Past Game Books – ACNI 2019
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:
- Kevin D (GM)
- Alastair J
- Anders W
- Annika O
- Hanna P
- Keith M
- Rachel W
- 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:
- Anna J (GM)
- Damian F
- Jonathan A
- Maria L
- Fredrik J
- George K
- Sara J
- Shadow A
- Willem-Jan W
- 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:
- Anna J (GM)
- Alan W
- Alastair J
- Anders W
- Annika O
- Damian F
- Fredrik J
- George K
- Hanna P
- Keith M
- Kevin D
- Maria L
- Rachel W
- Scott S
- Vedela U
- 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:
- Shadow A (GM)
- Claire M
- Danielle B
- Jason P
- Jonathan A
- Marieke K
- Paul J
- Mel M
- Sally P
- 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:
- Paul J (GM)
- Alastair J (R)
- Jonathan A (R)
- Rachel W (R)
- Sally P (R)
- Scott S
- Shadow A
- 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:
- Keith M (GM)
- Kevin D
- Vivek D
- Gary B
- Anders W
- Fredrik J
- Hanna P
- 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:
- Alan W (GM)
- Damian F
- George K
- Jason P
- Maria L
- Marieke K
- 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:
- Mel M (GM)
- Annika O
- Claire M
- Danielle B
- Sara Johansson
Saturday – Morning Game
(9am – 5pm)
Game 4/1: Prophecy
GM: Anna J
Cast: 4-7
System: LoGaS
Description:
Characters:
Players:
- Anna J (GM)
- Anders W
- Alan W
- Damian F
- George K
- Paul J
- 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:
- Kevin D (GM)
- Annika O
- Rachel W
- Sally P
- Sara J
- Shadow A
- 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:
- Vivek D (GM)
- Claire M
- Fredrik J
- Hanna P
- Jonathan A
- Maria L
- 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:
- Marieke K (GM)
- Alastair J
- Danielle B
- Jason P
- Keith M
- 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:
- Alan W (GM)
- Annika O
- Gary B
- Paul J
- Sara J
- 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:
- Jason P (GM)
- Anders W
- Danielle B
- Jonathan A
- Maria L
- Marieke K
- Shadow A
- 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:
- Alastair J (GM)
- Claire M
- Fredrik J
- Mel M
- Keith M
- Sally P
- 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:
- Rachel W (GM)
- Anna J
- Damian F
- George K
- Hanna P
- Kevin D
- 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.
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:
- Mel M (GM)
- Alan W (R)
- Alastair J
- Anna J
- Claire M (R)
- Jason P (R)
- Marieke K (R)
- Maria L
- Rachel W (R)
- Scott S (R)
- 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:
- Paul J (GM)
- Damian F
- Fredrik J
- Gary B
- George K
- Keith M
- Kevin D
- Sara J
Game 6/3: Last Exit to Babylon
GM: Jonathan A
Cast: 4-7
System: Low-powered modified LoGaS
Description:
Characters:
- Jonathan A (GM)
- Anders W
- Annika O
- Hanna P
- Shadow A
- Vendela U
- Willem-Jan W
- 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:
- Rachel W (GM)
- Keith M
- Kevin D
- George K
- Jonathan A
- Mel M
- Paul J
Game 7/2: CSI Thelbane
GM: Shadow A
Cast: 4-6
System: ADRPG
Description:
“There’s been a murder… at the Palace.”
Characters:
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:
- Shadow A (GM)
- Alan W
- Damian F
- Danielle B
- Jason P
- 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:
- Vivek D (GM)
- Alastair J
- Claire M
- Anna J
- Gary B
- Marieke K
- Scott S
- 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:
- Alan W
- Alastair J
- Anna J
- Claire M
- Damian F
- Fiona J
- Jason P
- Kevin D
- Marieke K
- Paul J
- Rachel W
- 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:
- Jonathan A (GM)
- Danielle B
- Gary B
- George K
- Keith M
- Mel M
- Shadow A
- Scott S
- 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:
- Kevin D (GM)
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Game B/2: The Morning After the Night Before
GM: Anna J
Cast: 4-6
System: ADRPG
Description:
Players:
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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:
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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:
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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:
- –
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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:
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