Past Game Books – ACNI 2022

AmberCon NI 2022

Wednesday – Slot 1 (UK Evening)

(7pm – Late GMT)

Game 1/1: Amber Gothic: Legacy

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

Description:

A fragment of a letter. A law firm that doesn’t answer calls. A handwritten diary that ends abruptly. These are the scattered pieces of a jigsaw, a path partly obscured but leading one way. To a house On a hill Cloaked in mist and brooding in silence Keeping the secrets of loved ones lost

Characters:

This is a continuation of the Amber Gothic story with fresh blood, taking place over two nights. Players should consider selecting both slots to allow time to uncover the secrets of Amber Castle. Characters are Human level with one superpower and one terrible flaw. Further details from the GM. They are each connected in some way to the lost souls who went to Amber and never returned.

Note:

This is the first part of a two slot game.

Players:

  1. Alan W (GM)
  2. Keith P
  3. Louisa M
  4. Seana M
  5. Simone P
  6. Stephen Q
  7. Stormy W

Game 1/2: Aurellis

GM: Tim H
Cast: 3-6
System: ADRPG with lots of local variance

Description:

This is a returning game.

We are still getting towards the end of 2011 in game time. The last Aurellis was played at ACNW this year, and that scenario was 20th Dec 2011.

Shit has happened. It was discovered that ‘The machine’ had done a deal with ‘The Sith’ and that the Skywalker Ranch in California was actually a secret machine / Sith base. And that the Machine had planted nukes all along the San Andreas Fault. There is still fallout from that to be dealt with.

And that lovely Wolfe Logrus, which they had managed to transplant onto a Death Star, is now in friendly hands. Sort of. Lots of stings in the tail being discovered there.

And Dark Oberon, the gift that keeps on Giving, is still up to various tricks. Lately, it seems that there are a lot of Ghosts of former Amberites that are controlled by Dark Oberon, due to him having possession of their Souls, trapped in Soul Coins.

And none of that takes into account any of the personal dramas of the various player characters, weddings, children, embarrassing relatives, that sort of thing.

Characters:

Returning players should decide which of their character they wish to play.

New players will create their characters by filling out a character quiz that will be provided before the con.

Players:

  1. Tim H (GM)
  2. George K
  3. Karen H
  4. Kenneth M
  5. Marieke K
  6. Rain D
  7. Trish H
  8. Tym N

Game 1/3: ADRP-ji

GM: Anna J
Cast: 3-5
System: No System

Description:

You were walking home and saw it in a charity shop window, a pristine copy of a board game so rare it was thought to be only a rumour: Princes of Amber. At £2.50 you can hardly believe your luck – you buy it at once and hurry home. Somehow you can’t resist opening it when you get home and rolling one of the dice. Suddenly the world starts spinning and everything goes black. When you wake up you know instantly that something is wrong. You’re not at home and your body feels… strange. You look down at your hands and recoil – those aren’t your hands, this isn’t your body. Why are you carrying a sword and what are those odd marks on your wrist?

Characters:

Please give me a character background for your ‘real-life’ character (i.e. the one that bought the game and took it home). This should cover 1) who you are, 2) who you care about, 3) who will miss you if you don’t get back and 4) why you want/need to get back home.

Players:

  1. Anna J (GM)
  2. Kevin D
  3. Matthew B
  4. Mel M
  5. Richard D
  6. Vivek D

Thursday – Slot 2 (UK Morning)

(10am – 5pm GMT)

Game 2/1: Amber Mouseguard: A Tail of Two Cities

GM: Matthew B
Cast: 3-5
System: Amber Mouseguard

Description:

Nobody knows what happened to the great city of giants and gods generations ago. Their mighty 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 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 Pineton 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 others 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.”

Characters:

This is not not in the same arc as previous Amber Mouseguard games. New characters will be required for all players. Players will be sent a link to the character creation document for Amber Mouseguard, and a blank character sheet before play.

Players:

  1. Matthew B (GM)
  2. Ari M
  3. Alan W
  4. Amber B
  5. Guy A
  6. Mel M

Game 2/2: Psi Run: The Chase is On!

GM: Jules D
Cast: 5
System: Legends Walk Diceless

Description:

Whoever’s after you, you know one thing: they will stop at nothing to capture you and you’ll stop at nothing to stay free. The holes in your memory vie for attention with your startling abilities – stay one step ahead of the Chasers long enough to answer your questions, and hope your psychic powers don’t go wild.

They took your life.

You got away.

They want you back.

Run!

Set: Around about now, somewhere on the Earth

Characters:

You take on the role of Runners, characters with amazing psychic abilities – but little memory of their past life. You know that you can do some amazing things, and that’s why you’re being chased. If you’re caught, you will disappear forever and never have the chance to find out who you really are.

Come up with a character concept before the con and jot down some answers to a character quiz. Final details will be filled in at the beginning of the session and you’ll discover more about who your character really is and what they’re capable of as the chase unfolds.

For more information on Psi*Run, visit http://nightskygames.com/welcome/game/PsiRun.

Players:

  1. Jules D (GM)
  2. Andy R
  3. Anna J
  4. Louisa M
  5. Scott S
  6. Seana M

Game 2/3: Thread: A Beginning

GM: Kevin D
Cast: 3-6
System: ADRPG/LoGaS Stats. Power, Items and Allies to be discussed with the GM for Costs and Limitations.

Description:

“The Wheel weaves as the Wheel wills, and we are only the thread of the Pattern.” — Moiraine Damodred

Or so it was said in an age long past, an age where legends of the Dragon have faded to myth and myth long forgotten only, it is said, for the age that gave that birth to come again.

It was in that Age, an Age some called the Third Age, an Age yet to come, an Age long past that a wind rose on the peaks of the Dragon Mount

And a wind rose atop the Seat of the Dragon, a swirling chilly wind to blew down from the heights towards distant lands, unhindered by city, nation or land. The wind was not the beginning for neither are there beginnings nor endings to the turning of the Wheel of Time, but it is a beginning.

Looking out of a window, you see the clouds swirl and gather and despite yourself you shiver. The Wheel was surely turning and everything was changing.

Characters:

You’ve loved Wheel of Time, now’s your chance to become a potential Dragon Reborn!

Characters should be built using 50pts.

  • 0 points in a stat represent the average person. Selling down represents a weakness and you can sell down a variable number of points up to -10.
  • Stuff is limited to +/-5pts but is a double edged sword as the Dark One’s Own Luck draws his attention.
  • Known Channelling will need to be purchased. Without training, it will be limited.
  • Items and Powers are available and based on their abilities, will be costed by the GM.

Players:

  1. Kevin D (GM)
  2. Keith P
  3. Pete M
  4. Simon C
  5. Simone P

Game 2/4: How many deaths does one have to endure?

GM: Todd T
Cast: 3-6
System: Nobilis DC universe horror

Description:

The ancient gods have made their presence on earth once again. At first people flocked to the newly temples and rejoiced in the rewards. After years of prosperity, however, the dead are not acting properly. Funerals are no longer a celebration of the dead , but instead a scene of remorse as the dead rise up and slay their relatives. Heroes and monster’s clash only to have the defeated rise again to cause more havoc.

Characters:

Returning players are invited to join as well as new players. Any existing DC hero or villain is acceptable or build your own character. Contact Gm for detail on character construction.

Organiser’s Note:

Game cancelled.

Game 2/5: Excuse me, are we related?

GM: Stephen Q
Cast: 4
System: ADRPG

Description:

Set after the time of the Patternfall war, King Random is concerned about the number of potential bastards running around in shadow carrying the genes of the family. He is concerned that in time they may become, in some way, pattern aware and pose a threat to either Amber or the Pattern(s) or both. A task too trivial for his brothers and sisters, there are a few of his nieces and nephews knocking around the castle, eating expensive rations and causing extra work for the castle staff. Not to mention the mayhem they have occasionally caused on their forays into town. They can go off into shadow, find the bastards, and deal with them.

Characters:

Character creation based on 100 points. Bad stuff is allowable. All players must take pattern imprint. Otherwise allocate points as desired. Players may choose their parent from any of the princes or princesses except Random, Corwin, and Brand. It would be nice if the character had some of the parent’s traits. Game will run on Discord. There may be moral dilemmas and some abstracted violence but otherwise would be suitable for younger players.

Organiser’s Note:

Moved from 8/1.

Players:

  1. Stephen Q (GM)
  2. George K
  3. Karen H
  4. Kenneth M
  5. Tym N

Thursday – Slot 3 (UK Evening/US Morning)

(7pm – Late GMT)

Game 3/1: Amber Gothic: Legacy

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

Description:

A fragment of a letter. A law firm that doesn’t answer calls. A handwritten diary that ends abruptly. These are the scattered pieces of a jigsaw, a path partly obscured but leading one way. To a house On a hill Cloaked in mist and brooding in silence Keeping the secrets of loved ones lost

Characters:

This is a continuation of the Amber Gothic story with fresh blood, taking place over two nights. Players should consider selecting both slots to allow time to uncover the secrets of Amber Castle. Characters are Human level with one superpower and one terrible flaw. Further details from the GM. They are each connected in some way to the lost souls who went to Amber and never returned.

Note:

This is the second part of a two slot game.

Players:

  1. Alan W (GM)
  2. Keith P
  3. Louisa M
  4. Seana M
  5. Simone P
  6. Stephen Q
  7. Stormy W

Game 3/2: Aurellis

GM: Tim H
Cast: 3-6
System: ADRPG with lots of local variance

Description:

This is a returning game.

We are still getting towards the end of 2011 in game time. The last Aurellis was played at ACNW this year, and that scenario was 20th Dec 2011.

Shit has happened. It was discovered that ‘The machine’ had done a deal with ‘The Sith’ and that the Skywalker Ranch in California was actually a secret machine / Sith base. And that the Machine had planted nukes all along the San Andreas Fault. There is still fallout from that to be dealt with.

And that lovely Wolfe Logrus, which they had managed to transplant onto a Death Star, is now in friendly hands. Sort of. Lots of stings in the tail being discovered there.

And Dark Oberon, the gift that keeps on Giving, is still up to various tricks. Lately, it seems that there are a lot of Ghosts of former Amberites that are controlled by Dark Oberon, due to him having possession of their Souls, trapped in Soul Coins.

And none of that takes into account any of the personal dramas of the various player characters, weddings, children, embarrassing relatives, that sort of thing.

Characters:

Returning players should decide which of their character they wish to play.

New players will create their characters by filling out a character quiz that will be provided before the con.

Players:

  1. Tim H (GM)
  2. Alastair J
  3. Darrell H
  4. Jason P
  5. Kenneth M
  6. Pete M
  7. Rain D

Game 3/3: Glutter of Ravens

GM: Dave C
Cast: 4-6
System: ADRPG

Description:

Uther of Lorraine fell. The High King of Lorraine died leading his troops and the armies of the vassal lands against the soulless ones. Those unnatural warriors who rose at night within the twisted forest of Arden and had plagued the lands of men.

That was eleven years ago and since then the lands of Lorraine have fallen further into disrepair. The Northern Lords were the first to act. Refusing the call for men to the common army they stayed in their high pastures and barley fields. To the west in the Evening Lands the Old People of the Thousand Princes once more began guarding the bank and ditch made in ancient times. In the east, distant cousins from across the water have once more come ashore, now though they are looking for land not friendship.

All the while stories of strange lights and disappearances once more come from the lands around the forest Arden. In the woods and brambles something once more cast their eyes across the lands of Lorraine.

Y Gododdin

“He thrust beyond three hundred, most bold,

He cut down the centre and far wing.

He proved worthy, leading noble men;

He gave from his herd steeds for winter.

He brought black crows to a fort’s

Wall, though he was not Arthur.

He made his strength a refuge,

The front line’s bulwark, Gwawrddur.”

Characters:

Players play pre-generated characters, all of whom for one reason or another are at the old hill camp in the lands of Logres, late one night as the mists rise and the moon with them. Brief campaign pack will be placed on line and character sheets will probably run to between 1500 and 2000 words

Players:

  1. Dave C (GM)
  2. Aida P
  3. Ari M
  4. George K
  5. Ginger S
  6. Mel M
  7. Tym N

Game 3/4: Alice is Missing

GM: Marieke K
Cast: 4
System: Alice is Missing (non-Amber)

Description:

An immersive RPG played entirely via (text message) Discord. Alice is Missing is a silent role-playing game about the disappearance of Alice Briarwood, a high school junior in the small town of Silent Falls.

The game is played live and without verbal communication. Players inhabit their character for the entirety of the 90-minute play session, and instead of speaking, send text messages back and forth to the other characters in a group chat, as well as individually, as though they aren’t in the same place together.

Haunting beautiful, deeply personal, and highly innovative, Alice is Missing puts a strong focus on the emotional engagement between players, immersing them in a tense, dramatic mystery that unfolds organically through the text messages they send to one another.

Alice Is Missing runs over a single session of 3-4 hours, with 3-5 players. In the first two hours, players create their characters, their relationships to Alice, and their ties with each other. The next 90 minutes are spent uncovering secrets and unearthing clues in an attempt to discover where Alice is, and who is behind her disappearance.

Though text messages seem to be the most common mode of communication in our modern era, they are rarely utilised as a storytelling medium. The integration of texting (in this instance via Discord) into the gameplay unlocks a brand new way to play RPGs that is unlike anything you’ve likely experienced before. It’s personal, immersive, and perfect for remote play.

Fair warning; This game has nothing to do with Amber. Instead, you’ll be playing the friends of Alice Briarwood, a missing 16 year old, who try to find out what happened to her. After creating the characters, within certain templates, the game itself is played in silence, as if you’re teenagers communicating via text message. Once the game is over, we can talk to each other again and have a little debrief.

For more information, see https://www.huntersentertainment.com/alice-is-missing and https://www.kickstarter.com/projects/huntersbooks/alice-is-missing-a-silent-role-playing-game?ref=nav_search&result=project&term=alice%20is%20missing .

Characters:

Characters are generated within given templates during the first half of the game. No player preparation needed! Note: This was run in ACNI21 so preference will be given to players who have not played this game before.

Addendum: the goal the characters have, is to find out what happened to Alice. And we will find out, one way or the other. That’s not what the game is really about. The goal of the game, where the players are concerned, is to dive deep into the interpersonal relationships of a bunch of worried teenagers, who each have their own problems and secrets. So, please come play, bring your emo 🙂

Players:

  1. Marieke K (GM)
  2. Amber D
  3. Karen H
  4. Rachel W
  5. Scott S

Game 3/5: Institute of St Mary’s: Behind The Curtain

GM: Anna J
Cast: 3-6
System: No system but lots of tea and biscuits

Description:

The first attempt by the new St. Mary’s to make a change to the timeline had started with a reconnaissance mission to investigate the untimely death of the wife of an emperor. On your return to the pod however two people materialised. The uniform suggested an organisation of some sort but since the time police are no more, this had to be something entirely new. They announced themselves as the Directorate and now it appears they want to have a little chat…

Characters:

Returning and new characters are welcome. For new characters I need to know if you were a) one of the few surviving time police, b) from the old St Mary’s and on a mission pre-mid 15th century when the timeline changed.

Players:

  1. Anna J (GM)
  2. Kevin D
  3. Laura B
  4. Ray H
  5. Simon C
  6. Trish H
  7. Vivek D

Game 3/6: Schools out indefinitely

GM: Amber B
Cast: 4
System: ADRP but loosely

Description:

For years you have lived in the boarding school. Studying, hanging around. It is a very elite school. At one point the earth starts to rumble, volcanoes start to erupt and sink holes appear. At a point school is just making sure the students stay safe. Lesson postponed. All are being prepared to survive in a crumbling world but the general population believes this is the end of times.

Characters:

Characters are aged between 15 and 18, What are their best subjects? What are their least subjects? What are their hobbies, what do they like to do when not busy with schoolwork.

Players:

  1. Amber B (GM)
  2. Edith B
  3. Esther vR
  4. Guy A
  5. Manny
  6. Michael W

Thursday – Slot 4 (UK Night/US Evening)

(1am  – 6am GMT)

Game 4/1: Castle on the Boundary

GM: Richard D
Cast: 3-5
System: Amberway (Amber Powers/Everway mechanics)

Description:

“He must be captured or killed at all costs!” It all happened so fast that you aren’t exactly sure what has happened but every hand was called in to search the near shadows of Amber for a Chasoian diplomat that went rogue. You have been hell-riding for days to follow his twisted trail towards the Courts but if that is his goal then there is one place he must pass.

Between the poles of Order and Chaos grows a tree. It is a gnarled and ancient thing and no matter what route is taken, it is there at the point one crosses over. You come to a fog-filled, bowl shaped valley that smells of decay, pass the tree at the centre, and only then move on to resume your journey. To new travellers, it is welcome proof that they have navigated well. To seasoned travellers, it is a familiar ritual.

Today, you have walked down into that bowl shaped valley, and before you lies a castle. Like the tree, it is ancient with crumbling walls encased in creeping vines but the first floor not yet succumbing to nature’s grasp. Like the tree, every route brings you towards a postern gate in that wall.

It is hard to tell if you have beaten your quarry or if he is already within. Either way, it seems that the final reckoning will take place within the Castle on the Boundary.

Characters:

This game will be run with AmberWay rules (Amber world, Everway mechanics). Character creation instructions and a summary of the rules will be provided.

Players:

  1. Richard D (GM)
  2. Amber D
  3. Laura B
  4. Michael C
  5. Stormy W

Game 4/2: Tríocha ceathair

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

Description:

“War is good for business, Peace is good for business.” Ferengi 34th and 35th rules of acquisition.

The peace following the ascent of Kings Random and Merlin to their respective thrones has led to an end of the expectation of grand wars such as Patternfall are like a distant memory to the subjects of Amber and the subjects of the Golden Circle. Tensions have risen between the various powers in the Golden Circle. Competition for raw materials and resources is driving prices up and leading to a building of tensions between all the known powers of the Multiverse. The rising tension is being fed and resolved by building connections between new and emerging Shadows.

The Hunt Club has looked to find a new Shadow so this cabal of business men can gain new economic and political power in the Court of Amber. They have sought out members of the Royal family to forge ties to a particular Shadow Kingdom

Characters:

100pt Character creation, with Pattern provided for free. I am looking for characters that have connections that might make them viewed as “compromised” to those outside the family. (Rebma, Chaos, other major golden circle powers)

The game will focus on political, diplomatic, and economic intrigue .

Players:

  1. Larry B (GM)
  2. Darrell H
  3. Guy A
  4. Manny
  5. Michael W
  6. Rain D

Friday – Slot 5 (UK Morning)

(10am – 5pm GMT)

Game 5/1: Beyond the Spires of Night

GM: Edith B
Cast: 3-6
System: ADRPG

Description:

Family tradition holds that insights are to be found along the silver paths of Tir-na Nog’th. No matter what one may think of such revelations, many have found reason to climb the stairs above Kolvir. Recently you did so yourself, but since your return you’ve become increasingly aware that things seem to have subtly changed in Amber. All is not quite as it should be. What happened that night? And why?

The game is set at the end of the first five books. Random is not long on the throne. Eric, Oberon, Brand and Deirdre are dead. Corwin is missing. You are all playing next generation Amberites – ie grandchildren of Oberon.

Characters:

This game is a rerun of the one run at Tir Con 2021, and will run on the convention’s Discord server. It deals with politics and familial conflict, and topics such as murder and marital abuse are likely to come under discussion. You have 100pts to spend as you choose, with Pattern Imprint for free. You may use the ADRPG Main Rulebook and/or Shadowknight with the exception that I will not allow Compelling.
Please note that I’ll be interpreting stats rather differently from the norm. Warfare covers tactics, strategy and defensive fighting, while Strength is used for attacking, and physical capabilities such as balance and co-ordination as well as brute force. Stuff is limited to 3 points either way.
Players will be asked to complete the following questionnaire in advance of the game:
  • Character name?
  • Lineage/Parentage (if known)
  • Character’s physical appearance
  • How do they habitually spend their time?
  • Why did you visit Tir-na Nog’th? How recently? Did you find what you sought there? (Characters haven’t necessarily been up on the same night, but if you wish to co-ordinate with another player that you went up together, you can do so).
  • What has seemed wrong to you since you returned?

Points allocation:

  • 100 points to spend.
  • Pattern Imprint for free, Advanced Pattern Imprint may be purchased for 25 points.
  • Any powers from ADRPG or Shadow Knight EXCEPT compelling.
  • No more than 3 points of stuff either way. • What is the most important thing I should know about your character?

Players:

  1. Edith B (GM)
  2. Alan W
  3. Guy A
  4. Jules D
  5. Kevin D
  6. Paul J

Game 5/2: Pax Britannica

GM: Alastair J
Cast: 6
System: Homegrown Diceless

Description:

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

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

Huzzah!

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

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

Characters:

Characters are truly exceptional shadow dwellers that can be found in the fictional literature based in that period, or alternatively from your own imagination. So the first step is to come up with a Concept. Examples include:

  • Intrepid explorer (e.g. Journey to the Centre of the Earth)
  • Invisible man Mad scientist (actually they prefer Enlightened Engineer)
  • Sorcerer
  • Wolfman
  • Resurrected
  • Experimental super-soldier
  • Master/Mistress of disguise
  • Part machine (e.g. Lady Mechanika)
  • Amateur detective Hunter

The second step covers the Attributes. These add some depth to your character’s concept by providing a bit more detail on their strength and possible weakness. Initially choose one primary attribute out of:

  • Strong – lifting, hitting
  • Dextrous – pickpocketing, piano playing
  • Agile – unnecessary backflips to get past security
  • Tough – getting punched, getting shot and shrugging it off
  • Untiring – you just keep going
  • Intelligent – mathematics, chess, mad science
  • Quick-witted – improvised combat, macguyvering, fast-talk
  • Strong-willed – hypnosis, sorcery or resisting the same

If you think of a different primary attribute that fits your character’s concept better, that’s fine too. If you wish, you can choose to give your character a second attribute but it will need balancing with a weakness, so for example you might be Dextrous and Agile at the cost of being Fragile (anti-Tough).

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

You can also select up to five ‘0’ level skills – these represent skills your character has somehow picked up, whether it maybe through causal interest, hobbies, and the like, and means you have a better understanding in these skills than someone who is totally unskilled. Skills can offset differences in attributes and even overturn the results of contested actions, or be the tie-breaker in very close contests.

Skills can be defined fairly broadly in scope. For example, the skill ‘Pistols’ would cover the firing of all types of pistols and the knowledge to load and maintain such weapons.

The fourth step is coming up with a Reason as to why your character is working for Lord M:

  • Are you a Loyal and Patriotic subject?
  • The money’s too good to say no?
  • They know where the bodies are buried and you’d rather not be buried there yourself?
  • They control the supply of the drug that fuels you?
  • Something else?

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

Players:

  1. Alastair J (GM)
  2. Ari M
  3. Claire M
  4. Matthew B
  5. Mel M
  6. Sally P
  7. Simone P

Game 5/3: Tales of the Vienna Corpses

GM: Pete M
Cast: 5-6
System: Mix of ADRP and homebrew

Description:

Continuation of “Once upon a time in London” Having sent 18-ish month being brought up to speed (or trained if you prefer,) Mrs Cooper is sending you out on your graduation exam mission. The task is to acquire a particular item from a Viennese location. It should be a nice simple robbery once you’ve worked out what it is and where it is, but there are rules, no killing, no evidence of a robbery other than the item being missing. Of course, life’s never that easy.

Characters:

Pregenned characters with the players getting some points for development once I create the things for them to spend points on. (I did say homebrew up above!)

Players:

  1. Pete M (GM)
  2. Anna J
  3. Jason P
  4. Keith P
  5. Kenneth M
  6. Stephen Q
  7. Tym N

Game 5/4: The Kruger Institute

GM: Esther vR
Cast: 4-5
System: ADRPG

Description:

The Krüger Institute is looking for PhD students, post docs, bio technicians and financial or HR managers for the BIRB project.

Project:

A 3-year project on Balanced and Ideal methods for Reproductivity and Biodiversity (the BIRB project) within the Biology & Genetics Department at the Krüger Institute, Düsseldorf, Germany, is looking for several motivated participants. The department is led by Simon Erben, co-discoverer Xz-Hegdehog, the first gene to be implicated in a adaptive brain disorder. The Institute adopts the latest innovations in molecular methods to discover how the genome helps a species to adapt to environmental changes, identifying genes that are important for development of structural adaptive capacity, behavioural modifications , and using those genes as a base to strengthen existing (endangered) species, as well as investigating evolutionary foundations. This involves interdisciplinary research at multiple levels, from determining molecular interactions and functional roles in embryonic cell models to assessing effects on structure and activity. We work together with leading researchers at the Mendell Institute for Evolution, Extinction and Adaptation and the University Medical Center in Berlin, and with extensive networks of expert collaborators around the world.

Job descriptions:

Players:

  1. Esther vR (GM)
  2. George K
  3. Louisa M
  4. Rachel W
  5. Scott S
  6. Seana M

Game 5/5: Burning Coal

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

Description:

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

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

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

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

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

Characters:

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

That’s who your character is. In addition there should be a reason the ministry would want to employ you some extraordinary ability, power or skill-set. a reason you work for the ministry: They might have stayed your execution for a crime (real or framed) Maybe they pay you vast sums of money. Perhaps they are the only source of a drug you need. Possibly you’re just the right mix of patriotic and amoral that you want to. One superhumanly strong stat or trait, eg: Strong / Agile / Dextrous / Strong-willed / Perceptive / etc 0 or more additional strengths, each balanced by a weakness, eg: Weak / Aged / Clumsy / Weak-willed / Vulnerable to iron / Berserk / etc

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

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

Players:

  1. Vivek D (GM)
  2. Andy R
  3. Becca M
  4. Karen H
  5. Simon C
  6. Tim H
  7. Trish H

Friday – Slot 6 (UK Evening/US Morning)

(7pm – Late GMT)

Game 6/1: In Whom We TRUST

GM: Scott S
Cast: 3-6
System: ADRPG

Description:

Post Patternfall

Random has been King for some time. Its been a little up and down. The city and port have been repaired after the storms of his early reign and he has been doing a reasonable job of keeping the trade routes flowing which is all that most seem to care about. Well that and the fact that there is no huge army trying to attack Amber obviously.

Random has not been seen for a few months though. The Lady Florimel has been very adroitly fielding any questions about this but you are sure something is wrong….

Characters:

Characters will be based on 100 points.

Stuff – Max 10 points either way

All powers are FREE (yes FREE which hints at how useful I expect them to be) Items – let me know, they are likely to be free as well (for the same reason) ALL PCs are people that Random Trusts (note the capital T).

Note, in my universe, you must have at least in Amber in ALL stats to have walked the pattern and at least Chaos in all stats to have walked the Logrus. You can be anybody currently in Amber City with one very important distinctive feature. Random Trusts you (yes the repetition is deliberate). I don’t need loads of background for your character, but I DO need to know WHY Random Trusts you more than just a normal very loyal servant and certainly more than Family (you CAN be family – see below). What is it in your past that happened that created this bond of trust? Does your characer even know? Bear in mind that this is the King of Amber and he’s a shrewd reader of people so please don’t start your reason with “I tricked/fooled/pretended…..”

Are you actually worthy of his Trust? (I don’t mind if you are not but you better have a good story) Powers are free, but the more powerful you are the bigger and better reason there has to be for Random to Trust you. This goes double for actual family members.

This is a continuation of my game from last year but no knowledge of that is required and while returning characters are welcome read the above and decide whether that really fits…. I will give more detailed history to characters as I get them.

Players:

  1. Scott S (GM)
  2. Alan W
  3. Dave C
  4. Ginger S
  5. Kevin D
  6. Michael C
  7. Stephen Q

Game 6/2: The Sable Game

GM: Trish H
Cast: 4-6
System: Modified ADRPG

Description:

The PCs are talented mortals who are the trusted agents of the King of Sable, chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable’s age-old enemy, the Reich, as well as those of newer enemies who have come on the scene in recent years, such as the Brotherhood of the Martyr and the Machine, and any other threats to the Kingdom which might arise. Preference will be given to returning characters from any iteration of the Sable Game.

Setting:

The game is based in a Pattern-based world, but the setting and NPCs are specific to the Sable Game. Full details are available on the game website at: http://www.sable.org.uk/. With Tim’s help, Sable set up on the Aurellis-Sable Discord server. Invites will be sent to those players who are in the game (or are just interested!)

Characters:

Character generation is based on 85 points starting at Chaos stats, and only limited powers are available to players. Players must have email access, as I’m not willing to do character creation at the con. Returning characters will have priority, please make sure to note this when signing up for the game.

Players:

  1. Trish H (GM)
  2. Darrell H
  3. Drew W
  4. Kat L
  5. Kenneth M
  6. Pete M
  7. Tim H

Game 6/3: Unfinished Business

GM: Jason P
Cast: 5-6
System: Modified System – Pulp Adventure

Description:

The year is 1936, and the World is on the path to War. However, going largely unnoticed and unheralded, a group of intrepid adventurers defeated a significant threat to the World. Most made it back somewhat battered and bruised although one made the ultimate sacrifice.

Now that a few weeks have passed since those events and the team largely rested and recovered, there is the matter of a number of loose ends to deal with.

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. Alastair J
  3. Marieke K
  4. Matthew B
  5. Ray H
  6. Tym N
  7. Vivek D

Game 6/4: Blandings in Red Velvet

GM: Mel M
Cast: 5-6
System: Amber/Blandings crossover – special rules (a variant of the Gentlemen and Players rules, created by Timothy Ferguson) which will be provided

Description:

A new bakery has opened in the village of Blandings Parva (close to the gates of Blandings Castle). The peerless Anatole (head chef at Blandings Castle) and Mandor Baxter (owner of the high class restaurant Mandor’s in the village) are not amused. But the cupcakes on sale in the bakery are … delicious. Moreish. One might even call them … addictive. Strange things are starting to happen. Flora is appearing to be … gaining weight. And Miss Bale seems to be losing control over the boy scouts who are spending all their money on cupcakes, threatening to put their usual tuckshop out of business.

Note: This is a re-run of Blandings in Red Velvet game as run in TirCon21.

Characters:

100 point characters. Stats are Eccentricity, Sport, Tenacity and Money – all will be explained. The characters are children of the Blandings version of Amberites (except that Fiona and Flora are Aunts). Mirelle and Random Threepwood are too young to have adult children, so also out. Players will also have a special free skill for this game.

Players:

  1. Mel M (GM)
  2. Ari M
  3. Claire M
  4. Edith B
  5. Rachel W
  6. Richard D

Game 6/5: The Siege of Bunny Free

GM: Michael W
Cast: 3-6
System: ADRPG

Description:

The time is during the reign of King Oberon of Amber and Queen Clarissa Zhenya of Amber.

King Oberon is annoyed that his queen Clarissa, seems to have been captured by the Pirate Comedian Bunny Free. His fleet of bold adventurers drove the Queens small squadron of ships aground at the old pirate haven of Tristrisia, just outside the shipping lanes from Kashfa.

The elders are all on important missions and its a terribly inconvenient time for the Queen’s ship captains to refuse to fight. Bunny Free’s history of non-violence always made him an unusual pirate commodore but shadow is filled with many unusual things. While he was raiding shipping off in shadow he could be ignored but accidentally attacking Clarissa’s ship has put a large target on the head of Bunny Free.

Oberon feels that since there has been no exchange of combat magics perhaps this is a good time to see if the passel of Cousins, the Elder’s offspring, can manage to rescue his fairly annoying Queen. Oberon decides to wait in Rebma , while the Cousins manage things. Perhaps he should send young Brand with them just to keep an eye on them.

Characters:

Characters are fairly young but have walked the pattern and travelled shadow enough to have found places and pleasures they enjoy. They may have new interesting experiences that might help.

75 Pips, Pattern Granted. Each Character will have an assigned Elite body guard, and have been gifted a signature artefact from their parent.

A small collection of other items will be in store for them as they set off.

The characters will have no knowledge of Chaos as this takes place a long time before the Black Road war.

Players:

  1. Michael W (GM)
  2. Amber B
  3. Karen H
  4. Laura B
  5. Louisa M
  6. Rain D
  7. Seana M

Game 6/6: The Garden of Dreams

GM: Simone PM
Cast: 3-6
System: Somewhere between ADRPG and nothing

Description:

For years you have dreamed of the garden. You think of it as being a real place, a tranquil sanctuary or a secret playground. Time is different there. Some days you study the flowers, ones you’ve never seen while waking. Some nights you try to decipher the unfamiliar constellations, and wonder about the large shadowy shapes gliding across the sky.

Recently, it’s all seemed less peaceful, and you occasionally smell smoke on the breeze.

Characters:

Characters could be from pretty much anywhere, but an idea of who you are, what you do and what you care about would be helpful. Also, what is your usual night time attire, bearing in mind that you can’t predict what season it might be in the garden, and you sometimes glimpse other figures there.

Players:

  1. Simone PM (GM)
  2. Anna J
  3. Esther v
  4. George K
  5. Guy A
  6. Manny
  7. Stormy W

Friday – Slot 7 (UK Night/US Evening)

(1am  – 6am)

Game 7/1: Journeys After The Black Road

GM: Richard D
Cast: 3-6
System: Wanderhome/ Exploration

Description:

Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.

“You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, we’re always travellers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.”

Though there is no violence in the lands of Hæth now, they did just come through a war. In this game, that war was The Black Road, and as we wander this peaceful land of animal-folk perhaps we will encounter the shadows and echoes of Amber and Chaos left behind.

Characters:

We will create characters and the part of the setting we will explore together in game. A quick start playkit can be found here: https://possumcreekgames.itch.io/wanderhome-playkit if you want to get a taste for the world and system.

Players:

  1. Richard D (GM)
  2. Amber D
  3. Ginger S
  4. Laura B
  5. Michael C
  6. Murray W
  7. Stormy W

Game 7/2: Urchins of Baker Street

GM: Dawn V
Cast: 3-6
System: Freeform

Description:

London, Victorian era. You and your friends have been living on your own for a while. And now you’ve got someone willing to pay you money to investigate things for them. Surely there can’t be a catch or anything, and you won’t be in any danger. Definitely. (An alternate Victorian England in which Sherlock Holmes was not called that, and where some people (like the PCs) have powers)

Characters:

You’ll be playing a teenage character (anywhere from 13-19) living in a shared damp basement apartment on Baker Street with your friends. You’ll have a power if you want one, to be chosen from/inspired by a list that I’ll provide. This game is inspired by The Nevers and The Irregulars. You won’t need to have seen either to play. Just think gritty, street-level, mildly anachronistic Sherlock Holmes mashed up with superheroes. Voila.

Players:

  1. Dawn V (GM)
  2. Darrell H
  3. Kris F
  4. Amber B
  5. Larry B
  6. Manny
  7. Rain D

Saturday – Slot 8 (UK Morning)

(10am – 5pm GMT)

Game 8/1: Excuse me, are we related?

Organiser’s Note: Moved to 2/5

Game 8/2: Aurellis

GM: Tim H
Cast: 3-6
System: ADRPG with lots of local variance

Description:

This is a returning game.

We are still getting towards the end of 2011 in game time. The last Aurellis was played at ACNW this year, and that scenario was 20th Dec 2011.

Shit has happened. It was discovered that ‘The machine’ had done a deal with ‘The Sith’ and that the Skywalker Ranch in California was actually a secret machine / Sith base. And that the Machine had planted nukes all along the San Andreas Fault. There is still fallout from that to be dealt with.

And that lovely Wolfe Logrus, which they had managed to transplant onto a Death Star, is now in friendly hands. Sort of. Lots of stings in the tail being discovered there.

And Dark Oberon, the gift that keeps on Giving, is still up to various tricks. Lately, it seems that there are a lot of Ghosts of former Amberites that are controlled by Dark Oberon, due to him having possession of their Souls, trapped in Soul Coins.

And none of that takes into account any of the personal dramas of the various player characters, weddings, children, embarrassing relatives, that sort of thing.

Characters:

Returning players should decide which of their character they wish to play.

New players will create their characters by filling out a character quiz that will be provided before the con.

Players:

  1. Tim H (GM)
  2. George K
  3. Kat L
  4. Kenneth M
  5. Marieke K
  6. Stephen Q

Game 8/3: Gerard’s Child

GM: Matthew B
Cast: 3-5
System: ADRPG

Description:

The family have gone to war in chaos, Gerard is regent on the throne and Oberon has started to walk the pattern to heal it.

You, as one of the children on the family seeking sanctuary in Amber while the world is ended and restarted, have been called into the yellow sitting room by Gerard. He looks on edge. Troubled. Worried.

“There is a child missing from this sanctuary, I need you to rescue them. Their mother gave me a ring in case of adversity, it should bring you to her, she should have one which will bring you back to me. I beg you rescue them both if you can, in return I will offer you all a favour and you will know my only secret.”

“You have limited time for this, with Oberon busy, the Pattern down, and Trumps are not working you’ll have a few hours from my understanding. I have to get back before anybody notices me missing. If you fail I will hold nothing against you, I will hold nothing against you if you do not even try.”

He puts a large gilt ring on the table, as the pattern starts to fail power seems to suddenly flow from it.

Characters:

150 pt standard rules (both sets). All powers will not work properly once the game starts. Powers and Items will work by other rules which you will be given before play (these rules will come into effect at an obvious point in play. No advanced powers. No shadows. No characteristics below chaos (and that is discouraged).

Players:

  1. Matthew B (GM)
  2. Alan W
  3. Alastair J
  4. Louisa M
  5. Pete M
  6. Seana M

Game 8/4: Invisible Library: The Silent Library

GM: Invisible Library: The Silent Library
Cast: 3-6
System: No system (not even Dewey Decimal)

Description:

As library assignments go, this one seems comparatively straightforward. Go to a mountain hideaway deep in the Fae lands and speak to the ancient Fae known as the Seeress. By reputation it seems her ability to prophesy is real although her mind is apparently fragmented. The goal is to learn anything you can about a (the?) great prophecy and relay it back to senior librarian Coppelia. Coppelia seems very keen to get the information and describes it as a matter of both urgency and sensitivity.

Characters:

Returning players, this is set between the events of the First Folio and the Moving Finger. New players, this is set before the events of the first Invisible Library book by Genevieve Cogman but I heartily recommend reading it first for context!

Players:

  1. Anna J (GM)
  2. Ari M
  3. Guy A
  4. Jason P
  5. Karen H
  6. Trish H
  7. Vivek D

Game 8/5: Find the Lady

GM: Andy R
Cast: 2-5
System: ADRPG-ish

Description:

The game opens in Washington DC – February 2017 shortly after President Trump takes office. You’ve been assigned to a multi-agency task force investigating the disappearance of Julia Barnes an important Federal employee with a worryingly high security clearance, it’s a political hot potato and a job no one really wanted which is probably why you ended up with it.

However despite that I’m not expecting the game to be heavily political in tone or even much of a mystery/puzzle game and depending on what the players do the majority of it may not take place in the US or even on Shadow Earth.

Characters:

Characters are all competent professionals who might end up involved in a missing person case in DC. You could work for a Federal agency or Metro PD, you don’t have to be an detective/investigator, you could be a crime scene tech, a psychologist or some other specialist that might be needed in the investigation. The one thing you all have in common is that you have fallen out of favor with your superiors, this might be your direct boss or someone further up the chain but someone has it in for you and that’s why you find yourself assigned to this task force.

Character creation details will be sent to players once the game assignments are complete. The mechanics will be based on the ADRPG though characters will be mostly normal (if highly competent) humans and no ADRPG powers will be available.

Pregen character will be available for those not wishing to create one themselves.

Players:

  1. Andy R (GM)
  2. Dave C
  3. Jules D
  4. Mel M
  5. Scott S
  6. Simone P

Game 8/6: Friendship is Magic

GM: Rachel W
Cast: 3-6
System: Some kind of ADRPG-My Little Pony RPG hybrid

Description:

Peace in the magical land of Equestria is disrupted by the return of an ancient enemy: the serpent Discord, bringer of chaos and disharmony. You and your friends must recover the elements of harmony and defeat Discord, once and for all.

Characters:

Characters can be earth ponies, or unicorns. Character creation rules will be sent out ahead of time.

Players:

  1. Rachel W (GM)
  2. Edith B
  3. Esther v
  4. Kevin D
  5. Larry B
  6. Sally P
  7. Tym N

Saturday – Slot 9 (UK Evening/US Morning)

(7pm – Late GMT)

Game 9/1: The Unbound Academy: In the Courts of the Fae

GM: Dawn V
Cast: 3-6
System: Freeform

Description:

“Young witches of any gender are welcome at the Unbound Academy, one of the best institutions for magical learning. Nestled in the wooded lands near Salem, Massachusetts, the Unbound Academy is home to some unusual happenings, but don’t let that deter you from becoming one of our incoming students!”

This is a continuation of the game from TirCon, in which the fae are making ingress into the school and the human world.

Characters:

You are a student at The Unbound Academy, a school for young witches of any gender. New students are generally high school aged (15-18), but can be older or younger. You get to choose your character’s house based on the type of magic they specialize in and/or the personality traits that stem from witches of that specialty, though students take classes in all four Houses’ preferred subjects and other areas. House of Deluge (water, movement, crossroads, doorways) House of Shadows (fire, light, darkness) House of Vines (earth, plants, poisons) House of Mists (air, ghosts, necromancy) The game will be mostly freeform, with some details of your character determined ahead of the game. (Game will likely be run on Zoom; link to be provided by the GM.)

Your characters will be assumed to have been at the school for at least a month or so, though coming and going is not restricted by normal schoolyear months, and students can attend for any number of years as they like.

New players and characters are welcome.

Players:

  1. Dawn V (GM)
  2. Ari M
  3. Dave C
  4. Ginger S
  5. Guy A
  6. Kevin D
  7. Stormy W

Game 9/2: The Helgram Game

GM: Trish H
Cast: 4-6
System: Modified ADRPG

Description:

Since time in memorium, House Helgram has run its own school to train the more gifted members of the somewhat extensive House (or at least, the ones whose parents don’t send them off into Shadow) in the various skills they’ll need to survive as active members of the Courts of Chaos.

The characters are recent graduates from the Academy, who are now being sent on their first assignments as full members of the House.

Characters:

Characters should be between 25 and 30 years of age, and built on 50pt with limited shapeshift; or 60pt without. No Pattern, Logrus, Constructs or High Compelling. Otherwise all powers as per ADRPG. And if you want to do something different – a sensitivity or innate ability, or perhaps a partial power, then talk to the GM.

You will need to decide what your character’s particular talent was, which to them staying on at the Academy for the advanced tuition: magic, conjuration, shapeshifting, other academic pursuits, or perhaps something more unusual – an innate skill or ability that developed all their own.

Returning characters will have priority, please make sure to note this when signing up for the game.

Players:

  1. Trish H (GM)
  2. Alastair J
  3. Drew W
  4. Jason P
  5. Kenneth M
  6. Marieke K
  7. Tim H

Game 9/3: Great Amber Bake Off!

GM: Richard D
Cast: 3-5
System: Amberway (Amber powers, Everway mechanics)

Description:

Let the four corners of creation rejoice! Lady Belinda, the only daughter of Princess Florimel, is getting married! Princess Flora has taken the wedding preparations in hand and Everything Must Be Perfect!

All with the ability to search shadow have been pressed into service to find only the best for the celebrations and you are one of the lucky few that have earned the right to even be considered for the sacred duty of preparing the wedding cake of which all others are but shadows.

Unable to come to a decision, Princess Flora has elected to settle the decision with a contest popular in her adopted Shadow, Earth. After all, good sportsmanship, comradery and engaging character are as prized as baking prowess. Face the trials and tribulations of the tent as the bakers tackle the challenges set by the Princess Flora. One Signature, one Technical and one Showstopper are all that stand between you and becoming the ultimate Star Baker in all creation.

Characters:

Bring a character from anywhere in Amber, Shadow or Chaos that would be at home within the Tent of the Great British Baking Show. Like in the show, you are not a baker by trade but somehow seeking out the heart’s desire of the best baker alive has found you. Anything is fair game: a warrior queen that celebrates her victories with homemade scones, a wizard who specializes in pie-romancy, or a sci-fi crewmember that sets to prove they can beat any replomat.

Character creation details and the nature of the first and third challenges will be sent out when players are assigned.

Players:

  1. Richard D (GM)
  2. Aida P
  3. Esther v
  4. George K
  5. Mel M

Game 9/4: Flight of the Valkyrie

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

Description:

The clouds of war, repression and famine have engulfed your homeland and you have been forced to flee. Great rivers, seas and mountains stand in your way but you are driven not just by the desire to survive but by the whispered rumour of an ancestral promised land made real by the silver brooch in your pocket.

Characters:

10pt characters, no creatures or artefacts. Partial powers available, details from the GM.

Players:

  1. Alan W (GM)
  2. Anna J
  3. Edith B
  4. Murray W
  5. Scott S
  6. Simone P

Game 9/5: My name is…. And you killed my father

GM: Amber B
Cast: 4
System: ADRPG but loosely

Description:

You have finally found it! The proof you needed!
You have been wronged by a certain individual (tbt at character creation) together with your friends and or brothers and sisters you go hunt them down!

Characters:

Info will follow

Players:

  1. Amber B (GM)
  2. Becca M
  3. Manny
  4. Michael W
  5. Tym N

Game 9/6: Mysteries of the Multiverse

GM: James A
Cast: 3-6
System: Homebrew (KEY System), Science Fiction

Description:

The Multiverse. An infinite tapestry of realities and timelines and on every one of them there is an Earth. There are Earths that are home to powerful wizards and Earths where magic does not exist. There are earths where colorful superheroes do battle with powerful villains and worlds where everyone just struggles to survive. If there is an Earth that can be imagined, it exists…somewhere in the multiverse.

For the safety of the multiverse, a powerful race known as the Monitors ensures that travel between universes is rare and the stability of the multiverse is maintained.

….but what happens when a mystery comes along that leaves them clueless? Who do they go to? Well, every Monitor is aware of at least one “world’s greatest detective” and it is time to call them all in.

You are one of those detectives. You can be any detective you want….but in your world you are one of the best. Who will you be? Sherlock Holmes? Miss Marple? Lt. Columbo? Jessica Fletcher? Batman!? Encyclopedia Brown!?! Detective Chimp!?!? You can play any character as long as they are known for solving mysteries and come from a setting where there is an Earth, even if they are not from it.

Characters:

Character creation will be handled using a streamlined version of the Key RPG System by e-mail.

Players:

  1. James A (GM)
  2. Amber D
  3. Andy R
  4. Karen H
  5. Michael C
  6. Vivek D

Game 9/7: Further Information Is Not Available Here

GM: Seana M and Louisa M
Cast: 3-6
System: ADRPG

Description:

Past, present, future… these terms depend on where you stand. As one of the Inheritors, those descendants of Merlin whose greater powers of time travel have been activated, you can stand where you will within the six ages available to you, from the coronation of Merlin as Emperor of Chaos to the point in time beyond which no time traveler has returned.

There are, of course, a few notable traps. Anything that has happened, must happen lest you suffer from Paradox. Do try not to assassinate the Eternal Emperor, unless you want to replace them. And, whatever you do, don’t get caught in the Sequestration.

As the elders of the Inheritors, this means you get to solve problems too big or too personal to delegate. Thankfully rarer in this age – after all, who is foolish enough to tangle with a time traveller with hundreds or even thousands of years experience?

The game takes place in the Amber-Chaos verse over a span of several millennia split into six eras. Each era has its own feel and rules, and, as time travellers, it’s likely your characters will be more familiar with some than others.

Characters:

Setting and character creation details will be sent out when we have a list of players. In brief, you’ll be playing 200 point characters with free time travel abilities, though what stats and powers do are tweaked. (And in the case of powers, vary by era.) As this game will be dependent on what PCs we get back, we do ask that players return characters to s as quickly as possible.

We have run games set in this universe before and returning players are welcome, but given time travel shenanigans previous games will only be important in as much as they’re relevant to your characters.

Players:

  1. Seana M (GM)
  2. Louisa M (GM)
  3. Darrell H
  4. Laura B
  5. Pete M
  6. Rain D
  7. Stephen Q

Saturday – Slot 10 (UK Night/US Evening)

(1am  – 6am)

Game 10/1: Ether, Guns, and Sails

GM: Drew W
Cast: 3-6
System: Etherships – Diceless gaming in Worlds of Magic, Sail, and Space

Description:

To sail the Ether Seas is to venture into a dark, murky unknown. Pirates, Leviathans, and enemy vessels prowl and patrol these seas. Join the crew of one such daring vessel on a voyage into terrors both known and unknown. Wield magic, sword, and cannon to brave these wispy, inky, depths on a journey to the great beyond.

Characters:

Characters will be developed using simple points system and questionnaire. The feel is parts pulp, swashbuckling, and maybe a bit of steampunk. This game will be the first to explore this setting in a Diceless system, for possible use in multiple cons to come. Setting up an episodic game play for 1-shot and continuing characters. There will be violence, magic, exploration, and possible horror elements to the setting and games. Games will be run in Discord.

Players:

  1. Drew W (GM)
  2. Darrell H
  3. Dawn V
  4. Murray W
  5. Stormy W

Game 10/2: Prisoners of Oberon

GM: Manny
Cast: 3-6
System: ADRPG

Description:

There is a bunch of family members, all who have been imprisoned by Oberon for one reason or another, for one length of time or another. It has been “strongly rumoured” that one (or more) of you is about to be paroled, but the who, and the conditions of the parole have, perhaps, not yet been decided. Nor has what occasion that Oberon is commemorating or what reasoning in that mad little mind of his he is doing this.

Characters:

This is a heavy RP, background focused, politics and intrigue based game, rather than a powers-heavy game. You can, of course put points into your powers, but most, if not all of them are (of course) blocked, because, … well … prison-shadow. Same with items, or personal shadows. While they would make for excellent back-story (and possibly object worthy of being offered for bribery) they probably won’t have a direct involvement with the goings-on in game. Will you work together? Is it a contest to see who can polish teacher’s apple the most and get the prize? What interwoven interests do you have and will come out of all of this? How long have you been here? How do you feel toward the other prisoners? Those questions will probably be more important than how many troops you can command, How special your pattern-blade is, or how big your library is back at home.

Players:

  1. Manny (GM)
  2. Amber B
  3. Kat L
  4. Larry B
  5. Michael W
  6. Rain D

Game 10/3: Neverland: The Fairy War

GM: Ginger S and Michael C
Cast: 3-8
System: Amberway (Everway Amber variant)

Description:

Welcome to Neverland, where all the adventures of childhood can take place every day. The islands of Neverland are all paradises; each different from the last, each full of mystery, danger, and challenges.

Once upon a time, a group of children who were very likely unlikely heroes foiled the kidnapping of their school teacher, sank the Pirate ship “Revenge” to the bottom of Mermaid Lagoon, and saved the Ticking Crocodile from a nefarious shadow. The next day, they had to go back to school.

But Adventure! is never far away in Neverland, where everything and nothing is as it seems. And the children of Amber’s royal family had been sent here “for safety”, but it hadn’t turned out to be very safe.

Now the Fairies are asking for help. The Fairy Queen took the strongest fairies and went into the Fairy Realm, to challenge the Fairy King. The ones who are left are worried. They need your help, and it’s serious. You can’t fly without Fairy Dust.

Characters:

We are asking players to submit a character via email in advance following the rules here.

It’s a one-page document, so hopefully it’ll be easy. If you have any questions or issues, or just get stuck, email us.

They’re a shortened variant of Everway, adapted to Amber and Neverland and adolescent characters.

Characters from prior Neverland adventures are welcome, as are newcomers.

Players:

  1. Ginger S (GM)
  2. Michael C (GM)
  3. Amber D
  4. Kris F
  5. Laura B
  6. Richard D

Sunday – Slot 11 (UK Morning)

(10am – 5pm GMT)

Game 11/1: When a goddess goes missing

GM: Ray H
Cast: 5
System: Legends Walk Diceless

Description:

There is a world beneath the one you know. A world of gods and mystery, a world of scions and titan spawn. A world where picking up the wrong sword can cause untold misery or profound joy and excitement.

You all work for Section 13 of SATT who regulate the secrets of the otherworld and keep the mortals from finding out just who lives next door. And your boss…. well he appears in most history books but won’t tell you his real name. And he is terrified. The goddess that runs the agency and powers everything has gone missing and he doesn’t know who he can trust.

New and old players welcome!

Characters:

I will send out an email with examples of characters to all players, but the basics are that you choose a word or phrase to act as a stat that shows how good you are at x y or z.

You get 4 of those and then you choose a negative phrase as well.

So someone might be ‘Skilled with any blade they can lay their hand on’, ‘a blacksmith of notoriety’ and ‘has a glass jaw’

You also will need to choose which Goddess or God is your sponsor to work with SATT. They can be your parent or your patron and I will need a few sentences explaining their relationship to you.

For example
My mother is Hathor, and she doesn’t trust that Lancelot du Lac will not start another war with the Titans if he sees them doing something wrong and she has sent me to work for SATT so that I can be a peace maker.

Shouldn’t hit many dark themes but may have discussions of war, murder, assassination in a mythological context.

Planning on using discord but may use zoom.

Players:

  1. Ray H (GM)
  2. Edith B
  3. Jules D
  4. Kenneth M
  5. Rachel W
  6. Tym N

Game 11/2: MMV Keeper of the Unforgotten

GM: Dave C
Cast: 4-6
System: LoGaS

Description:

As an agent of the Lord Protector, AKA (a) Master of the Stair, AKA Wielder of the Eidolon of the Ruby dawn and pretty much one of the big players in the multi vector, massively asymmetric warfare that is the Stair and Gossamer worlds you do get some damn weird jobs.

This time it’s a rush job (when isn’t it) something is happening amongst the Ashen Path Worlds. And that as they say is a bad thing. Those are worlds torn asunder by forces from eons ago, atmosphere bleeding through rents in their Gossamer fabric and into Shadow beyond. Whatever is there, whatever is happening it probably isn’t good.

Characters:

10 point characters. No more than 10 points in artefacts and stuff capped at +/-5. Please may I have a brief character with a rough idea of where you came from, what you care about and why you are working for Luke. All powers available at reduced costs (minimum 10pt spend) talk to me before game for details.

Players:

  1. Dave C (GM)
  2. Alastair J
  3. Guy A
  4. Karen H
  5. Kevin D
  6. Trish H

Game 11/3: Blandings and the Cloth of Gold

GM: Mel M and Claire McK
Cast: 5-6
System: Amber/Blandings crossover – special rules (a variant of the Gentlemen and Players rules, created by Timothy Ferguson) which will be provided.

Description:

It’s spring when Aunt Flora summons you to Blandings Castle (a great time of year to be there). When you arrive, you find Uncle Caine in residence too – obviously not one of those times when he is Doing Things for Great Britain that no-one is meant to talk about. He has a story to tell about a fabled lost treasure … In which Aunt Flora is taking a keen interest. Do you have your passports? And your weapons?

Characters:

100 point characters. Stats are Eccentricity, Sport, Tenacity and Money – all will be explained. The characters are children of the Blandings version of Amberites (except that Fiona and Flora are Aunts). Mirelle and Random Threepwood are too young to have adult children, so also out. Players will also have a special free skill for this game.

Players:

  1. Mel M (GM)
  2. Claire McK (GM)
  3. Alan W
  4. Anna J
  5. Jason P
  6. Marieke K
  7. Scott S
  8. Vivek D

Game 11/4: Lucky #7

GM: Esther vR
Cast: 3-5
System: ADRPG

Description:

You are invited to your cousin Vincent’s bachelor party! Since Vincent is Flora’s son he invited you to Las Vegas, shadow Earth. He is off to marry some Chaos girl to strengthen the bonds between the courts and he just wants to party like there is no tomorrow one last time! You all got an invitation stating the date, time and location and a location trump. You are supposed to bring a small gift and a bottle of your best booze to get ready for a night out in the loudest city in the multiverse!

Whatever happens in Vegas, stays in Vegas, right?

Characters:

Create a character using 75 pts. Can be an Amberite, Chaosite or whatever you feel like.

Note: This is a re-run of last year’s ACNI game

Players:

  1. Esther vR (GM)
  2. Keith P
  3. Louisa M
  4. Matthew B
  5. Seana M
  6. Stephen Q

Game 11/5: Ghost Wheel Does… Isekai

Organiser’s Note: Moved to 14/2

Game 11/6: Brothers of the Rose

GM: Andy R
Cast: 2-5
System: The Dee Sanction – magick and intrigue in Elizabethan London – warning this game uses dice

Description:

Life as a minor noble in Elizabethan England is pretty good, or at least it was until you were caught dabbling in forbidden magicks, now you face public disgrace and execution. However there might yet still be hope! Doctor Dee has offered you a reprieve, but of course you need to do him a favour first by infiltrating the Brothers of the Rose and reporting on their misdeeds.

Characters:

This will be a Dee Sanction game with some minor tweaks, but the game will use dice.
Character creation is fairly simple though and full details will be sent to players once the game assignments are complete.

Pregen character will be available for those not wishing to create one themselves.

Players:

  1. Andy R (GM)
  2. Aida P
  3. Ari M
  4. George K
  5. Pete M
  6. Simon C
  7. Simone P

Sunday – Slot 12 (UK Evening/US Morning)

(7pm – Late GMT)

Game 12/1: An Invitation to a Coup

GM: Seana M and Louisa M
Cast: 4-6
System: ADRPG

Description:

Set during the Corwin books. The royal family have taken much of the army and left for parts unknown, leaving Gerard in charge. Unfortunately, he managed to get himself killed in a battle that wiped out the remaining invading forces as well. This left who was actually in charge hanging, as Amber is without precedent for what to do if there are no members of the royal family in residence. The seneschal of the castle started giving orders in the chaos and hasn’t stopped since.

The problem?

It’s been about a year and he’s getting more comfortable in the role, which means that he’s starting to put his people into positions of authority. Positions of authority that you currently occupy. Given that you all have grudges against him, it’s fairly obvious that your time is running out and a hasty conference has been organised. An invitation to a coup, if you can manage to agree to terms that are acceptable to enough of you.

Characters:

Character creation instructions will be sent out ahead of time. They’ll be relatively simple and based around your character and what faction they’ll represent. We’d appreciate it if you get back to us relatively quickly so we’ll have time to come up with the exact situation before the con and get back to you about the precise nature of your faction’s goals. Please contact us via the email or discord.

Players:

  1. Seana M (GM)
  2. Louisa M (GM)
  3. Becca M
  4. George K
  5. Ginger S
  6. Manny
  7. Michael C
  8. Stormy W

Game 12/2: Aurellis

GM: Tim H
Cast: 3-6
System: ADRPG with lots of local variance

Description:

This is a returning game.

We are still getting towards the end of 2011 in game time. The last Aurellis was played at ACNW this year, and that scenario was 20th Dec 2011.

Shit has happened. It was discovered that ‘The machine’ had done a deal with ‘The Sith’ and that the Skywalker Ranch in California was actually a secret machine / Sith base. And that the Machine had planted nukes all along the San Andreas Fault. There is still fallout from that to be dealt with.

And that lovely Wolfe Logrus, which they had managed to transplant onto a Death Star, is now in friendly hands. Sort of. Lots of stings in the tail being discovered there.

And Dark Oberon, the gift that keeps on Giving, is still up to various tricks. Lately, it seems that there are a lot of Ghosts of former Amberites that are controlled by Dark Oberon, due to him having possession of their Souls, trapped in Soul Coins.

And none of that takes into account any of the personal dramas of the various player characters, weddings, children, embarrassing relatives, that sort of thing.

Characters:

Returning players should decide which of their character they wish to play.

New players will create their characters by filling out a character quiz that will be provided before the con.

Players:

  1. Tim H (GM)
  2. Darrell H
  3. Drew W
  4. Jason P
  5. Karen H
  6. Kenneth M
  7. Kris F
  8. Rain D

Game 12/3: Amber Mouseguard: A Tail of Love and Loss

GM: Matthew B
Cast: 3-5
System: Amber Mouseguard

Description:

Nobody knows what happened to the great city of giants and gods generations ago. Their mighty 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 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 Pineton 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 others 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.”

Characters:

Character creation rules will be sent out, as well as a link to a blank character sheet. This is not in the same arc as games I’ve run at previous conventions so new characters will be required.

Players:

  1. Matthew B (GM)
  2. Dave C
  3. Guy A
  4. Laura B
  5. Ray H
  6. Richard D

Game 12/4: Burning Coal

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

Description:

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

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

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

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

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

Characters:

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

That’s who your character is. In addition there should be a reason the ministry would want to employ you some extraordinary ability, power or skill-set. a reason you work for the ministry: They might have stayed your execution for a crime (real or framed) Maybe they pay you vast sums of money. Perhaps they are the only source of a drug you need. Possibly you’re just the right mix of patriotic and amoral that you want to. One superhumanly strong stat or trait, eg: Strong / Agile / Dextrous / Strong-willed / Perceptive / etc 0 or more additional strengths, each balanced by a weakness, eg: Weak / Aged / Clumsy / Weak-willed / Vulnerable to iron / Berserk / etc

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

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

Players:

  1. Vivek D (GM)
  2. Alastair J
  3. Anna J
  4. Edith B
  5. Marieke K
  6. Mel M
  7. Simone P

Game 12/5: The Sky is Static, the Floor is…Complicated

GM: Judd G
Cast: 4
System: Alternate Amber

Description:

The whole multiverse is a simulation that was run by the Admins for some unknown purpose – one that needed a whole multiverse simulated. Very few know – how could you if you always lived here? We of the Glitch are the few who worked that fact out enough to take some measure of control, or were shown how. Now, the purpose of the ‘verse is done and the Admins gone decades ago.

We are in control, but of what – and for how long? Some of us are getting cagey. Some have big goals. Some fear the plug being pulled. Some think the last one out switches off the lights. What do you think and what will you do with the chaotic powers of the Glitch to affect your Will on the ‘verse?

(The Glitch is a tech-skinned Logrus. Using Amber rules, but no Amber and Chaos, just the Glitch and the Hub.)

Characters:

No Pattern (Hub), The Glitch (Logrus) and basic Shapeshifting are free. Also, every character can opt for a free leather coat and cool shades.

Attributes are NPC (-15 Points sell-down), Haxx (free), and Ranked (via secret purchase).

Players purchase the rest on 50 points of budget. Sadly, no room for contributions, but if I keep this rolling, we can discuss them at advancement…

There are cute names for the other powers as well – Trump is “Linking”, High Compelling is “Config Slicing”, Conjuration is “Crafting”, Power Words are “Exploits”, Sorcery is “Scripting”. We’ll try and have fun with it.

Shapeshifting and Sorcery are played fairly loose, but Sorcery is, in effect, “Mold Shadow Reality” with more steps and delays. Quick combat spells are usually classed as Exploits (Power Words) like ‘force bolt’, ‘fire bolt’, ‘bullet (outta nowhere)’, etc.

The ‘verse has no time-flow variances, it all clocks the same, but some powers might simulate this locally by “underclocking resources” for a time.

The ‘verse also isn’t all neon and Chrome, but parts of it definitely are. The backdrop is more code than mystic energy, but the multiverse is still packed full of anything you so desire – except maybe a greater purpose…

Players:

  1. Judd G (GM)
  2. Amber D
  3. Pete M
  4. Scott S
  5. Stephen Q
  6. Tym N

Game 12/6: Star Trek: Brave New Worlds

GM: James A
Cast: 3-6
System: Homebrew (KEY System), Science Fiction

Description:

“O brave new world that has such people in it!”
At the beginning of the 25th Century, the USS Voyager NCC-74656-A launches a brand new mission with a brand new crew. The exploits of the original Voyager have become the stuff of Starfleet legend. Voyager travelled further than any other Starfleet vessel before it and Captain Janeway defeated the odds by bringing most of her crew home safely.

Will the new crew’s adventures also become tales told in Starfleet Academy for centuries to come?

Characters:

Pregens will be provided, but players can give input about the type of character they prefer.

Players:

  1. James A (GM)
  2. Alan W
  3. Amber B
  4. Ari M
  5. Esther vR
  6. Kevin D
  7. Trish H

Sunday – Slot 13 (UK Night/US Evening)

(1am  – 6am)

Game 13/1: Ether, Guns, and Sails

GM: Drew W
Cast: 3-6
System: Etherships – Diceless gaming in Worlds of Magic, Sail, and Space

Description:

To sail the Ether Seas is to venture into a dark, murky unknown. Pirates, Leviathans, and enemy vessels prowl and patrol these seas. Join the crew of one such daring vessel on a voyage into terrors both known and unknown. Wield magic, sword, and cannon to brave these wispy, inky, depths on a journey to the great beyond.

Characters:

Characters will be developed using simple points system and questionnaire. The feel is parts pulp, swashbuckling, and maybe a bit of steampunk. This game will be the first to explore this setting in a Diceless system, for possible use in multiple cons to come. Setting up an episodic game play for 1-shot and continuing characters. There will be violence, magic, exploration, and possible horror elements to the setting and games. Games will be run in Discord.

Players:

  1. Drew W (GM)
  2. Darrell H
  3. Ginger S
  4. Kris F
  5. Laura B
  6. Rain D
  7. Stormy W

Game 13/2: Searching for Rebma (An aside in a larger game)

GM: Manny
Cast: 3-5
System: ADRPG

Description:

Lots of time has passed since Patternfall (and a lot of it is documented on the wiki, which will be provided) including, recently a pattern removal/redraw event. During that time (and other … not so pleasant things) Rebma was destroyed. But now, strange things have been happening off the shore of what used to be Amber City, and you have been engaged to investigate. Your skills are needed, and who knows what untold riches, power, or position might result from this expedition. Or you might be doing this because you see it’s your duty to the stability of Amber. Or for the honour of Nevil.

One of the rewards for the successful completion of this quest is a chance to walk the new pattern, but if you are not so inclined, there are other rewards being offered as well, if you don’t think you qualify for a pattern walk. There are lots of possibilities for anyone who successfully and positively attracts the attention of the new regime. While King Deirdre is off on a quest at the moment, she will receive full reports of this expedition, never fear.

Underwater skills, shapeshifting, archaeology, the love of the water, love of aquatic life forms or other denizens of the deep, or other things that might qualify you for this little adventure are highly recommended. Who knows what the deeps will hold.

Characters:

You don’t need to know anything about the backstory of the Amberverse chord that this is being run in, or you could be seeped in the history, this is open to anyone, including PCs who have played before (and I might even be willing to loan out some of the NPCs, if you can give a good reason for it). You don’t need to be from Amber (although, that close to the pattern might give those from the Courts somewhat of an itch, but, talk to me, there are lots of places for such in this ‘verse) and there is lots of reasons you might have been invited/put yourself forth to go on this quest.

Items, familiars, and resources are highly encouraged, as well as creative thinking, since this probably can’t be solved by brute force. But brute force might be necessary. There are more powers in this Amberverse than just the ones listed on Shadow Knight, so if you have interest beyond that, there is documentation. You will need at least one power/item/familiar that makes you not -shadowlame (as in, you have an ability to cross shadow by your own skills/abilities). Characters are based on 120 points, limit 3 points in good/bad stuff, good storytelling about why you have things/abilities are encouraged for extra credit. The steps in the stats ladder are almost entirely filled in within reach, so, ranked is a thing, top-ranked, probably not so much of a thing. Character backgrounds have been as varied as from a lot of other RPG/media sources (we had a D&D campaign running inside this ‘verse for a while, and the folks from the Serenity are around and active as examples) as well as the traditional, grew up in the Rangers/City Amber/Rebma etc.

There are some very adult themes in this Amberverse, but they won’t (necessarily) come up during this run. If you are reading the background/wiki/game-logs there should probably be a huge content warning sticker over most of it, since a lot of the human condition has been laid bare. Feel free to contact me first if such might cause you issue, so I can filter things for you.

Players:

  1. Manny (GM)
  2. Amber B
  3. Amber D
  4. Guy A
  5. Larry B
  6. Richard D

Monday – Slot 14 (UK Morning)

(10am – 5pm GMT)

Game 14/1: Thread: Carillon’s Call

GM: Kevin D
Cast: 3-6
System: ADRPG/LoGaS Stats. Power, Items and Allies to be discussed with the GM for Costs and Limitations.

Description:

“Let whosoever sound me think not of glory, but only of salvation.”
—Ingtar Shinowa

Or so it was said in an age long past, an age where legends of the Dragon have faded to myth and myth long forgotten only, it is said, for the age that gave that birth to come again.

It was in that Age, an Age some called the Third Age, an Age yet to come, an Age long past that a wind rose on the peaks of the Dragon Mount

And a wind rose atop the Seat of the Dragon, a swirling chilly wind to blew down from the heights towards distant lands, unhindered by city, nation or land. The wind was not the beginning for neither are there beginnings nor endings to the turning of the Wheel of Time, but it is a beginning.

Looking out of a window, you see the clouds swirl and despite yourself you shiver. The Wheel was surely turning and everything was changing.

You look down the letter, fluttering as the wind curled its edges. The hunt had been called.

Characters:

You will all be seekers and hunters, gathering to begin your search for the Carillon.

Please all select an origin nation and we’ll choose our starting location based on proximity to the group. Please use your nation to flavour your character concept.

Characters should be built using 60pts.

  • 0 points in a stat represent the average person. Selling down represents a weakness and you can sell down a variable number of points up to -10.
  • Stuff is limited to +/-5pts but is a double edged sword as the Dark One’s Own Luck draws his attention.
  • Channelling will need to be purchased and without training is limited.
  • Items and Powers are available and based on their abilities, be costed by the GM.

Players:

  1. Kevin D (GM)
  2. George K
  3. Paul J
  4. Scott S
  5. Simone P
  6. Tym N

Game 14/2: Ghost Wheel Does… Isekai

GM: Keith PM
Cast: 3-6
System: Using standard ADRG powers and rules with a twist.

Description:

How did you die the first time? Was it a fatal sword blow in the heat of battle? Betrayed and stabbed in the back by those you once thought were truest companions? Killed by your dearest Prince who sought to remove an unwanted fiancee? Pushed in front of a speeding train by a disgruntled minion? Struck down by a falling pot plant? Murdered by Truck-kun? Died to madame guillotine? And the second time? What about the third?

Rejoice fallen one for your first death had caught the attention of the Great Wheel, it gave you a deal you couldn’t refuse (No matter what you said) to be reborn again in a world of swords and sorcery. So as the Wheel turns your soul has been spun anew on the weave of the age, You have worn many names, many faces, Different faces but always the same soul. You don’t know the Pattern the Wheel weaves but you are bound to its turning till the world’s ending, or you achieve its Great Design.

There is one small catch (well you’re pretty sure there is more than one by now) you need to defeat the Demon Lord Merlin. But fear not brave soul for the Great Ghost wheel will grant you a cheat…

Characters:

Using standard ADRG powers and rules with a twist. Characters creation details will be sent out before the con. But players will also select their play style / mode : Easy, Normal, Hard and Hell for less or more points

Organiser’s Note: Moved from 11/5

Players:

  1. Keith PM (GM)
  2. Alastair J
  3. Anna J
  4. Karen H
  5. Louisa M
  6. Seana M

Monday – Slot 15 (UK Evening/US Morning)

(7pm – Late GMT)

Game 15/1: Nobody Can Be Lost

GM: Matthew B
Cast: 3-5
System: ADRPG

Description:

Oberon has gone, taken to chaos and the Abyss by Dworkin. Random is king, but has yet to be crowned in front of the city. Everybody who survived chaos is here, even Corwin, and Dworkin has entered. He seems different, stronger, better, healthier, less the fool. Looking at the family trying to ply the honours, gain position in court, he turns to a few of the Children of Amber. “Come with me”

The Elders don’t seem to notice you leaving with him as he guides you down corridors and turnings, through a secret door in the library and down some stairs to a room covered in mirrors.

He looks as you all conspiratorially, “Oberon never trusted his children with all of Ambers secrets, there are some that must be known to somebody. If you want to know what happens when you,” he air quotes, “die, then follow me, otherwise go back upstairs because once I am sworn to the throne this secret will be held silent from all of you.”

He smiles and examines the mirrors, then steps into one and the surface seems to flow around him, it feels like a trump, but not a trump. You follow.

Characters:

50pt free pattern, all characters must have walked it. Powers are unimportant to this game, they cannot be used in the scenario, although magic, trump, logrus and shapeshifting can be bought at a flat cost of 10pts each and may help with certain plot events. Items will not work, shadows are inaccessible. All characters should also answer 3 questions: who do they believe are their parents, why did they follow Dworkin through the mirror, what question does the character most want an answer to?

Players:

  1. Matthew B (GM)
  2. Darrell H
  3. Ginger S
  4. Guy A
  5. Rain D
  6. Stephen Q

Game 15/2: Thread: Be Still Thy Beating Heart

GM: Kevin D
Cast: 3-6
System: ADRPG/LoGaS Stats. Power, Items and Allies to be discussed with the GM for Costs and Limitations.

Description:

“The Wheel weaves as the Wheel wills, and we are only the thread of the Pattern.”
—Moiraine Damodred

Or so it was said in an age long past, an age where legends of the Dragon have faded to myth and myth long forgotten only, it is said, for the age that gave that birth to come again.

It was in that Age, an Age some called the Third Age, an Age yet to come, an Age long past that a wind rose on the peaks of the Dragon Mount

And a wind rose atop the Seat of the Dragon, a swirling chilly wind. The wind was not the beginning for neither are there beginnings nor endings to the turning of the Wheel of Time, but it is a beginning.

Looking out of a window, you see the clouds swirl atop the oppressive peaks that overshadow Tar Valon and despite yourself you shiver. The Wheel is turning and everything is changing.

Characters:

You will be members of a team, lead by Aes Sedai of the Red Ajah, sent by the Amyrlin Seat to investigate an individual claiming to be the Dragon Reborn. Characters who aren’t Aes Sedai of the Red Ajah or are non-channelers (especially men) will be limited.

Points will be variable depending on the roll you choose within the group. Pick a roll (these aren’t set but could take the form of: Highest/Aes Sedai (Red), Aes Sedai Observer (Non-Red), Commander/Soldier (Warders require non-red Ajah Aes Sedai) etc) and contact the GM.

Players:

  1. Kevin D (GM)
  2. Esther vR
  3. Kenneth M
  4. Laura B
  5. Richard D
  6. Stormy W

Game 15/3: Escape from Carnival Row…

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

Description:

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

Citizens of The Burgue for the Protection of Virtue have suddenly become a great deal more active – and the chief target of their ire seems to be the Tetterby Hotal – run by the faerie Madame Moira, who has recently turned the place into an upmarket place for salacious entertainment of many kinds. Madame Moira, concerned by this attention, has smuggled some of her girls out into the countryside (something strictly forbidden) under the escort of a few people that she trusts. They are staying in a manor house on the outskirts of a small, obscure village.

But other visitors arrive too … and there is something that seems to be not quite right …

Characters:

You are someone involved in this. You can be a villager, or one of the Faerish that Made Moira has sent to safety … or one of the escorts. Come up with a proposal, and I’ll help you shape it. Returning and new players welcome.

We will be using Zoom or Discord to play this.

Players:

  1. Mel M (GM)
  2. Alan W
  3. Anna J
  4. Ari M
  5. Simone P
  6. Tym N
  7. Vivek D

Game 15/4: Protection Duty

GM: Andy R
Cast: 2-5
System: This is a SciFi game set in a Bladerunner like dystopian future using a simple homebrew diceless system

Description:

You are employed by Cobra Security a medium sized private security company that has a reputation for getting the job done and asking questions later (or preferably not at all) and have been contracted to protect Mr. Holtz a businessman who claims that he is being followed.

The game is set in a Bladerunner like dystopian future – there are no Amber/LoG&S or any other kind of world hopping elements.

Characters:

Nameless and genderless partially pregenerated characters will be provided with scope for players to customise them as they prefer.

Players:

  1. Andy R (GM)
  2. George K
  3. Karen H
  4. Louisa M
  5. Ray H
  6. Seana M

Backup Games

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

Game B/1: Into the Maw

GM: Larry B
Cast: 3-5
System: ADRPG

Description:

Characters from the multiverse of Amber are transported to a multiverse unknown to them….

Characters:

Amber diceless 100pts, pattern for free

Players:

  1. Larry B (GM)

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