night.

Players:

Game X/3: The Way Home

GM: Matthew B
Cast: 4 (3-7 possible)
System: Amber Mouse Guard

Description:

Nobody knows what happened to the Great City of Giants and Gods generations ago. Their great castle lies empty and ruined above its basement and the shining pattern that burns there. They built a great city and an underwater kingdom, but all of it lies empty and in ruins.  Over time we rose and inherited this realm and slowly built our civilisation and cities.  We learned to read and write, to work stone in the manner of the great examples we were given, to work steel to arm ourselves. We inherited the wealth of the giants, still treating it with the fear and respect it deserved. Now there are three dozen cities and towns from the treetop houses of Oaktown and Pinetown on the edge of the great forest of Arden to the underwater settlement in Rebma, to the farm towns of the vale, and the mysterious underground cities of Clarissa and Dybelle in the grove of the unicorn. All these settlements are independently governed and although the manner of that government varies widely all  the people have prospered. Life is safer, but not safe. In the miles between cities paths and trails offer some protection from the wolves, dogs, snakes, foxes, owls, hawks and other beasts that rove the countryside. There are enemies too: savage mice from the mountains, weasels and other beasts from deep in the forest; even the weather can be an enemy. Against these stand the Guard, headquartered in the City of Amber near the outer walls of the Castle itself. The Guard all swear an oath, they are supposed to hold it sacrosanct:

“We as Guard offer all that we are to protect the sanctity of our species, the freedom of our kin, and the honour of our ancestors. With knowledge, sword, and shield, we do these deeds, never putting a lone mouse above the needs of all, or the desire of self above another. We strive for no less than to serve the greatest good.”

Autumn has been harsh, the rains have come down early and the winds have picked up. Harvest across the towns and cities has been poor.  Late in the month, harried by the rain and wind a small troupe struggles back to Guard Town to get there for the festivities.

Characters:

Character generation on the night.

Players:

  1.  

Game X/4: Pater Noster Qui Es In Coelis

GM: Matthew B
Cast: 3-7
System: –

Description:

The army is returning from Chaos, Amber and the Golden Circle are under the control of Gerard until the new king Random returns. The night is cold and clear and the moon has risen, above the castle. The stairs to Tir-na Nog’th are solid, more solid than normal and as the night extends the moon seems to be steady and the night seems not to be ending. It is getting colder.

Gerard has dragged you out of bed or out of parties if you were in the revelries that have overtaken the city and you have been asked to investigate the phenomenon.

Characters:

100 points, standard rules, no items, creatures or shadows. Stuff limit +/- 10. Your character was brought here before the bulk of forces left for chaos and the Patternfall war. Basic pattern is free is you want it for your character.

Players:


AmberCon NI 2018

Thursday – Bonus Evening Game

(9pm – 11pm)

Game 1/1: All Bar None (aka Pot Luck)

GM: Kevin D
Cast: Anyone interested….
System: Unknown

Description:

This will be the first time I try a ‘Pre-Con’ game prior to the already ‘Pre-Con’ Friday morning game that has now become a standard offering!   Considering how many people are flying in early, there’s actually a chance folk may want to gather, share stores, play a game or two of cards, Hearthstone or settle for actually playing something.

Regardless, I’ll be there and if you’re keen on joining, please sign up for this slot and state your preference for what you’d like to do!  Chilling and chatting after your flight is a perfectly viable option – but then so is getting a head start on the you con kill count!

Update:

By the seems of it, most folk attending Pot Luck voted for a natter at the bar!

Players:

  1. Kevin D
  2. Alastair J
  3. Dave C
  4. Fiona J
  5. Jonathan A
  6. Matthew B
  7. Rob Israel
  8. Tym Norris

Game 1/2: A Midsummer Night’s Scream

GM: Carsten D
Cast: Anyone interested….
System: ADRPG

Description:

The courts of chaos are in an uproar. Suhuy, master of the Logrus, did not wake from his last slumber and no one has a clue what is going on. The King of Chaos in his desperation sends a demon messenger to Amber with an offering for a truce and a call for help. Now some family members, who are quiet familiar with all kinds of theories concerning shadow, have to face the fact that this might be true for material worlds – but not for the mysterious realm of the Dreaming. With the aid of a strange wizard they enter the realm beyond the walls of the wakening worlds and face a danger far greater than they would ever expect.

Characters:

Pre-generated classic Amberites will be provided, so players don’t have to build their characters.

Players:

  1. Carsten D (GM)
  2. Anna J
  3. Elizabeth B
  4. Jocelyn B
  5. Keith M
  6. Mark N
  7. Rachel W
  8. Stephen Z

Friday – Morning Game

(11am – 5pm)

Game 2/1: Spares

GM: Matthew B
Cast: 3+ and it will handle drop-ins when you get to the hotel!
System: ADRPG

Description:

You have woken up wet and naked in a room. There is sticky liquid covering you, a wash basin and a towel on a stand nearby and clothes in your colours lying folded on a table, along with weapons in a style you prefer.

You clean yourself, dress and step out through the door.

Characters:

Describe your idea of an elder and their abilities. Also include your likely arrival time (although if you arrive early or later that’s fine).

Players:

  1. Matthew B (GM)
  2. Alan W
  3. Claire M
  4. Dave C
  5. Elizabeth B
  6. Gary B
  7. Jocelyn B
  8. Kevin D
  9. Marieke K
  10. Mark N
  11. Paul J
  12. Mel M
  13. Sally P
  14. Tym N
  15. Paul J

Organiser’s Note:

Matthew B has kindly prepared a game suitable for those arriving during the Friday morning.  If you’d like to drop in, please sign up here!

Game 2/2: Hunt of the Nephilim

GM: Rob I
Cast: 4-8
System: Homebrew ADRPGish

Description:

The Council of Arcadia has decreed that the rogue sorcerer and known nephilim, Claudius Hyde, must be made to face justice for crimes against reality and the people of Arcadia.

Leading this crusade are members of the Servants of Isthar, colloquially known as the Green Order, who make their life’s work defending the multiverse against those that abuse magic and power over reality.  Supplementing this mission are a guide to the paths through realities, members of other Orders who also seek justice, and a ruthless mercenary or two just in it for the cash.

Characters:

Characters will be pre-made, each with their own personal ‘victory condition’ goal (as well as the universal victory condition of a successful hunt).  Players will bid on which character they wish to play at the start of the game, and leftover points can be used to purchase certain add-on items.  Leftover/overspent points are “stuff”.

Gameplay will be focused on travelling through strange realities on the path of a dangerous criminal, so combat, survival, and roleplaying interactions with those you come across on the path will play a significant part of this game.

If the players don’t complete the mission by the end of the session time, the evil nephilim escapes!

Players:

  1. Rob I (GM)
  2. Alastair J
  3. Anna J
  4. Carsten D
  5. Jonathan A
  6. Keith M
  7. Rachel W
  8. Scott S
  9. Stephen Z

Friday – Evening Game

(7pm to Late)

Game 3/1: It was this way when I found it.

GM: Dave C
Cast: 4-8
System: Lords of Gossamer and Shadow (LoGaS)

Description:

Time: 02:17:22

Date: 03/02/18

Location: London

It is one of those mornings – you know the type. The type when your phone goes off at some Gods awful time in the wee small hours. Not your phone of course, no that one is still dormant, no this is the other phone – the one they gave you.

Time to get yourself together. Time to do what you do. Something has changed and someone or something is threatening London.

Characters:

10 point LoGaS characters – you may buy down as many stats as you want up to -25 (buying down in chunks of -10 or -25). I would advise against using any of the Great Powers with a Psyche or Endurance of less than -10. Let me repeat that I would strongly advise against using any of the Great Powers with low stats unless you have another mechanism in place. If you intend to take any of the great powers please consider how you came to learn them and how you have failed so far to cause major mayhem in the world around you.

Every character must be a member of some sort of secret organisation – MI5, The Laundry, The Golden Dawn. Whatever you want but you have to let me know and what your role is in that organisation. Should you choose to be part of a non-esoteric but still secret organization all good but expect some whiplash moments as reality and preconception may are may not tally.

No artifacts above 4 points.

Stuff capped at +5/-5

Wrighting and Invocation although not impossible would potentially prove inadvisable.

Allies – please buy some.

Every character must have a dim, dark, dirty secret – either you write it or I’ll give you one. On the whole you’ll probably prefer to determine your own problems.

Please may I have characters as soon as possible, by preference no more than 1000 words/ character. Let me know what your character does, where they came from, where they live, what they like, what they hate, what they do. The usual oh and did I mention a dark secret – one of those please. Whatever you want to play you have to be able to work in London in 2018 without drawing attention to yourself.

Players:

  1. Dave C (GM)
  2. Alan W
  3. Anna J
  4. Jocelyn B
  5. Kevin D
  6. Paul J
  7. Rob I

Game 3/2: Can’t See The Woods For The Trees

GM: Tym N
Cast: 4-6
System: ADRPG

Description:

Arden Forest, a dark and mysterious place, no-one really knows all of it except Julian and he’s vanished. So a group of his friends, children and employees have decided to go looking for him.

Characters:

Standard 150pt character created before the con.

Players:

  1. Tym N (GM)
  2. Carsten D
  3. Claire M
  4. Elizabeth B
  5. Jonathan A
  6. Stephen Z
  7. Willem-Jan W

Game 3/3: Fall of Magic

GM: Gary B
Cast: 4-6
System: ADRPG

Description:

“Magic is dying, and the Magus is dying with it. We few companions must travel together to the realm of Umbra where magic was born.”

Characters:

Fall of Magic is a diceless, collaborative storytelling game where the players assume the roles of a group of travellers in the company of the Magus. The destination is the mysterious source of all magic though why the players seek this mythical place is up to them. On the way, You will encounter strange hosts, fantastic places, and perilous choices as we play to discover who our characters are, how they relate, and how our journey changes them.

Players:

  1. Gary B (GM)
  2. Andy R
  3. Keith M
  4. Mel M
  5. Rachel W
  6. Sally P
  7. Vivek D

Game 3/4: Perils in a Pacific Paradise

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

Description:

The year is 1934, the place Honolulu. With perfect blue skies and waters, beautiful beaches, the islands have long been a destination for tourists and it lies as a gateway between the States and the far East for traders, both large scale and independent, and of course those looking to explore. However, even in this idyllic place, dangers lurk to snare the unwary and there are those who mean others no good. But is there a more sinister endangering the islands?
 
Characters:
Characters are exceptional Shadow dwellers, heroes and heroines typical of those found in pulp action fiction, and have a reason to be in Hawaii.   A modified character system is being used and I will send details to players once the games have been allocated. Returning players from last year’s game ‘Gateway to a Golden Future’ are welcome.

Players:

  1. Jason P (GM)
  2. Alastair J
  3. Marieke K
  4. Mark N
  5. Mascha D
  6. Matthew B
  7. Scott S

Saturday – Morning Game

(9am – 5pm)

Game 4/1: This Woman’s Work

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

Description:

I should be crying but I just can’t let it show
I should be hoping but I can’t stop thinking
All the things we should’ve said that are never said
All the things we should’ve done that we never did
…Oh darling make it go away

There are two worlds, Marcuria, the world of magic and Stark, the realm of science. You must walk the paths in between. Saved April. Saved the world. Can you save yourselves?

Characters:

A sequel to “Tower of the Mind”, new and returning players welcome. Characters are from a future Shadow Earth, specialists in their chose field. No points required, just a description. Details provided by the GM.

Players:

  1. Alan W (GM)
  2. Claire M
  3. Kevin D
  4. Paul J
  5. Mel M
  6. Willem-Jan W

Game 4/2: Escape from Gulag 13

GM: Matthew B
Cast: 4-6
System: ADRPG

Description:

The Farnese-Kashfa war has been going for a few years but it’s about to end and the military industrial complex of Farnese is about to get a clobbering, and one that Amber supports (although not officially).  There is one simple problem with this, Kashfa can’t afford to win. The Farnese have captured a large number of Kashfan nobility with the intention of negotiating ransoms when the war ends, Kashfa can’t pay and Amber doesn’t want Farnese getting that much money anyway. It also doesn’t want to see a number of Kashfan nobles suddenly executed.

King Random’s plan is to find some volunteers to be arrested as escaped Kashfan prisoners of war and have them sent to the notorious Gulag 13 to arrange for a jail break. Of course the people sent can’t use pattern or powers very much (that would be noticed) and Amber should be able to deny their existence if they get caught.

Characters:

100pt characters. Amber Diceless RPG. No shadow knight weirdness. No items or sets of items over 4 points. Stuff limit 5pts. No stats below chaos. All characters must either come with a decent criminal record from the reign of Eric/Oberon/Corwin or Random, be the children of Amberites not in favour in the court (Eric/Brand etc) or just be good guys out to prove themselves. [If prisoners have items, animals or allies then they will be returned by Random when the characters accept] [All characters should be willing to accept this deal at the start of the scenario.] [Farnese is a sword and musket style world]

Additional: If a player has taken part in the Vialle 2.0 campaign before (eg in Where Amberites Dare) then their character can  return if they wish.

Players:

  1. Matthew B (GM)
  2. Anna J
  3. Elizabeth B
  4. Jocelyn B
  5. Jonathan A
  6. Mark N
  7. Mascha D
  8. Rob B

Game 4/3: Jigsaw

GM: Carsten D
Cast: 4-6
System: ADRPG

Description:

You’ll discover the private Shadow Shelter of Oberon and uncover some terrible secrets and face deadly guardians. Will you solve the mystery of the Oberon’s last will and testament?   Or will they fail and pay the price?

Characters:

100pt characters from the core Amber family (though relatives are allowed)

Players:

  1. Carsten D (GM)
  2. Gary B
  3. Keith M
  4. Rachel W
  5. Sally P
  6. Scott S
  7. Stephen Z

Game 4/4: Burning Coal

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

Note: While the game description is the same as 2/2, the game will be very different – even for players playing both!

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. Andy R
  4. Dave C
  5. Edith B
  6. Jason P
  7. Marieke K
  8. Tym N

Saturday – Evening Game

(7pm – Late)

Game 5/1: Reflections and Echoes

GM: Dave C
Cast: 4-7
System: LoGaS

Description:

In the realms of the Oneiroi there is only you. Loose ends and faded memories collide and perhaps from these things revelation or forgiveness may be found. If you are one of those that have faced Great Soulded Sam and survived then the last thing you recall was the screaming whine of Eidolon engines tested to destruction as Slake’s vessel roars towards oblivion.

For those lucky enough never to have met the Buddha then there was a flash and then beautiful arcing tracery the likes of which can never be replicated and have never been seen before. The lines of imperfection fading across scorched retinas fall into darkness mixed with the smell of cordite and tobacco smoke and the sound of a woman’s laughter and dogs in the background.

Elsewhere on the stair Ma Geneva turns to her Bill “Oi you useless fing get them nice cups out someone’s cummin’ in’t they? An’ no nicking them jammy dodgers thems for guests.”

Down behind the corners and the corridors a man in orange turns at a noise in the shadows, “Oh fuck! But you’re dead. I saw….”

Finally storm clouds form up over an old observatory and the flashes of lightning mark the night sky. It is the season of rains in this place and the river is coming into flood. With each flash the walls of the observatory become more picked out as the purple flowers are picked out clean against the stone.

Characters:

For those who have faced Great Souled Sam and survived it.

Additionally new characters built on 150 points character to be submitted to me before game time of new.

Old characters please let me have up to 10 loose ends and threads you would like to be unravelled for you in the land of dreams.

Usual warning – I advise against invocation and Eidolon/ Umbra can be bought at lower levels.

All players must contact me prior to game by email please.

Players:

  1. David C (GM)
  2. Alan W (r)
  3. Edith B (r)
  4. Gary B (r)
  5. Kevin D (r)
  6. Paul J (r)
  7. Tym N (r)
  8. Vivek D (r)

Game 5/2: Pax Britannica

GM: Alastair J
Cast: 6
System: –

Description:

Pax Britannica (Latin for “British Peace”) is the period of relative peace in Europe and the world (1815 – the present) during which the British Empire has become the global hegemonic power and has adopted the role of a global police force.

We look forward to the time when the Power of Love will replace the Love of Power. Then will our world know the blessings of peace.

William Ewart Gladstone, PM

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.

Characters:

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 complications arise that “require a certain degree of secrecy and tact”.  You will be briefed on your mission by Lord M on a strictly need-to-know basis.  Huzzah!

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

Players:

  1. Alastair J (GM)
  2. Andy R
  3. Claire M
  4. Jason P
  5. Marieke K
  6. Mascha D
  7. Sally P

Game 5/3: Caine and Abel

GM: Rachel W
Cast: 4-6
System: ADRPG

Description:

When Caine breaks into Oberon’s old study and then mysteriously disappears, King Random is adamant that it’s the younger generation that must find him and bring him home.

Characters:

Children of the elder Amberites. 100 point characters, no Shadow Knight.

Players:

  1. Rachel W (GM)
  2. Carsten D
  3. Elizabeth B
  4. Jonathan A
  5. Mel M
  6. Stephen Z
  7. Willem-Jan W

Game 5/4: Storms over Amber

GM: Scott S
Cast: 4-6
System: ADRPG

Description:
Its been one year since Random took the crown.  Things were good at first.  Wounds healed, cities were rebuilt and those nasty Chaosians have kept themselves to themselves .  Random has been a… Boisterous …king.  sometimes partying so hard some of his guests have died from exhaustion.  Only Vialle seems to be able to get him to give the court a break and to focus on the job of running the kingdom.  For Random  Delegation is a magic word and Flora and Vialle have taken on much of the work.

The first storm wasn’t that bad…..a slightly larger than normal swell that caused issues around the docks.  Subsequent storms were worse.   Amber’s lower city was flooded and Random has taken to standing atop the castle walls, Jewell of Judgement held high shouting at the storm to prevent further damage.

After the latest storm you are called into a private meeting with the King……

Cannon:
The 1st set of books can be considered cannon….or at least Corwin’s official viewpoint.  Ignore then second set.  Nothing is known of Merlin et all

Characters:
Characters will be Amberites. Lineage will be known….but any Amberite can be your parent….as long as you come up with a public story of why you are at court and at least respected and considered loyal to the family.

150 points.  Pattern is free but you don’t have to take it (no points back though)
No advanced powers
No Shadow Knight stuff
All items subject to GM approval
Max 5 points of stuff good or bad

Players:

  1. Scott S (GM)
  2. Anna J
  3. Jocelyn B
  4. Keith M
  5. Mark N
  6. Matthew B
  7. Rob I

Sunday – Morning Game

(9am – 5pm)

Game 6/1: Blandings, Biarritz and Baccarat

GM: Mel M
Cast: 6-9
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:

It’s early February, cold and dank at Blandings Castle, and a fair few inhabitants are recovering from flu. So when a restorative trip to Biarritz is suggested, it seems like a tophole plan. And someone has to keep a watchful eye on certain of the Uncles who might otherwise see themselves as off the leash and in the vicinity of a rather fine Casino …
But the news that Uncle Caine is also in Biarritz (doing whatever the Empire needs him to do), as well as that dangerous couple Lord and Lady Tilbury (aka George and Dara Sawall) might suggest that other plots are afoot.

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 story. You can play your usual character, or create a new one for this game.

Players:

  1. Mel M (GM)
  2. Alan W
  3. Claire M
  4. Jason P
  5. Marieke K
  6. Mascha D
  7. Scott S
  8. Tym N
  9. Vivek D

Game 6/2: The Widows Revenge

GM: Andy R
Cast: 3-6
System: ADRPG with GM’s tweaks

Description:

“Before me and below me was a pocked, cracked and steaming land which trembled periodically as it swept for well over a mile towards the high dark walls of an amazingly huge and complex structure… It was a hodgepodge of architectural styles, bigger even than the palace at Amber and somber as all hell.” – Merlin describing the Keep of the Four Worlds.
 
This is the place you call home, but at the end of the Great War your Lord was struck down and foully murdered by his own kin!
 
Now it’s time to even the score…
 
Characters:
 
Characters will all be shadow-folk, loyal servants of Jasra, Mistress of the Keep of the Four Worlds, more information on character creation will be available from the GM after game selection is completed.
 
GM’s Note:
 
This game ran previously at ACUK 2001
 

Players:

  1. Andy R (GM)
  2. Carsten D
  3. Elizabeth B
  4. Rob I
  5. Stephen Z

Game 6/3: Downstairs, Downstairs

GM: Paul J
Cast: 6-8
System: ADRPG

Description:

As a faraway war begins, in a place about which we know little, and the Royal Family of Amber leave to go to fight the enemy, the mighty and impregnable Castle of Amber is left to the supervision of the Princess Florimel. You, its humble Royal servants, can expect no problems from actions a universe away. So it feels like the dawning of an unexpected holiday with no-one to wait on, or clean for, or clean up after.

Characters:

Characters will be servants of the castle generated according to rules set out by the GM and sent out prior to the Con, but they will be based on regular Amber rules.

Players:

  1. Paul J (GM)
  2. Sally P (GM)
  3. Alastair J
  4. Jonathan A
  5. Keith M
  6. Rachel W
  7. Willem-Jan W

Game 6/4: Wide Awake

GM: Anna J
Cast: 6-8
System: ADRPG

Description:

“After its recent breakthroughs in cryogenic stasis and plasma rocket propulsion, Google aims to establish a permanent human settlement on Alpha Centauri. Several unmanned missions will be completed first, delivering supplies and establishing a suitable landing site before the first carefully selected crew will depart on a one-way mission. If we all work together, we can make this happen. We’re going to Alpha Centauri – come with us!

The global search has begun for the first humans to set foot on Alpha Centauri and make it their new home. In an extensive training period, candidates will learn the skills they will need on arrival and in establishing an initial base camp. The combined skill set of each astronaut team member will therefore need to be multi-disciplinary.

Just think, 1000 years from now, everyone on Earth will still remember the names of the first pioneers to set foot on Alpha Centauri! Please explain in 1000 words or less who you are and why your skills, experience and other personal qualities should earn you a place on our crew.”

You can’t believe that your application has been accepted and that you’re in the running to be one of the lucky crew of pioneers making the first manned 88 year trip to Alpha Centauri. Astronaut training goes well and you’re not one of the many disappointed wash-outs.

Then the news you’ve been waiting for – you made the final cut for the first crew which will be captained by one of your heroes – veteran astronaut Captain Eleanor Raymond – first person to set foot on Mars back in 2027. You get into your cryo-pod and gradually everything fades to black, just like the briefing they gave you…

…as you come back from the depths the first thing you become aware of is the sound of alarms ringing. Even in a foggy state you’re pretty sure that wasn’t meant to happen. Also you feel really cold…was that in the briefing on possible post-stasis side effects? As your vision slowly returns you can see flashing red lights to go with those alarms. All around you your fellow astronauts are waking up looking similarly confused.

You groggily sit up and that’s when it hits you – or to be more precise the absence of it hits you – no sign of Alpha Centauri on the forward display viewer. In fact nothing you recognise from the navigation training you received. And that’s when you notice the dead body and you realise it’s the Captain…

Characters:

Please submit your character’s application to the advert (1000 words or less) and an accurate summary of your psychological profile (as written by a trained professional rather than by your character!) in advance.

All characters are normal humans and start with average human base stats of 0.  Pysche in this context governs perceptiveness, intuition and emotional intelligence.  Warfare covers intelligence and recall as well as the usual. Strength and endurance as normal.  You have 15 points to spend and can down-sell one attribute only by up to 5 points although you’ll need to explain how your character would still be selected for the mission with that shortcoming.   No more than 3 points of stuff in either direction.

Briefing notes will be provided to cover important information from your astronaut training including your rank in terms of the command structure.

Players:

  1. Anna J (GM)
  2. Dave C
  3. Edith B
  4. Jocelyn B
  5. Kevin D
  6. Mark N
  7. Matthew B

Sunday – Evening Game

Game 7/1: Mouseguard: The Fall

GM: Matthew B
Cast: 4-6
System: ‘Amber Mousegauard’ (Bespoke)

Description:

It is Autumn, the winds are warm, the sun shines down and the crops are being harvested. Things have become quieter again and the forces within the guard trying to tear it apart have been uncovered.

This is a busy time of the year, there is maintenance on the paths to perform, messages to deliver, and pre-winter maintenance to perform in Guard Keep. In the background people are talking about Paulette’s desire to retire at the end of the year and whether or not a suitable replacement can be found.

Characters:

Character Creation: On the night using the Amber Mouseguard rules. Returning characters possible.

Players:

  1. Matthew B (GM)
  2. Carsten D
  3. Claire M
  4. Gary B
  5. Mascha D
  6. Rachel W
  7. Stephen Z
  8. Vivek D

Game 7/2: Betrayed

GM: Kevin D
Cast: 4-8
System: ADRPG

Description:

Who wasn’t a traitor in Amber?

The Patternfall War concluded ‘without a hitch,’ a small family disagreement was resolved, and Amber now has a new King.  Unfortunately, those history books you were so sure would write a fanciful tale of victory and success are painting a much grimmer picture – a story of Betrayal, Murder and worse.    Some even go so far as saying that it was entirely a… farce.

Will the throne survive the inevitable uprising?

Who knows, but with Amber’s Royal family a shell of its former self, it’s up to you stabilise this boat, to right the wrong, to hit them where it hurts, to… <insert cliche here>. Let’s get real, it’s once again your chance to claim (or indeed keep!) the Crown of the One True Throne.

The real question is… will you survive?

Characters: Characters:

Characters will be built using 250pts using standard ADRPG rules.  To spice things up, there will also be an additional ‘auction’ at the start of the game.  How do you pay for the items?   That’s up to you to provide….  Novel ideas welcome!

The only character requirement is that you, yes you, have a burning desire to claim the Throne of Amber.  We’re not here to pussy-foot around, Amber needs you!

Players:

  1. Kevin D (GM)
  2. Alan W (r)
  3. Alastair J (r)
  4. Anna J
  5. Dave C
  6. Edith B (r)
  7. Jason P (r)
  8. Paul J (r)

Game 7/3: The Last Roll Of The Dice

GM: Tym N
Cast: 4-6
System: ADRPG

Description:

The Courts of Chaos; Despite the blessing of the Serpent, despite overwhelming numerical superiority, and despite having a traitor in the enemy’s midst – you’re still losing!

Desperate times call for desperate measures, so an elite band of Chaosian troops is sent deep into enemy territory to capture the Eye Of The Serpent.

Characters:

200 point characters generated before the convention.  No Pattern, No Shadow Knight other than that everything is available.

Players:

  1. Tym N (GM)
  2. Elizabeth B
  3. Jocelyn B
  4. Keith M
  5. Marieke K
  6. Sally P
  7. Willem-Jan W

Game 7/4: The Track Not Taken

GM: Jonathan A
Cast: 4-6
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 by Prince Martin.  One evening when the Prince is away on state business the young Dukes (and Duchesses), Earls (and Countesses), Marquesses (and Marchionesses) decide to head into the city for a night of entertainment.

However as their train leaves the private station beneath the Palace they observe a wizened hunchback to the side of the trak and the train veers off down a siding none of them had ever noticed before…

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.

More details including character creation will appear at http://www.ysolde.ucam.org/playersguide/The_Track_Not_Taken/

Players:

  1. Jonathan A (GM)
  2. Andy R
  3. Mark N
  4. Mel M
  5. Rob I
  6. Scott S

Monday – Bonus Morning Game

Game 8/1: Pot Luck

GM: Kevin D
Cast: Anyone who comes
System: Unknown

Description:

As with the early game, sign up here if you have the morning free and want to do something!   This could take the form of lazing around in the hotel… or it could be a walk down to the beach through the forest.   Not sure.  We’ll see how many people sign and up and decide as a group what to do!

Update:

Currently we have 18!! Yes, 18 players signed up for a Monday game.   This is far beyond what I expected.   As such, I’m looking to try and organise something game-wise for Monday and we’ll what Potted Luck I’m able to uncover! 🙂  Watch this space!

Players:

  1. Loads!!

Backup Games

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

Game B/1: Amber Zero Dawn

GM: Alan W
Cast: 6-8
System: ADRPG

Description:

GAIA: If you had had a child, Elisabet, what would you have wished for him or her? Sobeck: I guess… I would have wanted her to be… curious. And wilful — unstoppable, even… but with enough compassion to… heal the world… just a little bit.

Nature has reclaimed the ruins of forgotten civilisation but humanity lives on in primitive tribes. In this new wilderness, they fight for survival against the machines; ferocious mechanical creatures of unknown origin.

Characters:

Characters are a disparate group of outlanders hoping to make sense of the strange gifts they have inherited from the Old Ones. Details from the GM.

This game was run previously at ACUK.

Game B/2: It was the land of my Father

GM: Dave C
Cast: 4-6
System: LoGaS

Description:

“Prydain, the Land of my Father’s runs from the cold seas in the North where the great river runs into the woods in which the painted men abide. It is bound to the East where the sun rises by the river and woods and hills, the old bridges now long wrecked with war and storm and the time since the Empire left. To the South the coast has three rivers and warmer waters to the lands of Llyonaise in the mists and further to the heart of the Empire that is no more. To the West where the sun dies the slavers and raiders live, the sea provides some protection and towards the North of that border it is said that amongst the skerries and broken ships there is a way to the Golden Isle.” – Nennius Minimus, Annales Prydain ab initio.

Magnus left with the best of you and now the land is beset on all sides. The priests of the one God and the wise folk of the Old Gods all take the words and gifts of the many and sometimes provide miracles. Now though beset on all sides rumour runs that Caer Dolbadarn has been burnt to the ground and the last of the blood of the High Kings is gone and with him the greatest treasures of Prydain. If the Prince is gone who will defend Prydain? Someone must find what has happened to the Prince and what has happened to the treasures. In that vein Hen Coel has called the greatest amongst the lands of Prydain to his Caer to bid them act for the good of the lands.

Characters:

LoGas Characters 10 pts Talk to me – but simply put no artifacts above 4 points. Tell my why you’re a hero, they come in all forms. The famer who wouldn’t give in, the soldier who refused a bribe, the priest who knew only faith or indeed the wisewoman who knew too much. Game brief will go out before game (Please read before writing a character and for the love of all that’s holy talk to me on line before Belfast).

Game X/1: Cognitive Dissonance

Organiser’s Note:  Matt sadly could not make the con, but I’ve kept his publish game blurb here in the hope that we’ll be able to play it at some point in the future!

GM: Matt N
Cast: 4-6
System: A murder mystery mash-up of the Chronicles of Amber and the Dresden Files

Description:

Melvin Dresden is Chicago’s first (and only) Wizard Private Eye and is the best at what he does; or at least the best found listed in the phone book!

Turns out the ‘everyday’ world is full of strange and magical things that crawl in from the shadow realms beyond, and most of them don’t play well with humans. That’s where Melvin comes in, aided in his endevors by his ghostly familiar GW, Knight of the Pattern Mitchell Butcher, and Melvin’s vampire best friend Tobias White.

There’s just one problem: business, to put it mildly, sucks! So when the Chicago police department brings him in to consult on the case of the grisly murder of a celebrated local author James Baker seemingly committed with black magic Melvin’s seeing dollar signs. Where there is black magic there is usually a black magician behind it.

Melvin cannot shake the feeling that something here isn’t quite right, but as bodies start to pile up, and his life starts to become . . . interesting, can he manage to sort fact from fiction?

Fantasy – it can get a guy killed.


AmberCon NI 2017

Friday – Morning Game

(11am – 5pm)

Game 1/1: Enemies of the Amber

GM: Matthew B
Cast: As many as are able to make the Friday Morning game and are willing to play in it as they arrive.
System: Amber

Description:

Set before Corwin’s disappearance. Amber is under attack, an enemy army of unknown provenance is laying siege and the family have been summoned back to the castle by Oberon, only he’s not here. Is this a test or a challenge? What is happening within the walls and without? Which of the family do you trust? Which of the family is responsible?

Characters:

Characters are all elders of Amber (the nine princes and four princesses) or their children, pulled in for this event. If you wish to play an Elder then please submit one or two different elders and a child, as elders will be issued on a first come first served basis. All children must have a designated Amberite elder who they believe is their parent and who introduced them to Oberon. Character submission should be a short paragraph on your interpretation of the Elder or Child, and a short paragraph on how they would choose to attack Amber.

Players:

  1. Alan W
  2. Alastair J
  3. Dave C
  4. Edith B
  5. Jonathan A
  6. Kevin D
  7. Paul J
  8. Sally P
  9. Tym N

Friday – Evening Game

(7pm to Late)

Game 2/1: Jewel of Denial

GM: Rachel W
Cast: 6–9
System: ADRPG

Description:

The Golden Circle Summit, a fortnight-long meeting of all the heads of the major Golden Circle states, is approaching, and King Random expects all his siblings to attend. Coincidentally, just as the Summit is about to begin, rumours start to spread of a copy of a certain powerful jewel turning up in a backwater shadow. The elders are far too busy to investigate in person, so who do they send but their most trusted servants?

Characters:

Each character works for one of the elders (one player per elder only)

Players:

  1. Alan W
  2. Jason P
  3. Jonathan A
  4. Kevin D
  5. Paul J
  6. Tym N
  7. Sally P

Game 2/2: 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.

(Further details to follow)

Players:

  1. Alastair J
  2. Andy R
  3. Dave C
  4. Edith B
  5. Marieke K
  6. Matthew B

Saturday – Morning Game

(9am – 5pm)

Game 3/1: Stairway to Anywhere

GM: Andy R
Cast: 2-6
System: Lords of Gossamer and Shadow

Description:

The infinite length of the Grand Stair leads everywhere and anywhere, offering the promise of unimaginably riches and the risk of
untold danger with every new Door you step through.

This is a Lords of Gossamer and Shadow game, a game based on the Amber Diceless RPG rules but using a new and different background setting. No prior knowledge of Lords of Gossamer and Shadow is needed to play this game, but more details about the rules and setting can be found on the Rite Publishing website.

Characters:

The PCs all work (at least part time) for Lucien, Lord of the Grand Stair. Lucien is a powerful Gossamer Lord, an expert on the Grand Stair and something of an information broker. You may work for him full time, he may have taught you all you know about the Grand Stair, or you may just be someone he occasionally hires when he needs your expertise. However because of this all the PCs will be known to each other at least my reputation.

Partially pre-generated characters will be provided with opportunity for player customisation.

Note: I have used a very similar game description for games at ACUK/ACNW before, but I have several scenarios that I could run so even if someone has played in one of my LoG&S games before there is no danger that they will end up in a game they have played before.

Players:

  1. Alan W
  2. Kevin D
  3. Alastair J
  4. Dave C

Game 3/2: Five Go Mad in Shadow

GM: Matthew B
Cast: 5
System: ADRPG

Description:

Random is on the throne, Eric is dead, Corwin is missing somewhere in shadow and all is right with the world. You are one of a small group of children who have been dumped in a manor house in shadow by your parents and told to get along and stay quiet.

Characters:

50pt Characters: The four characteristics: Endurance, Psyche, Strength and Warfare, and Stuff are standard buys. Beyond that there are skills. Skill are areas of expertise for 4 pts, these
reflect skills such shooting, driving or similar skills, as well as training in trump, or a basic taught knowledge of the pattern. A skilled character is more than basically competent, they are very good at whatever they have picked. All characters are between 8 and 15 years old, none have any powers, and all have an Elder as a parent.

Players:

  1. Rachel W
  2. Sally P
  3. Edith B
  4. Vivek D
  5. Gary B

Game 3/3: 47 Views of Mount Kolvir by Hokusai

GM: Tym N
Cast: 4-6
System: ADRPG

Description:

Amber Castle, well known as an imposing grey granite edifice with turrets and crenellations. So it was a big unsettling to wake up this morning and see gleaming white marble minarets. Even more unsettling is the fact that no-one else seems to be bothered. In then end you have found a few others that have the same memories as you and you are going to see what is happening.

Characters:

125 point characters. Characters MUST have walked the Pattern post-Patternfall. A total of no more than 10 points can be spent on creatures and artefacts, with no 4 point or higher powers et al. I reserve the right to veto anything I think won’t work in the game. Logrus is NOT available.

Players:

  1. Marieke K
  2. Jason P
  3. Jonathan A
  4. Paul J

 


Saturday – Evening Game

(7pm – Late)

Game 4/1: Nunc dimittis

GM: Dave C
Cast: 4-6ish
System: Gossamer and Shadow

Description: 

The Bridge of the Gods has fallen. Now there is nothing left but cold steel and the will of people to protect Gossamer from Shadow.

Something moves in the starless and bible black emptiness of Shadow. Something sleek and fast and it is not alone.

Along the length of the Agora whispers are running wild, some say the Lady Dayle is dead, others that Vala of the Eternal Glaive has demanded her rights as primer inter pares of the Gossamer Lords.

In her cold rooms Ma Geneva stirs her tea, her head bowed and whispers one word, “Digby”. Could that be a tear in the old lady’s eye?

Deep towards the heart of the Stair the Raggedy Man is still running and as the hounds get closer he scrawls words on the wall of the Stair in his own blood, “Find Sylvia, don’t forget Sylvia, Sylvia has the Clavus.” With that he turns to face the baying, sword in hand and scared, very scared.

Far down in the Black Market near Blind Twistings a man in saffron robes sits with a begging bowl and a smile dances on his lips as he mouths one word, “Sam”. With that he casts the bowl aside and strides towards a Door.
Characters: 

Casting sheet will go out before game as I need to know what I’m getting with respect to characters. Characters will be constructed using 150pts from Lords of Gossamer and Shadow. All Artefacts must be pre-approved so no Christmas Tree characters please. Partial Powers available on enquiry for Eidolon and Umbra. I would advise against Invocation – if you really want it make sure you talk to me. No more than 5 pts of Bad/Good stuff. No more than one attribute at Superior or lower (-10pts). No player contributions. Returning characters will need to have a chat with me before and are more than welcome – you know what you did after all.
Players:

  1. Kevin D
  2. Alan W
  3. Gary B
  4. Edith B
  5. Vivek D
  6. Paul J
  7. Tym N

Game 4/2: Pax Britannica

GM: Alastair J
Cast: 6
System: Modified Diceless
Description:

Pax Britannica (Latin for “British Peace”) is the period of relative peace in Europe and the world (1815 – the present) during which the British Empire has become the global hegemonic power and has adopted the role of a global police force. We look forward to the time when the Power of Love will replace the Love of Power. Then will our world know the blessings of peace.

William Ewart Gladstone, PM

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 complications arise that “require a certain degree of secrecy and tact”. You will be briefed on your mission by Lord M on a strictly need-to-know basis.

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.  Further details to follow
Players:

  1. Andy R
  2. Rachel W
  3. Matthew B
  4. Sally P
  5. Marieke K
  6. Jason P
  7. Jonathan A

 


Sunday – Morning Game

(9am – 5pm)

Game 5/1: Tower of the Mind

GM: Alan W
Cast: 4-6
System: Modified Diceless

Description:

“Dream on my dear

Renounce temporal obligation

Dream on my dear

It’s a dream from which you may not awaken.”

(Dead Can Dance)

Characters:

A sequel to “Dreams of the Iconoclast”; new and returning players welcome. Characters are from a future Shadow Earth, specialists in their chose field. No points required, just a description.  Further details to follow
Players:

  1. Kevin D
  2. Gary B
  3. Paul J
  4. Sally P
  5. Marieke K
  6. Dave C
  7. Tym N

Game 5/2: Gateway to a Golden Future

GM: Jason P
Cast: 5-7
System: Modified Diceless

Description:

The year is 1933, the place San Francisco and times are hard. Prohibition is still in effect and the aftershocks of the Wall Street Crash still are felt. So in a bid to stimulate the local economy, construction of a new bridge in the Bay has began, a new symbol to inspire a new mood in the City. However for all this hope, there are those who have their own plans in order to satisfy their needs of greed and power. So, it is up to a few heroic men and women to do what other can not, and protect the City.

Characters:

Characters are exceptional Shadow dwellers, heroes and heroines typical of those found in pulp action fiction, and have a reason to be in San Francisco in 1933. A modified character system is being used and I will send details to players once the games have been allocated. It is a loose continuation from last year’s game “Under Eastern Skies, Evil Awakens”, so new and returning players will be welcome.

Players:

  1. Edith B
  2. Matthew B
  3. Vivek D
  4. Jonathan A
  5. Andy R
  6. Alastair J
  7. Rachel W

 


Sunday – Evening Game

(7pm – LATE)

Game 6/1: Amber Mouseguard: Blood Moon

GM: Matthew B
Cast: 4-8 (6 Ideally)
System: Amber Mouseguard

Description: The moon arose last month in the dead of winter. In the final days it went red, augury and sensitive alike cried out that the doom was coming. After the new moon people expected it to be clear again, yet the first sliver has gone red, mice are going mad, forgetting speech and becoming base animals. Paulette is sending out those guard she can to either keep control or find out what is happening.

Characters: This is an Amber Mouseguard game and characters will be either continuation characters or newly generated on the night using the Amber Mouseguard System.

Players:

  1. Gary B
  2. Jonathan A
  3. Tym N
  4. Dave C
  5. Vivek D
  6. Rachel W
  7. Marieke K
  8. Sally P

Game 6/2: Betrayal

Who isn’t a traitor in Amber?

GM: Kevin D
Cast: 4-6
System: Amber DRPG
Description:

The Patternfall War concluded without a hitch and Amber won! Well, the history books may say this but for those involved, it wasn’t as pretty a picture. The question is, what was the deciding factor?

    • Was it Oberon’s ultimate demise on the Pattern as he attempted to repair it or indeed his son Corwin’s foolish attempt to provide an alternative?
    • Was the decisive moment in the battle the flank of the Amberite forces by Bleys followed shortly by by Gerard’s fratricide?
    • Was it the Ornate Obsidian Dagger driven deeply between Benedict’s shoulder blades that magically destroyed the man from within?
    • Was it the arrow that pierced Brand’s heart and with it depriving the family of not one but two family members?
    • Was it the final withering of ‘King’ Random, ‘Chosen of the Unicorn’, who gave his life to prevent the utter destruction of Shadow using the dreaded Jewel of Judgement?

Who knows, but with Amber’s Royal family decimated, it’s up to you stabilise this boat, to right the wrong, to hit them where it hurts, to… <insert cliche here>. Let’s get real, it’s your chance to claim the Crown of the One True Throne.

The real question is… will you survive the attempt?

Characters: Characters:

Characters will be built using 200pts using the ADRPG rules with a bespoke Partial Powers setup (Found on www.AmberByDesign.org.uk). To spice things up, there will also be an additional 100pt auction at the start of the game.  The only character requirement is that you, yes you, have a burning desire to claim the Throne of Amber.  We’re not here to pussy-foot around, Amber needs you!

Players:

  1. Alan W
  2. Paul J
  3. Edith B
  4. Jason P
  5. Alastair J

Backup Games

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

Game B/1: In That Sleep of Death What Dreams May Come

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

Description:

“…the wind cries of late
In the whispering grass
Our way of life is held
In the spinning wheels of chance
I believe in a way of long ago
…Tell me more about the forest
That you once called home.”

(Dead Can Dance)

King Oberon has returned to Amber and creation holds its breath. With one hand on the Jewel of Judgement he proclaims:

“Arden will return my sons or face the hammer that has pounded Shadow and Chaos to my will. Know this: where the blow falls there will be no mercy and no hiding place.”

Characters:

Characters are denizens of Arden. Events occur during Oberon’s reign, when Amber begins its rise to greatness. Details on Powers from the GM.

100pt Characters; Constructs developed with the Shadow Knight rules will be considered if submitted before the Con.

Players:

Game B/2: Burning Coal

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

Note: While the game description is the same as 2/2, the game will be very different – even for players playing both!

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.


AmberCon NI 2016

Friday – Morning Game

(11am – 5pm)

Game 1/1: I am the Hunter

GM: Kevin D
Cast: As many as are able to make the Friday Morning game.
System: ADRPG using the partial powers found on By Design.

I am the Hunter.

Description: “I am the Hunter.”

Characters: Characters should be based on 100pts and represent a fairytale (or pantomime) character of your choice (first come, first served). Please provide me a copy of the fairytale you’re basing your character on (5pts if provided before the Con). ‘Non-Standard’ abilities can generally be crafted using the partial powers linked, but if you get in early enough, we can tailor things too. A single full-length picture representing your character will net you an additional 5pts. As always, the GM can be bribed on the day with suitable snacks 🙂

Players:

  1. Dave C
  2. Edith B
  3. Matthew B
  4. Tym N
  5. Jonathan A
  6. Alan W
  7. Scott S
  8. Paul J
  9. Sally P

Friday – Evening Game

(7pm to Late)

Game 2/1: The Réti Maneuver

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

“That accounts for the bleeding, you see,” she said to Alice with a smile. “Now you understand the way things happen here.”

“But why don’t you scream now?” Alice asked, holding her hands ready to put over her ears again.
“Why, I’ve done all the screaming already,” said the Queen. “What would be the good of having it all over again?” – Alice Through the Looking Glass, Lewis Carroll

Characters: Characters are the champions of their respective Shadows. Events occur post-Patternfall. Details on Powers and backgrounds from the GM. Characters are based on 75pts with a free 5pt Shadow.

Players:

  1. Richard U
  2. Edith B
  3. Jonathan A
  4. Jason P
  5. Paul J
  6. Sally P

Game 2/2: Stranger Still

GM: Vivek D
Cast: 6-8
System: ADRPG
Description: Set not very long after Patternfall… dealing with the consequences thereof.

Characters: A game for 6-8 elders (except for the known or suspected dead ones) or their children, set not very long after Patternfall, and dealing with the consequences thereof. Unavailable elders: Deirdre, Brand, Eric, Oberon, Dworkin, Corwin and anyone else the GM decides is game breaking. Characters to be built on 200 points plus free pattern for elders, 100 points plus free pattern for children. Children may not take advanced powers. Children of Corwin may take his pattern instead of the Amber one. Anyone playing an elder may get Free Stuff added to their character sheet by the GM, depending on the elder they pick. Everyone likes Free Stuff, right? Since all player characters will have Pattern, no pure-blooded Chaosians.

Character guidelines: If you’re an elder, think about what you did leading up to Patternfall. Think of some dirty secrets you may have, or what knowledge you may have pursued out of sight of your interfering siblings. If you do not have a dirty secret, one will be provided for you. If you are a child, as above for what you did in the lead up to Patternfall, but you don’t have to have a dirty secret.

Players:

  1. Dave C
  2. Rachel W
  3. Matthew B
  4. Tym N
  5. Gary B
  6. Kevin D
  7. Scott S

Saturday – Morning Game

(9am – 5pm)

Game 3/1: Fallen Amber

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

A great country worthy of the name does not have any friends. – Charles De Gaulle

Setting: An Amber where Corwin never arrived with guns to save the day.

Description: Eric fell upon the stairs and nobody came to his rescue. Dara walked the pattern and Amber fell to Chaos. The remaining Elders are in hiding, subject to attempts by Chaosian Trump Hierarchs to seize them. Brand and Oberon are missing, Corwin is presumed dead and Benedict has lost an arm. The only hope for Amber is the younger generation, those not in the family deck, those who were hidden from records and can move around shadow undetected.

Characters: 100pt characters, no items, followers, shadows or animals. All characters get free limited pattern worth 25pts (the ability to travel shadow by walking and to find and follow paths through shadow), Pattern and Advance Pattern are both 25 points cheaper (costing 25 and 50 pts) as well.

Players:

  1. Dave C
  2. Rachel W
  3. Jonathan A
  4. Alan W
  5. Kevin D
  6. Scott S

Game 3/2: Under Eastern Skies, Evil Awakens

GM: Jason P
Cast: 5-7
System: Modified Diceless

Description: The year is 1932, and with the coming of the New Year of the Monkey almost upon us, it is time for both residents and visitors to the colony of Hong Kong to get ready to enjoy the festivities. However in the darker places far from the celebrations, a danger is brewing that threatens the Islands and the wider region. It falls to a handful of brave souls to counter this threat and save the day.

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.

Players:

  1. Richard U
  2. Edith B
  3. Tym N
  4. Vivek D
  5. Gary B
  6. Paul J
  7. Sally P

Saturday – Evening Game

(7pm – Late)

Game 4/1: Lines of Imperfection

GM: Dave C
Cast: 4-6
System: Lords of Gossamer and Shadow
Description:

Ten years ago the beacon of Shatterlight faltered and was renewed. No-one knows the cause of its weakness, how it was renewed or by whom. Since then things haven’t been the same and now the Lady of Shatterlight is concentrating her will on the matter. Groups of lesser Lords are sent to the old worlds in search of something or someone – Lígetræsc

Along the Stair the monks of the saffron robe have been seen. Has fabled Alundil been found? Has Great Souled Sam Returned to Gossamer to fight once more?

In a burnt out wreck of a car Hugh Cornwell’s voice comes through, “Something’s happening and it’s happening right now, You’re too blind to see it, Something’s happening and it’s happening right now, Ain’t got time to wait…”

Characters: Casting sheet will go out before game as I need to know what I’m getting with respect to characters. Characters will be constructed using 150pts from Lords of Gossamer and Shadow. All Artefacts must be pre-approved so no Christmas Tree characters please. Partial Powers available on enquiry for Eidolon and Umbra. I would advise against Invocation – if you really want it make sure you talk to me. No more than 5 pts of Bad/Good stuff. No more than one attribute at Superior or lower (-10pts). No player contributions. Returning characters will need to have a chat with me before and are more than welcome – you know what you did after all.

Players:

  1. Kevin D
  2. Richard U
  3. Edith B
  4. Paul J
  5. Gary B
  6. Tym N
  7. Vivek D

Game 4/2: Amber Mouseguard: The Blood Needle

GM: Matthew B
Cast: 4-6
System: ADRPG(ish) – Setting: Based on Roger Zelazny’s Amber and David Petersen’s Mouseguard
Description:

“Take no duty of the Guard lightly. Friends must not be enemies. Just as enemies must not be friends. Discerning the two is a life’s work.” – David Petersen

Nobody knows what happened to the Great City of Giants and Gods generations ago. A great castle lies empty and ruined above the shining pattern that still burns in its basement. They built a great city and an underwater kingdom, but all of it lies deserted and desolate now.

Over time we rose and inherited this realm and slowly built our civilisation and cities. We learned to read and write, to work stone in the manner of the great examples we were given, to work steel to arm ourselves. We inherited the wealth of the Giants, still treating it with the fear and respect it deserved. Now there are three dozen cities and towns from the tree top houses of Oaktown and Pinetown on the edge of the great forest of Arden to the underwater settlement in Rebma, the farms towns of the vale, and the mysterious underground cities of Clarissa and Dybelle in the Grove of the Unicorn. All these settlements are different, and all rule themselves but they have all prospered.

Life is safer, but not safe; in the miles between cities paths and trails offer some protection from the wolves, dogs, snakes, foxes, owls, hawks and other beasts that rove the countryside. There are enemies: savage mice from the mountains, weasels and other beasts from deep in the forest, even the weather can be an enemy. Against these stand the Guard, headquartered in the City of Amber near the outer walls of the Castle itself. The Guard all swear an oath, to be held as sacrosanct:

“We as Guard offer all that we are to protect the sanctity of our species, the freedom of our kin, and the honour of our ancestors. With knowledge, sword, and shield, we do these deeds, never putting a lone mouse above the needs of all, of the desire of self above another. We strive for no less than to serve the greatest good.”

It is deep in winter, snow lines the rooftops and the streets of the great city. The mead is being poured and the tales have started. The guards of Gate Keep are curled up for the long cold and everything is quiet.

Characters: Generation on the night

Players:

    *
  1. Jonathan A
  2. Rachel W
  3. Scott S
  4. Alan W
  5. Sally P
  6. Jason P

Sunday – Morning Game

(9am – 5pm)

Game 5/1: Dreams of the Iconoclast

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

Take this kiss upon the brow!
And, in parting from you now,
Thus much let me avow —
You are not wrong, who deem
That my days have been a dream

Characters: Characters are from a future Shadow Earth, specialists in their chose field. No points required, just a description.

Players:

  1. Richard U
  2. Dave C
  3. Vivek D
  4. Gary B
  5. Jason P
  6. Paul J
  7. Sally P

Game 5/2: 4077

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

Description: The Patternfall War rages on with neither side having a decisive advantage. Meanwhile just behind the front line the men and women of a Mobile Amber Surgical Hospital make a startling discovery.

Characters: 50 point characters with some restrictions. Full character creation rules will be sent out to players.

Players:

  1. Rachel W
  2. Edith B
  3. Matthew B
  4. Kevin D
  5. Jonathan A
  6. Jonathan C
  7. Scott S

Sunday – Evening Game

(7pm – LATE)

Game 6/1: Amber Mouseguard: The Tempest

GM: Matthew B
Cast: 4-6
System: ADRPG(ish) – Based on Roger Zelazny’s Amber and David Petersen’s Mouseguard
Description:

“Clouds, leaves, soil, and wind all offer themselves as signals of changes in the weather. However, not all the storms of life can be predicted.” – David Petersen

Nobody knows what happened to the Great City of Giants and Gods generations ago. A great castle lies empty and ruined above the shining pattern that still burns in its basement. They built a great city and an underwater kingdom, but all of it lies deserted and desolate now.

Over time we rose and inherited this realm and slowly built our civilisation and cities. We learned to read and write, to work stone in the manner of the great examples we were given, to work steel to arm ourselves. We inherited the wealth of the Giants, still treating it with the fear and respect it deserved. Now there are three dozen cities and towns from the tree top houses of Oaktown and Pinetown on the edge of the great forest of Arden to the underwater settlement in Rebma, the farms towns of the vale, and the mysterious underground cities of Clarissa and Dybelle in the Grove of the Unicorn. All these settlements are different, and all rule themselves but they have all prospered.

Life is safer, but not safe; in the miles between cities paths and trails offer some protection from the wolves, dogs, snakes, foxes, owls, hawks and other beasts that rove the countryside. There are enemies: savage mice from the mountains, weasels and other beasts from deep in the forest, even the weather can be an enemy. Against these stand the Guard, headquartered in the City of Amber near the outer walls of the Castle itself. The Guard all swear an oath, to be held as sacrosanct:

“We as Guard offer all that we are to protect the sanctity of our species, the freedom of our kin, and the honour of our ancestors. With knowledge, sword, and shield, we do these deeds, never putting a lone mouse above the needs of all, of the desire of self above another. We strive for no less than to serve the greatest good.”

Spring has broken after a cold and turbulent winter. While the snows still lie on the ground the Guard set out to deal with troubles that have been uncovered within their own ranks.

Characters: Generation – On the night

Players:

  1. Gary B
  2. Vivek D
  3. Kevin D
  4. Edith B
  5. Rachel W

Game 6/2: Lines of Imperfection (Re-Run for Session 4/1)

GM: Dave C
Cast: 4-6
System: Lords of Gossamer and Shadow
Characters and Description: See Session 4/1

Players:

  1. Jason P
  2. Jonathan A
  3. Jonathan C
  4. Scott S
  5. Alan W

Backup Games

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

Game B/1: Minions

GM: Rachel W
Cast: 5-7
System: ADRPG
Description: The first Golden Circle Summit is about to begin. It will be a week-long meeting involving the heads of every major state, and all the elder Amberites are expected to attend. Coincidentally, at about the same time, troubling rumours start to circulate concerning a backwater shadow that is not currently part of the Golden Circle. Since the elders are not available to investigate in person, who do they send but their most trusted minions?
Characters: Each character is a minion of one of the elders (choice of elder on a first come, first served basis). Characters to be created using the ‘items’ section of the ADRPG.


AmberCon NI 2015

Players Listed: 16

Friday – Morning Game

(11am – 5pm)

Game 1/1: I am the Hunter

GM: Kevin D
Cast: As many as are able to make the Friday Morning game.
System: ADRPG using the partial powers found on By Design.

I am the Hunter.

Description: “I am the Hunter.”

Characters: Characters should be based on 100pts and represent a fairytale (or pantomime) character of your choice (first come, first served). Please provide me a copy of the fairytale you’re basing your character on (5pts if provided before the Con). ‘Non-Standard’ abilities can generally be crafted using the partial powers linked, but if you get in early enough, we can tailor things too. A single full-length picture representing your character will net you an additional 5pts. As always, the GM can be bribed on the day with suitable snacks 🙂

Players:

  • Jonathan A
  • Dave C
  • Marieke K
  • Richard U

Game 1/2: StrangeWays Here We Come

GM: Alan W
Players:

  • Sarah A
  • Anthony W
  • Jane W
  • Tym N

Friday – Evening Game

(7pm to Late)

Game 2/1: No More Heroes

GM: Dave C
Cast: 6-8 (expandable) all of whom need to be able to chat to me by email prior to the game so that I can sort stuff out.
System: Lords of Gossamer and Shadow’ish

Whatever happened to Leon Trotsky?
He got an ice pick
That made his ears burn

Description: Across the Gossamer Worlds the rumour is out. The Great Beacon in Shatterlight is failing. The symbol of the supremacy of Lady Vala is guttering in the wind. Rumours of dark things being seen in odd parts of the Stair are whispered across the Stair. Is this the return to War? Are the old enemy once more at the Doors of Gossamer? Who were the enemy? Is this just some convoluted plot by the Lords of Gossamer? And what are you going to do about it?

Characters: Casting sheet will go out before game as I need to know what I’m getting with respect to characters. Characters will be constructed using 150pts from Lords of Gossamer and Shadow. All Artifacts must be pre-approved so no Christmas Tree characters please. Partial Powers available on enquiry for Eidolon and Umbra. I would advise against Invocation – if you really want it make sure you talk to me. No more than 5 pts of Bad/Good stuff. No more than one attribute at Superior or lower (-10pts). No player contributions.

Players:

  • Gary B
  • Vivek D
  • Anthony W
  • Jane W
  • Kevin D
  • Edith B
  • Rachel W
  • Marieke K

Game 2/2: The Ossuary in Winter

GM: Tym N
Cast: A game for 4 to 6 players.
System: Amber Diceless RPG

Description: It started with the gardeners complaining about ghosts near the mausoleums, then the rest of the servants got spooked and now no-one will go up Mount Kolvir after dark. Which is why, partly out of a sense of adventure, partly for a dare and partly to please Random, you find yourselves trudging uphill through the snow just as the sun is setting…

Characters: 100 point ADRPG characters. I would like characters in early and reserve the right to veto any that I consider unsuitable.
Players:

  • Matthew B
  • Simone PM
  • Richard U
  • Sarah A
  • Jonathan A
  • Alan W

Saturday – Morning Game

(9am – 5pm)

Game 3/1: Amber to Ashes

GM: Alan W
Cast: 6-8

My name is Alex Dee. I’ve just been shot, and that bullet has taken me back to 1983. I could be one second away from life…or one second away from death.

All I know is that I have to keep fighting. Fight to live. Fight to see my daughter. Fight to get home.

Characters: Characters are law enforcement officers in the Golden Circle kingdom of Hyde. Events occur post-Patternfall. Details on Powers and backgrounds from the GM. Characters are based on 50pts. No artefacts, allies or constructs.

Players:

  • Dave C
  • Simone PM
  • Matthew B
  • Kevin D
  • Jonathan A

Game 3/2: Implausible Deniability

GM: Vivek D
Cast: 6-8
System: Amber DRPG (60 points, no Pattern or Logrus)
Background: You are all members of an elite squad of troubleshooters who deal with incursions of what can only be described as weirdness into the everyday world.

This game is set in the same timeline as last year’s “Implausible Deniabilty” and players may return, although knowledge of the events of that game is not required (or even helpful).

If you are playing a returning character, you have 10 points to spend on last year’s build.

When an incursion of extradimensional hellpuppies (or whatever) occurs you and your team roll out, stop it from happening with as much or as little violence as you need (or want) and then make sure it never happened at all. Simple, really.

Characters:

    • What kind of member of the team are you?
    • Are you mostly there for the application of violence?
    • Which, if any, mundane law-enforcement (and/or law-breaking) organisation (from any country) were you recruited from?
    • Do you take care of the cover up?
    • Do you do something else for the team?
    • Also, have you picked up any strange abilities or gadgets during your time on the team?
    • Shapeshifting (partial if you prefer), Conjuration and Sorcery are available, with varying levels of side effects.
    • You have 60 points to spend.
    • I’m sure you’re all familiar with the basic stats and powers but in case you arent:
      • Psyche : Look into my eyes / Trussst in mee (willpower and mental power)
      • Strength : Hulk smash! / I know Kung-Fu
      • Endurance: It’s Just a Flesh Wound / Q: How long have you been awake? A: What day is it?
      • Warfare : Weapons / Leadership / I’m not left handed either
    • Powers:
      • Shapeshift (partial):Depending on which powers you have, you may have an alternate form or forms (5 points each), be able to alter your features and general size and shape (with concentration, 10 points), heal wounds very fast (5 points) or have a similar power.The medics tell you it looks like cancer but is apparently not killing you. And is useful. They don’t understand why. They seem upset about the amount of paperwork this is causing.
      • Sorcery:Magic(ish). You know a small set of ‘spells’ with specific effects (which we will work out before the game). Perhaps you have a simple power blasting ability or limited flight (5 points each), or hypnosis bordering on mind control (5 points and up) or telepathic communication (5 points).You don’t know where these powers came from – they started after one of your stranger missions. And sometimes you get these headaches.
      • Conjuration:Once you have taken apart an item and figured out how it works you seem to be able to recreate it, apparently out of nothing, given a few minutes to concentrate and something to stop the nosebleeds.Anything your character could reasonably have disassembled or know how to make is included, if you want any unusual or complicated items ask me before the game and I’ll decide if you can or not.You probably can’t make anything more complicated than a gun, certainly anything with an integrated circuit is beyond your ability.
  • General:
    Psyche generally fuels sorcery and conjuration.Endurance means you can use shapeshift abilities without going into a coma. It’s also quite important for conjuration.

     

    A normal human has 0 points in all stats, which is not enough to use any unusual abilities: Generally at least 10 points is required in the primary stat concerned to use one of the listed powers effectively.

    A 10 point difference represents overwhelming superiority.

    You may also have picked up a strange device or gadget from one of your previous missions, and been allowed to keep it: Describe it to me and I’ll work out a cost and tell you if it’s allowable.

Players:

  • Sarah A
  • Edith B
  • Gary B
  • Marieke K
  • Tym N
  • Richard U
  • Rachel W

Saturday – Evening Game

(7pm – Late)

Game 4/1: The Dutiful Grandchildren

GM: Dave C
Cast: 6-8 (expandable) all of whom need to be able to chat to me by email prior to the game so that I can sort stuff out.
System: Amber’ish homebrew

Description: Oberon may not be the man he once was but he knows the stench of traitors. The three redheads now adorn the castle walls as food for the crows. The redheads crime – an attempted coup d’etat. Attempted being the key word there of course. The rest of the “Elders” have fled into shadow or other boltholes refusing any contact by trump or other means.

Leaving only Oberon’s favourites, his grandchildren to hold everything together. His dutiful grandchildren, the ones who’d never want to disappoint their grandfather.

A delegation from the Golden Circle Kingdoms is due tonight and things must be maintained. Order must be mimicked if not managed and then perhaps things can go back to normal.

Characters: Casting sheet will go out before game as I need to know what I’m getting with respect to characters. 150pts Amber’ish. All Artifacts must be pre-approved so no Christmas Tree characters please. No Shadow Knight. No more than 5 pts of Bad/ Good stuff. No more than one attribute at Chaos or lower (-10pts). No player contributions.

Players:

  • Jonathan A
  • Matthew B
  • Vivek D
  • Anthony W
  • Jane W
  • Rachel W
  • Gary B
  • Kevin D

Game 4/2: Myths Forgotten by the Day

GM: Richard U
Cast: 6
System: ADRPG,
Amber Involvement: Cameo appearances only.

Description:

What if you slept
And what if
In your sleep
You dreamed
And what if
In your dream
You went to heaven
And there plucked a strange and beautiful flower
And what if
When you awoke
You had that flower in you hand
Ah, what then?
― Samuel Taylor Coleridge

I have dreamt in my life, dreams that have stayed with me ever after, and changed my ideas; they have gone through and through me, like wine through water, and altered the color of my mind. And this is one: I’m going to tell it – but take care not to smile at any part of it.
― Emily Brontë

Characters: “Normal” Earthlings, designed by the players before the con.

Players:

  • Sarah A
  • Edith B
  • Marieke K
  • Tym N
  • Simone PM
  • Alan W

Sunday – Morning Game

(9am – 5pm)

Game 5/1: Birthright

GM: Simone P-M
Cast: 6
System: Amber

Description: You were very young when Dworkin brought you here. You probably don’t really remember your parents or what happened to them, but you know that you are all orphans, kept safe in a secret shadow and taught all the skills you need to survive. Whenever Dworkin came for one of his rare visits, he took away with him all those who had graduated. Now it should be your turn, but Dworkin hasn’t been back in a long time…

Characters: Characters are young adults eager to experience the world they’ve been taught about. You will have all grown up together, so any rivalries will run deep. Character creation details will be sent to players.

Game 5/2: Tainted Life

GM: Matthew B
Cast: 4-6
System: Amber
Setting: Amber, Post Corwin’s Saga

Description: A brown bird delivered a message to you in shadow. On it is Benedict’s neat and formal script.

Amber has fallen, there is an enemy of unknown provenance that has taken its gates, and a disease is in its soldiers. The ‘malady’ is transmittable through psychic connection. The Castle is still secure for the moment, it is being held by myself, Random, Vialle and Fiona. Llewella is holding Rebma. All other family members may be contaminated. Meet on Shadow Earth in Trafalgar Square, recover the Jewel of Judgement, get it to Amber so we can use it to heal infected Family and purify the contaminated pattern.

Characters: 150pt characters with free pattern, no more than 16 points in total to be spent on items, shadows or artefacts. Nobody can buy attunement to the Jewel of Judgement. All characters are grandchildren of Oberon with publicly known parentage and reputations, but who have been away for at least a couple of years. No contribution points. Finally Stuff will be treated like an attribute and be ranked. Please submit both a public (including description) and a private summary of your character (no more than 200 words in each).
Players:

  • Sarah A
  • Marieke K
  • Anthony W
  • Jane W

Game 5/3: No Beast So Fierce

GM: Kevin D
Cast: 4-8
System: Lords of Gossamer and Shadow

Description: This game is a Lords of Gossamer and Shadow pre-release play-test. Further details will be available directly from the GM.
Players:

  • Gary B
  • Dave C
  • Simon PM
  • Alan W

Game 5/4: Through the Silent Nights

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

Description: First Prince Martin loses his Pattern powers halfway through a shadow walk. And now Merlin has gone missing. Is someone targeting the younger generation of Amberites? You could be next… So when King Random commands you to investigate, you have a vested interest in complying.

Characters: 100 point ADRPG characters – no Shadow Knight, no advanced powers.

Players:

  • Jonathan A
  • Edith B
  • Vivek D
  • Tym N
  • Richard U

Sunday – Evening Game

(7pm – LATE)

NOTE: We’ll be playing this by ear as some folk may not be up for the late night game, be tired, be more interested in general chat, etc. This is more for the numbers!

Game 6/1: Matthew’s ‘Beer and Pretzel Style’ after-con games

GM: Matthew B
Cast: Everyone’s welcome!
System: Various
Description: Dependant on player availability, demand or need of sleep!
Players:

  • Gary B
  • Dave C
  • Kevin D

Game 6/2: Burning Coal (Vivek’s ‘Unofficial’ Game)

GM: Vivek D
Cast: Everyone’s welcome!
System: Burning Coal (see below for details)

Setting: It is 1901 – You are all agents of The Ministry (it has an official name but everyone refers to it as The Ministry) – the chief Propaganda, Intelligence & Espionage organisation of the British Empire in a steampunk setting.

Characters: You are all out of the ordinary in some way – you have a power or ability that normal people don’t have. We’re using a cut down version of the system which works like this:

Schtick: Your theme, ability, background: An archetype or character from literature/movies/comics (as long as they vaguely fit). Think League of Extraordinary Gentlemen.

Examples have included:

  • Mad Scientist/Enlightened Engineer (The Professor)
  • Mind-wiped regenerating werewolf/human chimera whose skeleton ended up plated with steel (The Iron Man)
  • Interdimensional Teleporter (The Invisible Woman)
  • Bond (James Bond)
  • Catburglar serving as the Ministry section chief’s official valet (no codename, he was just the chief’s batman)
  • Master (or Mistress) of Disguise [we never found out] (also no codename: listed as missing in action.
  • Master Difference Engineer and trainee sorceror, inventor of the first self-propagating program currently spreading through the world’s tube network. (file mysteriously erased from records)
  • Son of [Captain] Nemo (The Submariner)

Focus: Pick one “trait” from the following that best describes your character:

  • Strong – punching, lifting, pushing etc
  • Agile – running, jumping, unnecessary backflips down corridors
  • Tough – taking repeted blows to the face / surviving night on ouzo
  • Dextrous – watchmaking, pickpocketing, lockpicking, typing
  • Intelligent – deep thinking, analysis, inventing
  • Quick-thinking – improvising, staying calm in a crisis, mcguyvering
  • Strong-willed – resisting hypnosis, magic, enjoying wagnerian opera
  • Manipulative – swaying people to your will with weasel words
  • Charming – making friends and influencing people

That’s it. You will be briefed before the mission to the extent that the Ministry deems necessary.
Players:

  • Jonathan A
  • Sarah A
  • Edith B
  • Tym N
  • Marieke K
  • Richard U
  • Rachel W

Backup Games

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

Game B/1: StrangeWays Here We Come

GM: Alan W
Cast: 6-8

Denizens of House Jesby, you have pleaded guilty to the charges brought by this court and it is now my duty to pass sentence. You are habitual criminals who accept arrest as an occupational hazard and presumably accept imprisonment in the same casual manner. We therefore feel constrained to commit you to the maximum term allowed for these offences — you will go to prison for five years.

Characters:
Characters are Chaosian malcontents. Events occur pre- Patternfall. Details on Powers and backgrounds from the GM. Characters are based on 50pt with free Basic Shapeshift. No artefacts, allies or constructs.

Game B/2: Amber Mouseguard: The Fall

GM: Matthew B
Cast: 4-6
System: ADRPG(ish)
Setting: Based on Roger Zelazny’s Amber and David Petersen’s Mouseguard
Character Generation: On the night

Description: Nobody knows what happened to the Great City of giants and Gods generations ago. A great castle, empty and ruined with its basement and the shining pattern that burns there. They built a great city and an underwater kingdom, but all of it lies empty and in ruins.

Over time we rose and inherited this realm and slowly built our civilisation and cities, we learned to read and write, to work stone in the manner of the great examples we were given, to work steel to arm ourselves. We inherited the wealth of giants, still treating it with the fear and respect it deserved. Now there are three dozen cities and towns from the tree top houses of Oaktown and Pinetown on the edge of the great forest of Arden to the underwater settlement in Rebma, the farms towns of the vale, the mysterious underground cities of Clarissa and Dybelle in the Grove of the Unicorn. All these settlements have self rule and although the societies can be different the people have prospered.

Life is safer, but not safe; and in the miles between cities paths and trails offer some protection from the wolves, dogs, snakes, foxes, owls, hawks and other beasts that rove the country side. There are enemies: savage mice from the mountains, weasels and other beasts from deep in the forest, even the weather can be an enemy. Against these stand the Guard, headquartered in the City of Amber near the outer walls of the Castle itself. The Guard all swear an oath, they are supposed to hold it to be sacrosanct:

“We as Guard offer all that we are to protect the sanctity of our species, the freedom of our kin, and the honour of our ancestors. With knowledge, sword, and shield, we do these deeds, never putting a lone mouse above the needs of all, of the desire of self above another. We strive for no less than to serve the greatest good.”

The leader of the Guard, Paulette, is worried, a settlement in Arden has fallen and an enemy army approaches. Who are they? Can they be stopped? These are the questions that have to be answered by you and your fellows.


Game Schedule (2014)

Players Listed: 26

Friday – Morning Game

(11am – 5pm)

Game 1/1: A-Void-Dance

<GM: Kevin D
Cast: A scenario for 6 or 9 players
System: ADRPG

Description: The Patternfall War has been over for quite some time. As such Amber is no longer at war with the Courts… at least not openly. At the same time, Corwin disappeared from Amber and has set himself up in a universe of his own… Design. He now rules from the gas-light City of Fenneval on whose broad avenues one can enjoy the fragrance of chestnut blossoms. Random maintains his rule in Amber, though is known to disappear on a regular basis. Often to the consternation of his queen. And Merlin now rules within the Courts of Chaos. Dara’s son and protégé has stood by his pledge that he shall be the puppet of no man… or woman. One might think that with such ruler’s all would be calm.

But then one would be wrong!

Time is short. Coming together in the face of the Void, the champions of these disparate powers must agree on a treaty covering various diverse and contentious issues… before it is too late.

I’m New?!: New to Amber DRPG? Don’t worry, we’ll help you out with a character concept. All you really need to do is think of Game of Thrones, pick one of the character concepts, and then think what you’d do if you were all dumped in a castle and told get a treaty signed – with a deadline!

Characters: Characters are the Champions of Amber, Chaos and Fenneval, masters of their respective seats of power, and heralds of change. As such, characters are based on 275pts. Item attribute costs and Basic ‘Partial Powers’ are listed on ‘By Design‘. Advanced and Exalted powers are based on ‘what you want to do’ and priced accordingly although as a rule of thumb, each advanced ability costs 10pts and each exalted ability 15pts. Stuff ‘earned’ though RP and not bought, and Conjuration rolled up into its respective abilities.

Style: Free Form, the game will require player interaction and effective negotiation. Character will be divided up, before the con (on a first come first served basis,) into the the three camps and provided with provided suitable ‘viewpoints’ regarding various important and debatable topics. The GM – is there to provide spanners!

Contributions: 1pt per Trump (Max 2pts). 1pt per 100 words of your background (Max 10pts). 1pt per plate of home-baked goodies provided to bribe the GM (Max 3pts)
Players:

  1. Nick R
  2. Marieke K
  3. Jane W
  4. Anthony W
  5. Rachel W
  6. Simone P-M

Game 1/2: One Last Song for Faeilla le Fae

<GM: Alan W
Cast: A scenario for 6-8 players
System: ADRPG

Description: Deep in the castle, a doctor emerges from the doorway into a dimly lit corridor, blood dripping from his hands and splattering the front of his robes. “I’m sorry, my liege. We did all we could…”

Elsewhere, the Queen Niamh Memorial Difference Engine comes to a sudden halt, spitting out a printed card from its uppermost aperture.

The Priestess takes the polished card between her delicate fingers and smiles. “It’s a girl.”

Characters: Characters are Rebman nobles with events occur during Oberon’s reign, when Amber establishing itself in the sea of Chaos. Details on Powers from the GM. 150pt characters; Constructs developed with the Shadow Knight rules will be considered if submitted before the Con.

Players:

  1. Todd T
  2. Mark B
  3. Christi S
  4. Dirk B
  5. Jimmy D
  6. John D

Friday – Evening Game

(7pm to Late)

Game 2/1: Paranoia in Amber

GM: Tym N
Cast: A scenario for 4-6 players
Time: Friday Evening Slot Preferred
System: ADRPG

Description: Random’s got some trouble that needs shooting and he knows just the people to do it for him. Now if you’ll just pay a quick visit to Dworkin on the way out he’s got some things that might help you.

Character Generation: 125 point Characters using basic Amber rules except that Items and Creatures will be given out by the GM and players should only state the number of points they wish to spend. Players should also come up with valid reasons as to why their character might betray Amber (not that they need to be actual traitors). Stuff is limited to ± 5 points, but seriously, would you risk Bad Stuff in a Paranoia game?

IMPORTANT NOTE: As this is a Paranoia style game, players should expect their characters to die… repeatedly.
Players:

  1. Kevin D
  2. Scott S
  3. Paul J
  4. Mark B
  5. Christi S
  6. Nick R

Game 2/2: Sesame Street

GM: Todd T
Cast: A scenario for 6-8 players
System: ADRPG

Description: Save the children of amber… You are awoken from a disquieting dream, your bond to the place you call ” home ” is weakening and the children need your help. If you don’t reach out to them soon they may they will grow up bitter, tainted by the evil known as Sesame street. Can you bring happiness to the children of amber and avoid getting cancelled and left jobless next season.

Characters: Players can play any character from any season of the show. Character build will be based off the Amber RPG with 200 points to alot to characters. Character creation is flexible in creating the muppets and if you have ideas feel free to bounce them off me.
Players:

  1. Marieke K
  2. Alan W
  3. Rachel W
  4. Vivek D
  5. Matt N
  6. Edith B
  7. Jimmy D
  8. John D

Game 2/4: The Watch

GM: Matthew B
Cast: A scenario for 4-6 players
Time: An evening slot
System: ADRPG

Description: It is the early days of Random’s Reign. You, and your companions, are on watch in Amber City, which doesn’t really need a watch except to handle the drunken sailors down by the city docks. Its a dull life for a guard, but its also quiet.

Now you have been called out at six in the morning, apparently somebody has been murdered.

Character Generation: 0 pt characters.  Amber Diceless RPG.  No Shadow Knight weirdness.  No items or sets of items over 2 points. Stuff limit 5pts. Stats may be bought negative in bands of 0/-2/-4/-10/-15/-25. All characters are members of Amber City Watch.

Players:

  1. Dave C
  2. Simone P-M
  3. Melvin K
  4. Claire M
  5. Dirk B
  6. Gary B

Saturday – Morning Game

(9am – 5pm)

Game 3/1: Where Amberites Dare!

GM: Matthew B
Cast: 4-6 players
Time: A long day slot ideally
System: ADRPG

Description: It is the early days of Random’s Reign. You are all trumped by the king. He is standing in a forest clearing and pulls you through. Snow is falling all around.

“We have a problem, some documents and an important possession of mine have been stolen. They have been secreted in a castle in the Golden Circle Kingdom of Farnase. Whether or not they are involved with the theft, I do not wish to know, what I do know is they intend to use them for economic and diplomatic gain. I need them back, and my property. I could charge in as a member of the family, but that by itself would be a diplomatic blunder.”

“I, as King of Amber, request that you break into the castle, steal the documents, recover my property and return it to me without Ambers involvement being suspected or provable. In return to those of you who I trumped from the cells, you will be granted a pardon, to those of you who are stained by your parents actions, I will ignore it and write your history anew and to those of you who have requested a chance to prove yourself this is it.”

Character Generation: 100pt characters. Amber Diceless RPG. No shadow knight weirdness. No items or sets of items over 4 points. Stuff limit 5pts. No stats below chaos. All characters must either come with a decent criminal record from the reign of Eric/Oberon/Corwin or Random, be the children of Amberites not in favour in the court (Eric/Brand etc) or just be good guys out to prove themselves. [If prisoners have items, animals or allies then they will be returned by Random when the characters accept] [All characters should be willing to accept this deal at the start of the scenario.] [Farnese is a sword and musket style world]

Players:

  1. Dave C
  2. Jane W
  3. Anthony W
  4. Mark B
  5. Marieke K
  6. Dirk B

Game 3/2: Elders of Tzion

GM: Matt N
Cast: 6 players
System: ADRPG

Description: Amber is plunged into turmoil when the city undergoes a series of terrorists attacks. The first came without warning, an explosive device of unknown origin killing dozens of people on a busy market day, swiftly followed by a second bomb and then a third. The frightened citizens are demanding action from King Random, however not even even Caine and his network of spies seem know who is behind the atrocities until the badly burned body of one of his operatives is found by the castle guards with a bloody note pinned to his chest. The note is written in enochian, the ancient language of Angels, and is attached with a metallic feather the edge of which is sharp as a razor.

“We the Elders demand that the heretics of Amber return Mount Tzion and the city to it’s rightful rulers or suffer the consequences of your actions”.

Character Generation: TBA
Players:

  1. Simone P-M
  2. Alan W
  3. Todd T
  4. Vivek D
  5. Sally P

Game 3/3: Ladies Night

GM: Rachel W
Cast: Scenario for 4–6 players
System: ADRPG

Description: You are cordially invited to the wedding of Princess Fiona of Amber and Duke Mandor Sawall of Chaos, at the Great Tree of Ygg on Midsummer’s Eve (by the local shadow calendar). But more importantly, you are also invited to Fiona’s hen night!

Characters: 100 point characters, must be female (though obviously players of any gender are welcome), and associated closely enough with either the Amber or Chaos royal family to warrant an invitation to the hen night. No advanced powers, no Shadow Knight.

Players:

  1. Kevin D
  2. Tym N
  3. Claire M
  4. Christi S
  5. Scott S
  6. Melvin K

Game 3/4 (2/3) Mass Destruction OR Hillfolk and other DramaSystem tales

Organiser’s Note: Session 2/3 has been moved here from Friday Night. The game system will be decided amongst the players.
GM: Nick R (Badgers)
Organiser’s Note: If you wish to participate in this slot, please also vote for which game you’d prefer!
Time: An evening slot

Mass Destruction

Cast: A scenario for 4-6 players
System: EPOCH, a card-based roleplaying game of character-driven survival horror.

Description: Report to the world on a suspected secret weapons facility and uncover an ancient terror during the invasion of Iraq. (From the EPOCH scenario book War Stories.)

Characters: Blogger, Foreign Correspondent, Newspaper Columnist, Television Anchor, Photojournalist, Magazine Writer.

Hillfolk and other DramaSystem tales

Cast: For 6-8 players
System: DramaSystem, a diceless roleplaying game of epic interpersonal conflict.

Description: Background and characters to be determined before the con. Many example backgrounds are provided in the books Hillfolk and Blood on the Snow.

Characters: Largely determined before the con, but with some character relationships determined at the start of the game.

Players:

  1. Edith B – Hillfolk
  2. Gary B – Hillfolk
  3. Paul J
  4. Jimmy D
  5. John D

Saturday – Evening Game

(7pm – Late)

Game 4/1: Being Kashfan

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

Description:

 

Ordinary boys, happy knowing nothing
Happy being no one but themselves
Ordinary girls, supermarket clothes
Who think it’s very clever to be cruel to you
For you were so different, you stood all alone
And you knew that it had to be so
(Morrissey)

 

Safety comes in the strangest forms. In your case it is the relative anonymity of a run-down guest house in a quiet coastal town. Blending in with the other Kashfan natives is not merely a lifestyle choice though. If anyone important were to find out who you really are…then there’d be trouble.

Character Generation: Characters can be Amberites, Chaosites or Pattern Ghosts. Please state your preference so we have at least one of each. Events occur post Patternfall. Details on Powers and backgrounds from the GM. Characters are based on 100pt; no Constructs please.
Players:

  1. Matthew B
  2. Edith B
  3. Dirk B
  4. Marieke K
  5. Simone P-M
  6. Paul J
  7. Todd T
  8. Kevin D

Game 4/2: Jehoash’s Hostage

GM: Dave C
Cast: A scenario for 5-7 players
Time: An evening slot
System: Homebrew

Description: Bank heist, innit? A quiet homage to the Jack Hawkins film “The League of Gentlemen”

Notes:Players will need to contact the GM so that casting sheets can be churned. Brief sheets will be sent out as soon as casting is complete.
Character Generation: Diceless homebrew, no fluffy powers no uber whizzy Pattern thingies or all powerful world destroying Logrus ujamaflips, Just people playing
Players:

  1. Sally P
  2. Matt N
  3. John D
  4. Jimmy D
  5. Claire M

Game 4/3: Implausible Deniability

GM: Vivek D
Cast: A scenario for 6-8 players
System: ADRPG

Description: It is a perfectly ordinary day on planet Earth. People are going about their business-as-usual. There is nothing to see here. Please move along. There is definitely not a larger than usual outbreak of demons in a major urban centre. It’s probably just a gas leak. Not that there are outbreaks of demons.

And it certainly isn’t your job, as a member of the Special Incidents Directorate, to suppress and investigate such events, which certainly haven’t been occurring with alarming and increasing frequency in the last decade.

Characters: An Amber game for [mostly] human characters. 50 points, no more than 1 or 2 points of stuff, either way.

Powers available: Sorcery (comes with side effects)
Shape shifting (even more side effects)
Conjuration (hardly any side effects at all)

If you wish to take any powers, we can discuss them before the con (or before the game) but be prepared for them to be unreliable.

Items worth a few points may also be available, they will be devices you have, ah, salvaged from previous incidents that for some reasone your superiors have not confiscated [yet]: Bear that in mind when designing them.
Players:

  1. Rachel W
  2. Nick R
  3. Melvin K
  4. Tym N
  5. Scott S
  6. Gary B
  7. Mark B
  8. Christi S

Sunday – Morning Game

(9am – 5pm)

Game 5/1: Home Front

<GM: Nick R (Badgers)
Cast: A scenario for 4-6 players
Time: An evening slot
System: EPOCH, a card-based roleplaying game of character-driven survival horror.

Description: Join the well-meaning Home Guard of the British village of Blakely to secure the wreckage of a German bomber. (From the EPOCH scenario book War Stories.)

Characters: All are members of the Home Guard, with the following off-duty occupations: Banker, Doctor, Publican, Shopkeeper, Tradesman, Undertaker.
Players:

  1. Gary B
  2. Rachel W
  3. Jimmy D
  4. John D

Sunday – Morning Game

(9am – 5pm)

Game 5/2: The Men Who Stare At Trumps

GM: Tym N
Cast: A scenario for 6-8 players
System: ADRPG

Description: The Patternfall War is over, Random is proving to be a competent king and all of Shadow is peaceful – so why are they banging on your door at four in the morning?

Characters: A Game of investigation and enquiry set between the 2 Series. 75pt characters, must have Basic Pattern. No Advanced Powers, no Shadowknight, 5pt Stuff limit. All characters will start in or around Amber.

Note: This game originally ran at AmberConUK in 2009.
Players:

  1. Anthony W
  2. Jane W
  3. Paul J
  4. Christi S
  5. Mark B
  6. Dave C

Game 5/3: Heirs of Amber

GM: Simone P-M
Cast: A scenario for 4-6 players
System: ADRPG

Description: You were raised to know that you are the true heir to the throne of Amber, and you grew up on many tales of the glories of that wondrous city. Now that Oberon is dead, it should be you ruling Amber, signing peace treaties, invading weakened shadows, repairing war damage, bending the Pattern to your will, or repopulating the royal nursery, not that illegitimate younger son wastrel Random…

Since Amber’s forces are much depleted after Patternfall, now is an excellent time for you and your loyal followers to press your rightful claim.

Characters: Characters will have a reason (however flimsy, but you and your followers have to believe it) that they are the true heir to the throne, and anything from a few talented friends to an army to help them claim their birthright. Character creation details will be provided.

Players:

  1. Edith B
  2. Dirk B
  3. Matthew B
  4. Claire M
  5. Todd T
  6. Matt N

Game 5/4: Children of the Pattern

GM: Kevin D
Cast: A scenario for 4-6 players
System: ADRPG
Organiser’s Note: One of 5/2 and 5/4 will be shelved to reduce the number of games. Which one will be based on your votes.

Description: Children despise those who are different, and you are despised. Through no fault of your own you have Amberite blood in your veins. You are an outcast, shunned by every pure-blooded child of Chaos. You’re not the first – you’ve heard that Dara’s son, Merlin, was a half-cast too, yet he made good. That doesn’t make things any easier.

Now however you have a chance to shine. Only the three best of the generation will be allowed to assay the Logrus, and you intend to be one of the best. Intentionally or not you are part of the Amberite clique. The question is do you work with them, or do you use them?

Characters: 50 point characters, with Shapeshift for free. No Pattern, no Logrus. Ensure that your character description includes your avatar form (usually an animal or fictional creature) and chaos form. Stuff ranges from 5 bad stuff to 5 good stuff.

Parents: Your parents will be assigned on a first come first served basis (or more likely – whatever makes your character’s life more of a misery!)

Players:

  1. Melvin K
  2. Vivek D
  3. Marieke K
  4. Alan W
  5. Sally P
  6. Scott S

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