Past Game Books – TirCon 2025

Tir-Na Nog’th Con 2025 Game Book

Wednesday – Slot 1 (UK Evening)

(7pm – Late BST)

Game 1/1: Amber Mouseguard: A Plague on Both Your Houses

GM: Natalie A
Cast: 6 + GM
System: Amber Mouseguard
Genre: Investigation, Exploration, Mouseguard

Description:

It’s been about five seasons since your intrepid adventure into the sky realm and things have been quiet. Blissfully quiet. The new Guard Leader has taken the name of Moins and history has yet to decide what she will be known for. It is a mild summer although you’re sure the storms must be just around the corner, particularly since you’ve been patrolling along the northern border with one ear always alert for the sounds of Savage Mice.

You’re returning to Rock Hold to collect more supplies for the bothies and update the town’s pathfinder about conditions from there to the coast when you notice something unusual; there is a small squad of town guard stopping anyone from crossing the bridge into the town…

Characters:

Returning characters get a small amount of advancement, I’ll guide new players through character generation once players are assigned to the game. I’m expecting a number of returning characters from The Moon its Mother but in addition I’d like a PC non-Guard healer mouse who lives in Rock Hold, and can take enough other guard mice to bring the group up to 6.

Note that mice who come to this adventure are unlikely to be able to get involved in the games The Dogged and Patient Art of Making Do at ACUK’25 or The Sun its Father at ACNI’26.

Players:

  1. Guy A
  2. Kevin D
  3. Mel M
  4. Natalie A (GM)
  5. Patrice T
  6. Shadow A
  7. Tym N

Game 1/2: Orpheus Station

GM: Andy R
Cast: 4 + GM
System: Homebrew Diceless
Genre: Scifi Horror

Description:

Orpheus Station…

A bio lab surrounded by pods floating into the dead space surrounding Pluto, the Arctic of space.

A cocktail bar, an infinity pool, and no less than seven capsule hotels, they even had a zoo (according to the Travelog data chip) until they stopped emitting.
No more signal, no flash of light, no sign of life anymore — nada.

So, what? Space pirates? Virus? Whole team decided to go full low-tech anarchy, fly under the radar?

That remains to be seen, and you’re the ones tasked with finding out, for better or for worse.

Characters:

“PCs are the crew of the Wulian-9, a small exploration corvette operating mostly in the outer reaches of the Solar system. Players will get to pick from 8 pregen crew, with the option to customise them a little during play.

The game will primarily use theatre of the mind and will be mostly an investigation/mystery/horror game not a tactical/shoot-em-up/horror game.

Content Warnings: Cosmic horror, mass death, suicide, loss of agency.

However I will not be pushing any of these themes heavily.
Life is cheap in deep space, but I don’t expect anything more horrific than a typical episode of a TV show like the Expanse.”

Players:

  1. Andy R (GM)
  2. George K
  3. John N
  4. Simon PM
  5. Stephanie I

Wednesday – Slot 2 (UK Night/US Evening)

(1am  – 6am BST)

Game 2/1: The Amber Sword at World’s End

GM: Rich D
Cast: 3-6 + GM
System: Amberway (Amber Powers/ Everway mechanics)
Genre: Investigation, Mystery

Description:

Far to the north is the frozen isle of World’s End. It marks the end of what is known; beyond it lies nothing but darkness and terror. It is said to be the lynchpin holding the cosmos in balance and the resting place of the Artifacts of Creation: The Ring of Primordial Fire, The Crystal of Time, The World Tree, and the Amber Sword.

Until recently, no one in the family of Amber had ever heard of this legend. Lately, it is everywhere: sailors and storytellers share the tale like an old favorite, scholars discover new references to the ancient saga, and even in shadow echoes of this place filter down to wherever you travel.

Is this yet another secret come bobbing to the surface without the anchor of Oberon to weigh it down? What else could it be? A summons for the worthy? A lure for the gullible? From the crow’s nest of your ship comes the cry of “Land ho!”. Time to find out.

Characters:

Character creation information and a breakdown of Amberway rules can be found here: https://docs.google.com/document/d/1OSMO4PIV3RahL8VpvRQ1udSmFqAYnUEm56Gsl0Wq_K8/edit?usp=sharing

Players:

  1. John N
  2. Kris F
  3. Michael C
  4. Richard D (GM)
  5. Stephanie I

Thursday – Slot 3 (UK Morning/US Night)

(10am  – 5pm BST)

Game 3/1: As yet untitled…

GM: Simone PM
Cast: 4-6 + GM
System: ADRPish
Genre: Investigation

Description:

(Yes, that is the title)

The storm came out of nowhere. You were just trying to get home, but you had to keep turning back, everything looks so different when your only illumination is the flashes of lightning, and now you think you’ve managed to get yourself lost.

Characters:

Your character is an inhabitant of Earth in the year 2025. Describe them, and what their journey home should have been.

Then… your character has a book character that they identify with. They may think that they like this character for their mad fighting skills, razor sharp wit, or mesmerising beauty, but it’s more visceral than that, even if they don’t realise it. They identify with this character for their flaws or challenges. (For example, they are in some way an outsider, they lack social skills, or they struggle with addiction)

You have 15 points to spend, across 5 stats, Psyche, Strength, Endurance, Warfare and Connection (how much you identify with your book character)

You can also pick 3 skills that you are particularly good at.

The book character that you choose will be more relevant the more time I have to familiarise myself with it, so early discussions are advised.

Players:

  1. Gabriel P
  2. George K
  3. Guy A
  4. Keith PM
  5. Simone PM (GM)
  6. Stephen Q

Thursday – Slot 4 (UK Evening/US Morning)

(7pm – Late BST)

Game 4/1: Burning Coal

GM: Vivek D
Cast: 4-6 + GM
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.

Players:

  1. George K
  2. Mel M
  3. Stephen Q
  4. Tom M
  5. Tym N
  6. Vivek D (GM)

Game 4/2: Beyond the Horizon

GM: Kevin D
Cast: 3-6 + GM
System: ADRPG+
Genre: Spy Games, Rescue, Advendure

Description:

We’ve dreamed this moment for so long. We’ve worked so hard to make it happen only for our family to stumble at the last hurdle. We cannot let this happen. The Strix must survive.

As members of the Royal House of the Strix, you would do anything to save your home, save your people, save your family. So much has already been sacrificed only to have the House of Amber… though they don’t call themselves that any more… shatter your efforts sending the Strix spiralling back into the Beyond.

As if that wasn’t bad enough, the Eternal, your grandsire, Queen Agnieta is missing and none of the family can reach her.

It’s time something be done about it. Gathering several of your more sympathetic family, you set out to find a way to turn the tide.

Characters:

You’re a member of the Strix seeking to help save your home from destruction in the void. There will be more information once the story begins.

* What do you look like? Pictures please.

* What is your schtick? Your special skill? Everyone has an often jealously guarded speciality!

Characters should be constructed using 150 points. Returning players can have an extra 5pts of advancement.

Common powers include Power Words, Sorcery and Shapeshifting. As highly skilled members of society, you can also be trained in the use and creation of Trumps. And as members of the Royal Family you have access to the family’s most important tool: The Dream (50pts)

Allies would be limited to members of the family. Shadows are not available. If there’s another power you want, speak to me and I’ll cost it.

Players:

  1. Darrel H
  2. Edith B
  3. Keith PM
  4. Kevin D (GM)
  5. Patrice T
  6. Richard D
  7. Stephanie I

Game 4/3: Enclave

GM: Robby H
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+

Description:

In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an Agent in its employ, tasked with accomplishing missions across the infinite world alongside a squad of fellow Agents.

Enclave is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.

Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.

Characters:

Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.

Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the ruleset before playing — Enclave is very easily learned on the fly.

Further Information:

If you’d like to learn more about Enclave or dive deeper into the game, please check out our…

* Discord Server, to get involved with our awesome community: https://discord.gg/JdZWyf7fq2,
* Etsy Store, to buy the game: https://robbylavagames.etsy.com/,
* YouTube Channel, with dozens of recorded sessions: https://www.youtube.com/@robbylavagames,

Players:

  1. Guy A
  2. John N
  3. Robby H (GM)
  4. Stormy W

Thursday – Slot 5 (UK Night/US Evening)

(1am  – 6am GMT)

Game 5/1: Meanwhile: A Duplicity of Pirates

GM: Michael C and Ginger S
Cast: 4-6 + 2xGM
System: Meanwhile System…
Genre: Shared World Espionage/Adventure

Description:

A chance encounter while on a diplomatic mission for The Crown led to the discovery that an agent of a dangerous pirate queen, thought to be sealed in her shadow, was not only outside of the sealed-shadow bubble, but actively working with his prime instance. The two had been working to infiltrate the Rebman diplomatic mission the family had been overseeing, but when they were discovered, they became an objective themselves.

The two agents, closer than brothers, fled after being discovered, but Benedict has been warned and returned to Amber. The threat of the Pirate Olary Verrow colluding with her opposite number, Queen Olary Varrow of the shadow “”Tree-Amber”” was too great a risk.

The cousins have heard reports that suggest that the Agents have been active in Shadow. It’s time to shut down the cross-shadow threat by any means.

Characters:

Meanwhile… is a shared world, working its way toward the Corwin Chronicles, currently about 6 centuries away. We are producing a companion campaign, trying to contradict as little as possible of the first Amber series. Meanwhile.. is an episodic campaign, and no one is expected to be at every session, especially since they run at most any Ambercon, with GMs from our player base running games that tell us more about their character. Characters should fit the power-level and story of the Corwin Chronicles as we approach them. New players will have to contact Stormy at godbossman@gmail.com to get their characters set up for the campaign, as the system in use is his own shaky creation. New players who haven’t been in touch by a week before the Con will be assigned pre-gens.

Players:

  1. Everett I
  2. Ginger S (GM)
  3. Ian N
  4. John N
  5. Kris F
  6. Laura B
  7. Michael C (GM)
  8. Stormy W

Game 5/2: Enclave

GM: Robby H
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+

Description:

In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an Agent in its employ, tasked with accomplishing missions across the infinite world alongside a squad of fellow Agents.

Enclave is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.

Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.

Characters:

Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.

Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the ruleset before playing — Enclave is very easily learned on the fly.

Further Information:

If you’d like to learn more about Enclave or dive deeper into the game, please check out our…

* Discord Server, to get involved with our awesome community: https://discord.gg/JdZWyf7fq2,
* Etsy Store, to buy the game: https://robbylavagames.etsy.com/,
* YouTube Channel, with dozens of recorded sessions: https://www.youtube.com/@robbylavagames,

Players:

  1. Larry B
  2. Richard D
  3. Robby H (GM)
  4. Stephanie I

Friday – Slot 6 (UK Morning/US Night)

(10am – 5pm BST)

Game 6/1: The Walls Are Way too Thin

GM: Alan W
Cast: 4-6 + GM
System: ADRPG
Genre: Mystery, Intrigue, Horror

Description:

The Golden Circle Kingdom of Tempeste is in crisis. A terrible plague has beset the realm, restricting trade in and out of the capital. Farm workers are too ill to till the fields, and pleas for help to Amber have gone unanswered. Due to a recent outbreak in the city itself the kingdom is under strict quarantine and you have found yourselves confined to a safe house in the noble quarter. How long will you have to stay here? What will become of your life outside if you have to stay here for days, weeks or possibly months?

Characters:

You are a noble of Tempeste or their loyal retainers and must navigate this crisis without breaching strict curfew and quarantine rules. Or at least without being caught breaking them. You must also navigate this crisis without causing a war with the neighbouring kingdoms or compromising the royal family. You have 25pts starting at Chaos level, further details from the GM.

Players:

  1. Alan W (GM)
  2. Edith B
  3. Jason P
  4. Keith PM
  5. Mel M
  6. Tym N

Game 6/2: Emergence

GM: Simone PM
Cast: 4-6 + GM
System: ADRPG-ish
Genre: Investigation

Description:

You grew up in ignorance, in a quiet village somewhere, your powers suppressed.

Until puberty, when your powers found a way to make themselves known. Unfortunately, that meant that you were revealed, exposed to outside forces, and your guardians quickly whisked you away.

You, and others like you, spent the next few years at various temporary training camps, learning to use your powers, but often being taken to a new camp at short notice, “for your own safety”.

You’ve only been at this latest camp for a few days, but when you get up one morning something seems wrong.

Characters:

Step 1: Name and physical description

As a 16 year old, you have 10 points to spend on psyche, strength, endurance, warfare and weirdness. Describe your weirdness, it is how your power begins to show itself. How did you respond to it?
What are you good at? List three particular skills you have.

Step 2: A few years older, you have 20 more points to spend, and can add three more skills.

Describe your power.

All welcome, but anyone who played in last year’s (TirCon23) Chrysalis need only do Step 2.

Players:

  1. Gabriel P
  2. George K
  3. Simon C
  4. Simone PM
  5. Stormy W
  6. Ythamar P

Game 6/3: Politics and Pageantry

GM: Edith B
Cast: 4-6 + GM
System: Rules light system defined by PC characteristics
Genre: Period costume drama meets Sci fi?

Description:

“If peace . . . only had the music and pageantry of war, there’d be no wars.” – Sophie Kerr

The Might and Magnificence of Lady Dybele’s Intergalactic Empire was unmatched … until it encountered an interdimensional visitor that opened a hitherto undreamt of beyond.

Oberon’s Amber stood as the unquestioned centre of reality. Until an upstart Empress of Shadow had the temerity to question it.

Those used to absolute dominion can struggle with their own ilk.

War has raged on and off for long enough to have grown wearisome. Long enough for both sides to be ready to consider alternatives.

So a summit has been arranged, on carefully chosen ground. There will be splendour. There will be spectacle. Neither side wishes to be outshone by the other.

But it falls to you, loyal courtiers, to smooth the path to peace, soothe your rulers’ egos, and ensure sanity prevails.

Characters:

This game predates Dybele’s union with Oberon. It will take place on a world in her realm with a sufficiently bucolic environment to not feel too jarring to courtiers visiting from Amber. You are playing a courtier from either Oberon or Dybele’s entourage, seeking to smooth the path to peace and ensure that your side isn’t outdone in splendour and spectacle by the other.

The game is likely to involve themes of war, politics, physical injury and death, though hopefully won’t be as grimdark as all that sounds.

Players will be asked to complete a short character questionnaire in advance of the convention.

Players:

  1. Cancelled due to Numebrs.

Friday – Slot 7 (UK Evening/US Morning)

(7pm – Midnight BST)

Game 7/1: Silver Spires – Writ in Stone

GM: Dave C
Cast: 3-6 + GM
System: Amber DRPG’ish
Genre: Expansion and Exploration

Description:

Corwin is dead and you buried him, heading through shadow and the path of his blood to the new place. It is indeed different and you think the rules you knew may no longer entirely apply. There are questions left unanswered and perhaps some will be in the new place bound on land between waters both bitter and sweet.

Characters:

100pt characters. No Advanced powers, limited artefact purchase and a secondary pool/ auction for “extras and actions”. Details placed on line before game. Open to anyone, however those who didn’t play in TirCon 2024 run of After Corwin or TirCon Sins of the Parent will need to explain their absence from the family gathering / known existence. Will need to update local geography for players (see below). NB all characters are children of Corwin.

The New Place:

The Pattern lies on an isthmus of raised land. To one side a fresh water loch with a marshy border. To the other a stretch of tidal salt water and a bay with sand, the water goes to the horizon. In front the land rolls on and there is a stone circle part overgrown atop a henge and beyond that the remains of old stone dwellings mostly buried beneath sand and soil. Behind, the land rises a little and there is a smaller more irregular circle of stones around which are mounds. Further in that direction the sun sets and you can glimpse some farmed land.

Children of Corwin are little known for either their patience or collegiate behaviours. That being said what you can say for certain in a matter of hours is that shadow moves but like treacle and not until you have gotten passed either of the stone circles. None have tested the water options yet. To the rear of the Pattern the farmland gives way to a small village on the shore. It has a semi-circular stone wall protecting it on the land side, perhaps fifteen feet in height and with a single gate and ditch around. Livestock grazes on the land nearby, sheep, swine and oxen and the inhabitants were woollen garments dyed in yellows and oranges mainly. Vivid is not a term to be used – faded is better.

The inhabitants say they are the last of the Chosen – a man clad in black and shining with light swore to protect them as long as they remained faithful and tended the circles. That was a long time ago and he has not been since the burnings and raiding that has forced the others away and left the lands of Stone and Blood derelict.

The technology is bronze age at best with a considerable amount of stone age tools still in use. Trees are few and treasured, washed up branches a gift from the Gods. Some gold is in evidence along with silver and copper or at least their local counterparts. Fires are made for the most part from peat although the local gorse is used as well. There are silos of drying gorse within the walls of the village.

100pts No advanced powers only ADRPG, no Shapeshift or Logrus. No bidding down on stats.

No more than six points spent in total on items.

No item can cost more than two points. Items brought over from previous games will have become less powerful in the new place (exception, trumps as long as the artist is still alive).

Players may chose what powers are left in previous items and any point difference is held by the ref in a bank of “stuff”.

No good stuff.

Bad stuff capped at -5

No Shadows or mentors or similar if you had previously bought these the points are with the ref in the bank of “stuff”.

Please list any items you picked up in After Corwin or Sins of the Parent that you feel are significant otherwise they are lost once you crossed the Rubicon into the new place.

New Players – as above where pertinent but need to organise with the ref an intro mechanism, this is after all a strange and different place.

You also have ten points to spend on the following (this is a blind auction) you may bid in more than one section but only have ten points to spend. Answers must be with me by June 4th 2025 otherwise you have lost the points and the options. The time lock is so I can juggle things and build things for you lovely players.

  • The New Pattern
  • The New Shadow
  • Trump
  • Sorcery
  • Artefacts
  • The Land of Stone and Blood

Players:

  1. Dave C (GM)
  2. Gabriel PM
  3. George K
  4. Jason P
  5. Laura B
  6. Simone PM
  7. Tym N

Game 7/2: Blandings: A Marriage is Announced

GM: Mel M
Cast: 4-6 + GM
System: Amber/Wodehouse crossover. Rules and a character creation form will be supplied.
Genre: Wodehousian comedy with (sometimes) a dash of 1920s/1930s darring do

Description:

There are a lot of weddings planned among the cousinage, but one demands more pomp and circumstance than what will undoubtedly be a quiet and peaceful service in the medieval church of St Jude in Blandings Parva. For when the Duke of Dunster marries the fabulously wealthy daughter of the Earl of Ickenham (known to his family and friends as Bleys), something rather grander is anticipated. And really, what could go wrong?

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 – it should be something connected with weddings.

Full character notes will be supplied to new players.

Players:

  1. Anja K
  2. Claire M
  3. Mel M (GM)
  4. Natalie A
  5. Shadow A
  6. Stephanie I
  7. Tom M
  8. Vivek D

Game 7/3: 90 Day Wonder

GM: Pete M
Cast: 4-6 + GM
System: Amber with a few rules tweaks
Genre: Survive or not

Description:

The War is not going well, every defence put up by Chaos is crushed and the survivors captured or killed by the Armies of Amber. Casualties are high, especially in the military houses. The Courts require more Logrus Initiates now! So the near qualified trainees were initiated, then those who mostly completed their training, then those with halfway through, now you. Each group having successively more and more losses to the Madness of the Logrus. After you, it will probably be random “volunteers” from off the streets. Currently you are standing in the Chamber of the Logrus about to commence your decent into the Pit where the Logrus awaits.

Characters:

You are a member of one of the Houses of Chaos, which one? What ever one you choose. (Major, the Houses we have all heard of, or Minor for the lunatics that need to create their huge tracts of background.) As you know that all the other Houses consist of, with a few individual exceptions, fools, incompetents and probably traitors.

You start with basic shapeshift, and are about to acquire Logrus, (it will be free,) you have 70 points to spend on top of that.

As to other powers, No Pattern, no Logrus yet, however you can make the leap to Advanced Logrus for 25 points when you initiate. Sorcery, Conjuration and Power Words all OK. For Trump you will need to have bought Sorcery. (I see Trump as a skill, not a power on its own, so you need a power to drive it.) Stuff will be plus to minus 5.

Items: limit of 10 points total but no more than 4 points per item. Spell racks are included in cost of Sorcery. Each of you have a free trump deck consisting of senior members of your house, your Logrus tutor. (Both Suhuy and Mandor have better things to do than hold your hand.) Also the entrance to your House Ways, the Diamond Gate and the Cathedral to the Serpent. Those who bought Trump can have a couple of sorcery based trumps as well. Skills: you can spend up to 10 points in skills (up to 10 different skills or 1 skill up to 10 times or somewhere in between) I will need the name of the skill, the stat it is mostly associated with and how many times you have bought it. For each time you do so the underlying stat will be considered 5 points higher. Example you have a psyche of blah, you bought hypnotism 10 times, (but this would be a bad choice,) so for most psyche things you have a value of blah but for hypnotism it would be blah plus 50.

Note a skill of Trump is a no-no as it’s too broad, skills need to be narrowly defined

Players:

  1. Darrel H
  2. Edith B
  3. Keith PM
  4. Kevin D
  5. Patrice T
  6. Pete M (GM)

Game 7/4: Meanwhile… at Fortress Tharintide

GM: Stormy W
Cast: 4-6 + GM
System: Meanwhile…
Genre: Exploration

Description:

Alexander has left for his long sojourn into Shadow, but he still has his Trump deck, and if one takes the call, he is apparently riding something with a padding gait, as jungle scenery begins to thin and dry out as he speaks. He seems happy, though the scene bobs and weaves as he avoids things hanging from trees.

“It’s Alex. Fiona asked me to check up on something for her, and this time, she said I could bring guests, as long as they behave themselves*. I should warn you – just getting where we’re going will take at least a fortnight after we pass the Fortress walls. I’d plan for at least a season away if not longer. If you’d still like to come along, gear up for travel in a low-tech, mid-magic, temperate Shadow, choose a… non-flying mount, and call me back when you’re ready.”

*Trump artists get an additional inclusion: “That means no making Trumps of any place or person you see or meet while there. There’s a reason I have to travel to the Fortress through Shadow – Fiona won’t even let Brand make a Trump of the Fortress walls from a distance, and if she’s got one she’s not sharing.”

Characters:

Characters should be over a century old and not have the enmity of Fiona.

Things have changed once again in Amber. King Oberon has returned, and shaken up the Kingdom. Julian now heads the Army while Corwin takes over Arden. Gerard has returned to the North Fleet, while Odairr is the first of your generation to step up as one of the principal defenders of Amber, now heading up the Southern Fleet, with Constance as his Exec. Deirdre and Caine have vanished into Shadow after arguing with the King.

Meanwhile… is a shared world, a companion campaign, trying to contradict as little as possible of RZ’s writing as we work our way toward the Corwin Chronicles, currently about 7 centuries away. Meanwhile.. is an episodic campaign, and no one is expected to be at every session, especially since they run at most any Ambercon, with GMs from our player base running games that tell us more about their character. Characters should fit the power-level and story of the Corwin Chronicles as we approach them. New players will have to contact Stormy at godbossman@gmail.com to get their characters set up for the campaign, as the system in use is his own shaky creation. Players who haven’t been in touch by a week before the Con will be assigned pre-gens.

Players:

  1. Alan W
  2. Ginger S
  3. Guy A
  4. John N
  5. Michael C
  6. Stormy W (GM)

Game 7/5: Matrons of Amber

GM: Andy R
Cast: 5 + GM
System: Matrons of Mystery
Genre: Cosy mystery

Description:

There’s been a murder, but the victim wasn’t rich or powerful, so the City Watch aren’t likely to do much about it.

Which means it is down to you and your friends; older ladies with time on your hands and a keen eye for a mystery to find the murderer and put together evidence so compelling the Watch will have to act on it.
This is a Matrons of Mystery game set in Amber City.

Matrons of Mystery is a cosy mystery RPG inspired by British mystery TV shows including Miss Marple and Rosemary & Thyme
https://savagespiel.blogspot.com/p/matrons-of-mystery.html

This game does not use the ADRPG and does use dice (though it is very dice light).
There is no set mystery to solve here, the GM doesn’t know who the murderer is at the start of the game, the PCs investigate, uncover clues, and come up with a theory that fits those clues before declaring who their suspect is.

It is a low power, low action storytelling game.

Characters:

PCs are retired women living in Amber City, they aren’t royalty or even nobles and they don’t have any fancy powers or abilities beyond a keen eye, a sharp mind and maybe a younger relative or two they can ask for a favour.

No prior experience of Matrons of Mystery is required to play.

Players:

  1. Andy R (GM)
  2. Rain D
  3. Richard D

Friday – Slot 8 (UK Night/US Evening)

(1am  – 6am BST)

Game 8/1: Meanwhile… A Contest of Skill

GM: John N
Cast: 3-6 + GM
System: The Meanwhile Amber homebrew
Genre: It depends on the players…

Description:

Your cousin Will has invited you to participate in a contest of skills and proficiency. This contest will provide an opportunity to amaze your friends and confound your rivals as you demonstrate both your capacity to create and your ability to collaborate. Contestants will be grouped semi-randomly into teams of two or three (depending on the number of participants). Each group will come up with a project of their choice, gather materials and assistants from Shadow as needed, and will then have 100 days (by Amber reckoning) to show off.

Will has stressed that contest entries can be anything: works of art or craftsmanship, magical creations, performances, battles. The only limits are the contestants’ imaginations and abilities. And the only constraint is that the contestants themselves have to lead and participate; it is not enough to seek out and direct performers or artisans from Shadow. Will there be judging? Prizes? You’ll have to participate to find out.

Meanwhile, things have changed once again in Amber. King Oberon has returned, and shaken up the Kingdom. Julian now heads the Army while Corwin takes over Arden. Gerard has returned to the North Fleet, while Odairr is the first of your generation to step up as one of the principal defenders of Amber, now heading up the Southern Fleet, with Constance as his Exec. Deirdre and Caine have vanished into Shadow after arguing with the King.

Characters:

New or existing characters designed for the Meanwhile campaign universe. Please see the paragraph above.

Players should expect their PCs to create and collaborate. This game doesn’t have a plot to speak of; it is all about what you want to accomplish and how you go about it.

When: Any of the US day or evening slots, except for slot 13

Players:

  1. Guy A
  2. Ian N
  3. Ginger S
  4. John N (GM)
  5. Larry B
  6. Richard D
  7. Stephanie I
  8. Stormy W

Saturday – Slot 9 (UK Morning/US Night)

(10am – 5pm BST)

Game 9/1: One Final Push ( A Big Brother Game)

GM: Jason P
Cast: 4-6 + GM
System: ADRP (slightly tweaked)
Genre: War

Description:

Benedict, the oldest surviving child of Oberon, the sworn defender to the Throne of Amber, and one of the best warriors in the entirety of the Shadow and beyond, so appalled by the constant bickering and schemes of his younger siblings and how they kept risking the Throne itself, simply lost patience with every one of them. He would do something that he had sworn he would never do, take control of Amber.

Being a man of few words, he announced his coup when he took Random’s head off in front of a packed throne room. Then with frightening military efficiency, Benedict’s forces soon took control of the Castle, the City, the Golden Circle and beyond and now, he rules with a cold logic and ruthlessness worthy of any military dictator.

A lot has been achieved and found out. The forces loyal to Benedict have been dealt several major blows in the campaign out in Shadow. However it is one thing to win in Shadow, it is another to assault Amber and be victorious.

It is now believed that Benedict has been possessed by a Ty’iga and the creature has been trapped in his body. It and its kind have been the force directing the events that led up to the coup.

The task at hand is to liberate Amber, rescue Martin, protect Rebma and if successful decide what happens next assuming you win.

Characters:

Characters are on the side of those who oppose Benedict and his regime, whether they are from the Court of Chaos, Corwin’s Parys, or children of Elder Amberites either looking for answers or revenge.

Returning players given preference.

Players:

  1. Anja K
  2. Dave C
  3. George K
  4. Jason P (GM)
  5. Keith PM
  6. Kevin D
  7. Pete M

Game 9/2: Of Castles and Cults

GM: Ray H
Cast: 3-6 + GM
System: Legend Walk Diceless
Genre: Mythological

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. He’s sending you to investigate something odd that is happening at Bolsover Castle

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, human sacrifices in a mythological context.

Planning on using discord but may use zoom.

Players:

  1. Ari M
  2. Edith B
  3. Kenneth M
  4. Ray H (GM)
  5. Thom dJ
  6. Tom M
  7. Tym N

Saturday – Slot 10 (UK Evening/US Morning)

(7pm – Late BST)

Game 10/2: Slough Hearses

GM: Dave C
Cast: 3-5 + GM
System: FollyLite
Genre: Investigation – mythic London

Description:

Falcon get all the glory and funding but out in the hinterlands of West London (the Slough of Despond) there is another unit of specialists.

Perhaps not as gifted as Peter and Nightingale but nonetheless warranted officers and a coterie of private individuals all looking to deal with problems that Thames Valley Police just can’t cope with. Tag line – Losers, Misfits and Boozers.

Characters:

System to be put on line.

ALSO if you cannot play or build a character with faults or have an overwhelming desire to have to win, a tendency to horde info to yourself like some Plot Goblin or min max characters this probably isn’t for you – you will be unhappy playing, please don’t be unhappy.

Players:

  1. Dave C (GM)
  2. George K
  3. Ginger S
  4. Kris F
  5. Michael C
  6. Simon C

Game 10/3: Death Rides a Horse

GM: Pete M
Cast: 4-6 + GM
System: Amber with a few rules tweaks
Genre: Investigation

Description:

Not based on the 1967 movie so not a western (I just like the title.) nor is there any Terry Pratchett references. Clear!

It is the reign of Oberon, and his annual coronation anniversary ball is about to occur. All the family is expected to appear, the only acceptable excuses are Oberon has tasked you to do something (he hasn’t!) or you’re dead. (Not going to much of a game for you then.) The protocol is visit Florimel who will vet that the clothing you are choosing to wear is suitable. This is not a Flora fashion thing, (Well, mostly not.) You will then trump to Castle Amber as a group to be appropriately presented to the King, renew your oaths of loyalty to Oberon. Then “enjoy” the ball, go home and spend the next year avoiding Amber.

Characters:

You are a child of one of the elders, somewhere in the age range 30 to 100 years old, with the exceptions of Osric (long dead), Finndo (also long dead), Corwin (we put up a tomb for him over a century ago so any child is too old and Mirelle (died before having kids). Delwin & Sand are OK as parents.

You have free basic pattern and 80 points. No Logrus of any sort, only basic shapeshift (and you had better have a very good reason as to why.) Trump is OK. (Note: I consider Trump an ability based on either Pattern, Logrus or Sorcery, not a power on its own.) Sorcery, Conjuration & Power Words all OK.
Items: limit of 4 points per item, no more than 10 points in total of items. You have a free Dworkin trump deck, (with all the family in it plus Castle Amber,) which does not count against the previous limit. (Trump Artists can have more, the number of extra cards based on how annoying you are. [A really annoying Trump Artist may find their entire deck consists of their own trump, Oberon and the inside of the Castle Amber septic tank.])

Advanced Pattern or Trump is OK but again you need a good reason as to why you have them.

Skills: you can spend up to 10 points in skills (up to 10 different skills or 1 skill up to 10 times or somewhere in between) I will need the name of the skill, the stat it is mostly associated with and how many times you have bought it. For each time you do so the underlying stat will be considered 5 points higher. Example you have a psyche of blah, you bought hypnotism 10 times, (but this would be a bad choice,) so for most psyche things you have a value of blah, but when hypnotising someone you have a psyche of blah plus 50. Stuff limit is +2 to -5 (Oberon is about and you have to encounter him, what makes you think you have lots of good stuff?)

Players:

  1. Darrel H
  2. Jason P
  3. Patrice T
  4. Pete M (GM)
  5. Richard D
  6. Stormy W

Game 10/3: CSI: Amber

GM: Richard C
Cast: 4-6 + GM
System: ADRPG
Genre: Action Comedy Thriller

Description:

There’s a crime wave hitting Amber. And there’s a…..Pattern to it.

(Puts on sunglasses. Cue The Who opening chords.)

Since the War, criminal activity on the docks of Amber has been on the rise. Now, sophisticated syndicates have extended their grip all the way from the Port of Amber down to the Baylesport Everglades. The City Guard and Night Watch have proven unequal to the task of combatting this scourge.

Horatio, son of Caine, has been given the task of spearheading the response to these cunning adversaries. He’s putting together a team of skilled hunters, trackers and other skilled folk (or misfits, loners and last-chance-saloon hangouts, depending on how you see it…) whose specialist abilities might give them the edge the Watch lack….

Characters:

Regular ADRP generation, based on 100 points (no Auction). Partial Powers may be available on request. Characters should have some kind of specialist hunting/tracking/investigative abilities (could be keen scented Weir, Forensic Mages, veteran Rangers; Amberite or Shadow blood both possible); mavericks encouraged.

Puns, bad language and adult themes are likely.

Players:

  1. Edith B
  2. Kevin D
  3. Rain D
  4. Richard C (GM)
  5. Stephanie I
  6. Stephen Q

Saturday – Slot 11 (UK Night/US Evening)

(1am  – 6am BST)

Game 11/1: Great Amber Bake Off!

GM: Rich D
Cast: 4-6 + GM
System: Amberway (Amber powers, Everway mechanics)
Genre: Comedy

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:

Characters are lost in a dense mist. You are embarking on a hunt for your identity. No points required, but a short questionnaire will be provided for completion before the game.

Players:

  1. Everett I
  2. Larry B
  3. Laura B
  4. Rain D
  5. Richard D (GM)
  6. Stephanie I
  7. Stormy W

Sunday – Slot 12 (UK Morning/US Night)

(10am – 5pm BST)

Game 12/1: Excuse me, are we related?

GM: Stephen Q
Cast: 4-5 + GM
System: ADRPG
Genre: Investigation+

Description:

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

Characters:

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

Players:

  1. George K
  2. Jason P
  3. Stephen Q (GM)
  4. Tym N
  5. Vivek D
  6. Ythamar P

Game 12/2: ISEKAI: Are you even human?

GM: Keith PM
Cast: 4-6 + GM
System: ADRP Modified
Genre: Apocalypse

Description:

In 2024 the moon hatched and a star dragon child died to a nuclear barrage from an American asteroid defence system in orbit. Its death essence released a mana cloud around the globe, contaminating most life on the Earth, causing evolutions, mutations and calamities killing billions.

Things have gotten worse since then.

Some people have superpowers, magic, or systems now but so too do the extradimensional invaders slowly wiping humanity out, The Earth has merged with a number of other Worlds and Realms and the maps had to be redrawn numerous times. Some tech still works, mankind has lost global communications, the internet and by some miracle managed to download and preserve 15% of online data. Mind you its all cat videos and tweets.

By your recent birthday the war has been loss after loss for nearly as long as you have been alive.

So you can hardly bring yourself to feel shocked when Portals start opening inside the beleaguered dwindling Cities of Man and alien beings from Fantasy, Dungeons, Eldritch Horrors, Monster Girls, and Jackalopes appear

You are newly awakened to the and struggling to survive in a world gone mad, of magical girls, dragons, orcs, and awakened old gods.

Characters:

Modified ADRP Rules

Players:

  1. Alan W
  2. Avon B
  3. Gabriel PM
  4. Keith PM (GM)
  5. Kevin D
  6. Mel M
  7. Tom M

Sunday – Slot 13 (UK Evening/US Morning)

(7pm – Late BST)

Game 13/1: Blandings and the Sinking of the Titanic

GM: Mel M
Cast: 4-6 + GM
System: Amber/Wodehouse crossover. Rules and a character creation form will be supplied.
Genre: Wodehousian comedy with (sometimes) a dash of 1920s/1930s darring do

Description:

On a recent trip to Paris, three of the cousinage discovered that they were actually brother and sisters, the children of Deirdre, who was believed to be lost in the sinking of the Titanic. Now they are anxious to learn more of their past including why the twins were separated at birth – and whether their mother did indeed perish in the sinking, when so many 1st Class women passengers survived.

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 – it should be something that will be useful when trying to ferret out the truth about What Happened to Deirdre.

Full character notes will be supplied to new players.

Players:

  1. Anna J
  2. Claire M
  3. Jason P
  4. Laura B
  5. Mel M (GM)
  6. Richard C
  7. Richard D
  8. Simone PM

Game 13/2: Guerilla Advertising

GM: Dave C
Cast: 3-5 + GM
System: Folly’esque
Genre: Exploration
Note: Investigation in mythic London

Description:

Overnight a rash of pamphlets have appeared across London, promising riches beyond imagining for stout hearted fellows and ladies of substance willing to act for King and Country. Then there was the robbery in broad daylight at Grenville and Sons, purveyors of silver and fine art.

That was odd to say the least, witnesses report the robbers speaking in a strange version of English, “…you know like them toffs an’ Shakespeare.” Whilst demanding all silver, movables and chattels. The Met are rolling their collective eyes and blaming Gen Alpha linguistic choices and promise to release footage once their investigations reach a less sensitive phase.

Characters:

Character build doc placed on line in channel and can be asked for by email/ message on Discord. Players need to build a couple of hooks into their characters otherwise they may get left behind (details in build doc).

Players:

  1. Alan W
  2. Dave C (GM)
  3. Guy A
  4. Stephen Q
  5. Tym N

Game 13/3: Abyss

GM: George K
Cast: 4-6 + GM
System: ADRPG
Genre: Exploration+

Description:

Far outside realms of Pattern, far beyond influence of Logrus, far beyond any known power can reach, lays great nothingness, seemingly empty and impassable, dissolving anything that exists the quicker the more distant one is from known reality. Even those that can navigate shallow borders past the edge of reality do it blindly and at great risk, rarely finding anything inside. This area is called Abyss and so far, nobody has been successful in navigating its depths. Floating in the Abyss is a little bit like drifting away in half asleep state even when you put all your focus into staying awake to avoid becoming one with nothingness and dissolve into oblivion. You are the first one in your universe to find a way to travel into the Primal Depth. The game will start as you are trying your first longer voyage inside Abyss. Will you survive this attempt? How will it change you? No powers work in Abyss itself with some exceptions. Those exceptions are for you to discover and describe.

Characters:

You can select any power from ADRPG or Shadow Knight as game might be happening in areas those do work. It cost 50 points over advanced power cost to be able to use that power in Abyss. That power will have 5 stats with levels from 1 to 3 described below and 9 points to distribute among them. You have 400 points in total. No attribute can be sold below Amber otherwise you might not survive the journey. Please also take time to answer below questions:

What is your position in the universe you are coming from?
Why have you left your universe to travel through Abyss?
Which power is your Abyss ability based on?
How does this ability work?
What is Abyss in your eyes?
When you travel the Abyss, do you do it by yourself or is there a vessel and if so, could you describe it?
To describe your chosen power, distribute 9 points (1 to 3) between following five areas:
Offence (Strength, Offensive Abilities, Damage)
Defence (Stability, Protection, Healing, Size)
Detection (Sight, Awareness, Senses)
Cloaking (Obfuscate, Dodge, Resistance)
Speed (Navigation, Movement, Initiative)

Players:

  1. Avon B
  2. Darell H
  3. George K (GM)
  4. Stephanie I

Game 13/4: Kids in Chaos

GM: Anja K
Cast: 4-6 + GM
System: Mostly ADRPG
Genre: Fun, Adventure

Description:

You are the child of a Lord/Lady of Chaos. Your parents are busy with the War against Amber thing and you have been send to Chaos High (Junior High part) to learn what a Lord/Lady of Chaos need to know. Regrettable Headmaster Suhuy and the teachers are also very busy with their War against Amber thing and you and you schoolmates have a lot of time for mischief.

Who knows what adventures awaits around the next corner.

Characters:

You have shape shifting. You are a kid of 12-13.

Select what attribute is you best. which is your worst.

Example: Best in Psyche, worst in Strength.

Players:

  1. Anja K (GM)
  2. Everett I
  3. Gabriel PM
  4. Kevin D
  5. Kris F
  6. Stormy W

Game 13/5: Enclave

GM: Robby H
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+

Description:

In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an Agent in its employ, tasked with accomplishing missions across the infinite world alongside a squad of fellow Agents.

Enclave is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.

Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.

Characters:

Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.

Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the ruleset before playing — Enclave is very easily learned on the fly.

Further Information:

If you’d like to learn more about Enclave or dive deeper into the game, please check out our…

Discord Server, to get involved with our awesome community: https://discord.gg/JdZWyf7fq2,
Etsy Store, to buy the game: https://robbylavagames.etsy.com/,
YouTube Channel, with dozens of recorded sessions: https://www.youtube.com/@robbylavagames,

Players:

  1. Patrice T
  2. Rain D
  3. Robby H (GM)
  4. Vivek D

Sunday – Slot 14 (UK Night/US Evening)

(1am  – 6am BST)

Game 14/1: Shaggy God Tales

GM: Richard D
Cast: 4-6 + GM
System: Amberway/Storytelling
Genre: Comedy Misadventure

Description:

Over eggs and mimosas at the semi-weekly informal brunch with King Random, His Majesty informed you that “Julian simply won’t go of this bee in his bonnet about the dogs in his kennels and so you are to help him before it leads to bats in the belfry.” It seems that Julian was increasingly convinced that his Hellhounds were no longer up to the task of warding Forest Arden and he needed people to go out into Shadow and find him new breeding stock for his hounds. His needs are particular and peculiar but should be no trouble for the Family to find.

Two weeks later finds you all at Bloody Bill’s sharing drinks, telling tales and comparing wounds. If there is one thing you are all agreed on, it’s where Random can stick his crown the next time he has a little task that needs to be done.

Characters:

Character will be made here: https://docs.google.com/document/d/1OSMO4PIV3RahL8VpvRQ1udSmFqAYnUEm56Gsl0Wq_K8/edit?tab=t.0 but the game will be run more freeform in a Baron Munchausen style where we will teach tell an individual story with the others throwing in complications and playing NPCs as needed.

Players:

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

Sunday – Slot 15 (UK Morning/US Night)

(10am  – 5pm BST)

Game 15/1: The Egg of the Loong

GM: Pete M
Cast: 4-6 + GM
System: ADRPG & some home-brew
Genre: Pulp Adventure!

Description:

1935 is an interesting year, the Moscow Metro opens, the first canned beer appeared on the market, Alcoholics Anonymous is formed. (Must be some sort of link there!) Malcolm Campbell sets a new land speed record of 301.337 mph while Howard Hughes, sets an airspeed record of 352 mph & the first China Clipper Trans Pacific flight happens, but you don’t care about any of this, because you are already in Shanghai in search of the map to the tomb of the Yellow Emperor, said to be inscribed on a large diamond. You are in possession of an item that the current owners may be willing to trade the diamond for. The exchange to take place in the hottest nightclub in the city. Fortune and Glory if you can discover it and live to tell the tale. Fortune and Glory kid!

Characters:

Chars are pre-gens, mostly human, age 25 to 45. Perm from

1) Male Archaeologist of poor repute
2) Female Archaeologist of excellent repute
3) His bodyguard, a member of the Shanghai Municipal Police
4) Her bodyguard, the Mercenary
5) Con-man/lying weasel
6) Con-woman/frustrated actress

Stats are the usual plus Presence

Players:

  1. Andy R
  2. George K
  3. Mel M
  4. Pete M (GM)
  5. Simone PM
  6. Stephen Q
  7. Vivek D

Monday – Slot 16 (UK Evening/US Morning)

(7pm – Late GMT)

Game 16/1: Blandings and the Ultimate Crumpet

GM: Mel M
Cast: 4-6 + GM
System: Amber/Wodehouse crossover. Rules and a character creation form will be supplied.
Genre: Wodehousian comedy with (sometimes) a dash of 1920s/1930s darring do

Description:

The cousins have recently taken over a national newspaper, snatching it from the hands of those two arch villains, Sawall, Lord Tilbury and his wife Dara. Now they need content to fill the pages, and some bright spark suggests a cookery column. With Mandor (of the famed and eponymous restaurant) and the peerless Anatole chef at Blandings Castle to act as advisers, and a charming young lady to write the column in simple language for the everyday reader, what could possibly go wrong?

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 – it should be something that will be useful when trying to ferret out the truth about What Happened to Deirdre.

Full character notes will be supplied to new players.

Players:

  1. Ari M
  2. Anna J
  3. Claire M
  4. Jason P
  5. Mel M (GM)
  6. Patrice T
  7. Richard D
  8. Vivek D

Game 16/2: On His Majesty’s Secret Service

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

Description:

“Far up, Far out, Far more!”

You were hand picked for the King’s Secret Service. The Aureate. Which King you might ask? Well, there really is only one King worth serving: His Imperial Majesty, Mandor I. The only problem… actually, let’s not kid ourselves, there’s a whole host of problems….

<As this is a living world, the problems will be added closer to the convention!>

Did I miss anything important? The list could continue on indefinitely but we don’t have time for more. You’ve been summoned and you’d better not keep the King waiting.

Characters:

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

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

Characters should be constructed using 250 points. Returning players can have an extra 5pts of advancement.

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

Players:

  1. Gabriel P
  2. George K
  3. Keith PM
  4. Kevin D (GM)
  5. Laura B
  6. Stephanie I
  7. Simone PM

Game 16/2: Enclave

GM: Robby H
Cast: 3-4 + GM
System: Enclave
Genre: Exploration+

Description:

In the infinite world of Manifold, where anything is possible, there is only one constant: the shadowy mercenary organization known as The Enclave. You are an Agent in its employ, tasked with accomplishing missions across the infinite world alongside a squad of fellow Agents.

Enclave is a diceless roleplaying game of high-stakes storytelling. The game is played in one-shots using continuous characters, with every session telling the story of a full mission. Each mission is set in a different part of Manifold — there is no set worldbuilding, fixed timeframe, or forced theme in Enclave, meaning that missions settings, plots, and tones will wildly vary.

Missions are created on the spot, designed to fit the capacities of the participating characters. Players will each be asked to provide a Focus Word (any word or short phrase), which their Conduit (game host) will use as inspiration when designing the mission.

Characters:

Enclave Agents come from all corners of Manifold, allowing players full control over the aesthetics and theming of their character so long as it fits the mechanics of their chosen class. A character can be created in about 15 minutes, either before the session or at its beginning with help from the Conduit.

Copies of Enclave’s ruleset will be distributed by email before the session. Players are NOT obligated to read the ruleset before playing — Enclave is very easily learned on the fly.

Further Information:

If you’d like to learn more about Enclave or dive deeper into the game, please check out our…

Discord Server, to get involved with our awesome community: https://discord.gg/JdZWyf7fq2,
Etsy Store, to buy the game: https://robbylavagames.etsy.com/,
YouTube Channel, with dozens of recorded sessions: https://www.youtube.com/@robbylavagames,

Players:

  1. Andy R
  2. Darrel H
  3. Guy A
  4. Robby H (GM)
  5. Tym N

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