Gamebook 2000

Slot 1

1/1 Return to the Academy (Part l)
GM: Kath B
Description:
Run using the Everway system, new players will create their characters and returning players can redevelop their characters. The older characters will be able to provide valuable assistance to those newer to the Sphere-walker profession. A light, fun scenario designed to bind the characters into a group ready for the challenges of Part 2.
Number of players: 6
This game continues in Slot 4. You must play in both slots.

1/2 Trancendence
GM: David B
Description:
For eons you have waited, your power has waxed and waned but always it has grown. Now you have come across a solution that will vanquish those upstarts who consider themselves your r ivals. The time has come for you to ascend to your right place and be acknowledged as the true force in the universe, for have you not pride, are you not Power.
Characters:  Be an Elder, ho hum. Use constructs, again… In this game you are either the Pattern, the Logrus, Trump or a minor power. You will use the Amber and Chaos dwellers with which to claim your prize, the Jewel of Judgement. This game is basically a throne war. You must get, or stop someone getting, the JoJ and holding it  for  a period  of time. Descriptions of powers, rules, etc will be sent out to players.
Number of players: 4 – 5

1/3 Living Water
GM: Genevieve C
Description: 
It’s post-Patternfall, Random’s on the throne – and now it’s time to catch up with a little bit of fallout from the events of the War. Corwin has a little job he wants taking care of, and he’s prepared to pay very handsomely to get it done. Don’t worry, this won’t hurt a bit …
Characters: 120 point characters – preferably young Amberbrats, though Chaosspawn also viable. Characters should be designed to be able to co-operate at least temporarily with other people. Note – my version of Sorcery/Conjuration is drastically weakened in Amber itself, though potent in Shadow and Chaos.
Number of players: 5 – 7

1/4 Murder on the Shadow Express
GM: Rob E
Description:
The maiden trip of the Shadow Express has begun with disaster and death. Who could have perpetrated this heinous crime? It could have been anyone or everyone of course? this is a family matter after all. Frankly though, there are more important things to worry about; Dworkin was driving when he was killed and no-one knows how to stop the train. It’s a steam-powered hell-ride through hostile shadow, and the only way off may be to work together. Unless you have a better idea that is?
Characters: pre-generated youngers will be assigned on the day
Number of players: 6

1/5 Jeff Wayne’s War of the Shadows
GM: Declan F
Description:
“No one would have believed, in the early years of the Random’s reign, that Amber affairs were being watched from the timeless worlds of shadow. Few even considered the possibility of danger from other shadows and yet, across the gulf of space, minds immeasurably superior to ours regarded Amber with envious eyes, and slowly and surely, they drew their plans against us.”
An invasion/resistance story, set in a “Victorian” Amber, to music by Jeff Wayne. Familiarity with H.G.Wells’ story might prove advantageous.
“Ogilvy, the cartographer, assured me we were in no danger. He was convinced there could be no living thing on those remote, forbidding shadows.”
Characters: 100 pts. No Logrus.
Number of Players: 8

1/6 Out of the Frying Pan…
GM: Trish H
Description:
No. Things haven’t got any better. The nanny from hell is still at large, and the blood curses are getting worse.
Of course, things can only look up from here, can’t they…?
Characters: 150 points.
Number of players: 6

1/7 The Amber Enquirer – The Voice o’f Truth!
GM: Jason P
Description: 
King Random had just settled down to breakfast after a night on the town, when Florimel stormed int o the Royal Quarters and slammed a newpaper down in front of him. ‘Read this!’ she demanded. He duly does he was instructed.
‘ROYAL JEWEL JUNKIE IN DRUNKEN BAR BRAWL!’, the headline reads. There is a full blown picture of Random wearing the Jewel puching someone’s light out .
Other stories in the issue included ‘Medical condition threatens Admiral Gerard’s Career – He can’t walk down a simple set of stair without tripping!’ and ‘Princess Fi murders baby in dark satanic ritual!’
Random reads on in silence. The paper promises more ‘Royal Exclusives’ next issue.
‘We are going to be the laughing stock at the Golden Circle Commonwealth Conference’, Florimel remarked.
‘I feel we need to deal with· this’ , Random replied. ‘But after breakfast.’
Characters: Character based on 130 pts in Amber or spend a lot of time in Amber – extra 10 pts available if you have a dark secret that can be used as a story against you. Stuff: up to 5 points (Good or Bad)
Number of Players: 4 – 6

1/8 Amber: Dark Ages
GMs: Astrid T & Jan Pieter de G
Description:
Word has gotten back to the Castle Amber that King Oberon is dead, and his fractious children have gathered to see who will take the throne. This is a throne war with a difference. Set in Dark Ages Europe with Oberon’s sprawling, scheming, offspring at their worst, the Elders are all normal humans. An answer to the question: “What if the royal family of Amber really had existed?”
An alternate-universe game set in a quasi-historical Amber set in the French kingdom of Navarre, where the Elders are mortal, magic is a dark rumor, and the Holy Church holds power in the land.
This Scenario was designed by Jason D and is being run at ACUK with his permission.
Characters: Pre-generated “Elder” Amberite characters provided. Players can send in a list for preference, or discuss over email which elder would suit them best. All children of Oberon from the first 5 books are available (13). No points or preparation necessary (though dressing up the part is always fun).
Number of players: 7 – 13

1/9 The Dark Road (A Clan Amber scenario)
GM: Jim T
Description:
 Braveheart meets Highlander in an epic tale of bravery against all odds. With their treacherous plot to turn the clans against  each other  foiled, the armies  of the evil Sassenachs have returned to whence they came. The means of their passing remains, however: A black stinking scar stretches across the land of Albha, corrupting everything that it touches. To rid the land of this accursed blight, the stalwarts of the clan MacAmbhar must once more sally forth.
Characters: This is a variant Shadow Amber set in the Mediaeval Scottish Highlands. Characters will be based off 50 points and will be generated before the con. Characters must have sworn loyalty to the Clan. No Pattern or Logrus, no Shadow Knight material. Stuff limit of 10 points either way. Anyone wishing to make contributions should talk to me first. Priority will be given to returning players.
Number of Players: 6 – 8

Slot 2

2/1 Forest of Dreams
GM: Herman D
Description:
Somewhere, deep in the Forest called Arden, Prince Julian is meeting the Lord and Lady of the Fey, always an occasion for much feasting and merriment. But is this just to celebrate another 7 years gone by — or is there a deeper meaning to this?
Players — provide me with a reason why your character would be invited (or have planned to attend) this event.
Characters: This game is set somewhere (somewhen ?) in the past of Amber, when the world was younger, and the Princes and Princesses of Amber more innocent (or were they?). Oberon is still king in Amber (though not always around…)
Characters are to be built on 100 pts, and can choose to be from Amber, Shadow, or even have Fey blood in their veins. Advanced powers and parents by prior agreement with the GM. No constructs, broken pattern, etc. More info before the con (including info on Fey blood I Fey powers).
Number of players: 2 – 7

2/2 The City That Never Sleeps
GM: Tony J
Description:
Thirty years after the total capitulation of the Courts of Chaos, Fiona and Bleys rule there as the Viceroys of Amber. Closer to home, Amber has just defeated the shadow of Skylaris, a shadow outside the Golden Circle linked to Amber by its shadow paths, whose armies invaded the Golden Circle three years ago and reached the outskirts of Arden before being thrown back. Prince Humboldt, son of Corwin, was killed in the fighting. Now the  Skylarians  have offered surrender  terms, which  have been accepted by Amber. After a series of negotiations, a peace treaty has been signed, and Flora has taken the King, the Queen and the ambassadors (along with a _large_ party of guards from both sides, plus Prince Benedict) for a private celebration party on her shadow, Earth.
Characters: Characters should be Amberites, loyal to the realm, built on 120 points, with basic Pattern for free. Partial Powers and Advanced Powers are available, but the points costs and capabilities of them vary greatly from those given in the  Amber rulebook. See the powers description on my Amber web page at http://www.wolfram.demon.co.uk/rp  amber  top.html for  details, or ask me. API, Advanced shapeshifting and Conjuration (which no longer exists, being replaced by Empowerment) in particular are different from those in the ADRP Rulebook. Logrus _is_ available if desired, but is weak near Amber. Items and creatures are entirely possible, but must be vetted by me. Deadly Damage weapons and Invulnerable armour do _not_ exist, at least for the PCs. Maximum of 5 points Stuff either way and 10 points of contributions. Psyche and Endurance cannot be brought down below Amber Ranked.
Strength and Warfare _can_ be bought down as far as Chaos level only, but will give the character a _big_ deficiency  in that area. No statistic  may  be higher  than 100. Note that Psyche doesn’t allow mind-raping or mind reading. It _does_ allow limited mind control abilities. Magic is weak in Amber; Power Words, slow magical rituals and 1 point powers and qualities are the most which work there. Some sort of character description and background before the game would be appreciated.  Also, note that I  do _not_ intend to run a separate game for  each player – characters who can (or do!) co-operate to some extent would thus also be appreciated.
Number of players: 6

2/3 The Young Ones
GM: Pete M
Description:
Patternfall is over and to try and encourage the next generation to live together in peace & harmony, Random & Swayvil have a plan!
“Let them go to University together” Now which of lasting peace, or mass murder  this will result in, no-one knows and it seems no-one hugely cares, as who wants kids knocking around the Castle/Ways. So what do young Amberit es & Chaosians do when they go to Uni, what courses they sign up for, what societies do they join, what pubs do they get thrown out of, what protests do they get arrested  on, and what  do  they  tell their parents when they fail?
Characters: Marks will be deducted for  characters called Neil, Mike, Vivian or Ric (especially Ric) Char act ers:  Stand alone, with characters developed in advance (if possible). There will be (hopefully) equal numbers of Amberites & Chaosit es. 80 points to build on. Stuff up to 10 points either way. Characters may have Pattern, and/or logrus, but remember you are 18 years old and will probably only have walked it last week so you have almost no skill using it. Trump is also limited, you have never created a permanent trump.
Shapeshift is only a little more controlled. Conjuration and Power Words as standard. Sorcery as standard and includes a spell rack. Of course, there may be other powers available. Advanced powers? you can’t spell advanced.
Timeline: Just after Patternfall. Knowledge pretty much none
Number of players: 6 – 8

2/4 The Glory and the Dream
GM: Simone P-M

Whither is fled the visionary gleam? Where is it now, the glory and the dream?
(Wordsworth – Ode. Intimations of Immortality)
Description: The multiverse has suffered. All those great battles, all those foolish mistakes, all those younger Amberites and Lords of Chaos let loose with more power than sense. Amber and Chaos no longer stand apart from the lesser planes. Now those of Shadow can fight on a level (if somewhat pot-holed) playing field.
Characters: Be you Amberite, Lord of Chaos, Shadow dweller or some combination of the three mixed in with some bizarre experiment gone wrong, aim at about 200 points of assorted powers and attributes. Anything is possible. More details will be sent out lat er. Number of players: 6 – 8

2/5 Logrusfa ll
GM: Hein R
Description:
Amber, 50 years after Patternfall. Contact with Chaos is scarce, and a weary peace exists. Until the imminent disappearance of one of the mooring points of all Reality. Will all of Shadow collapse? Will Reality survive? Time is running out…
Characters: Characters should be Amberites, children of the Elders, built around 100 points. No Logrus, no Power Words.
Number of players: 6

2/6 Amberado
GM: Andy R
Description:
Amberado! Boom town on the frontier. Gold mines have turned this little ol’ town into a bustling centre of prosperity, adventure, and mystery. The McAmber clan is the richest family around – owning nearly everything, ruled by Oberon McAmber, patriarch of the family and older than the hills. He founded the town, and raised his family there. Lately, Oberon’s gone missing, and his good fer’nuthin sons and daughters have taken over. It’s still peaceful, but reckon that things are gonna change… soon.
Hell’s coming to town, on black rails! An alternate Amber set in a magic, mythic Old West where even immortals can die with their spurs on. This Scenario was designed by Jason D and is being run at ACUK with his permission.
Characters:  Pre-generated Elders — play Old Weird West versions of the Princes and Princesses of Amber. If more than 8 players, 2-3 may be asked to take on “special” status — with limited GM abilities.
Number of players: 6 – 12

2/7 Amber HG 2000 – Dark Dream of Amber
GMs: Michael R ,  Marie  C ,  Fraser  H ,  Martin  S
Description:  
A dark game of Amber. The Patternfall War has ended, and Random is  to be crowned King of Amber. The coronation is today, but something  is  lurking in the shadows. The game requires co-operation in setting an uneasy atmosphere for Amber.
Mirth needs to be restricted in so far as possible to in character humour, preferably black. Must be prepared to have character abused dreadfully even if good stuff (so guess how bad if in bad stuff). The game will be freeform youngsters of Amber.
Characters: 25 points, +5 to +15 for character history, +5 for dependant NPCs detailed, +5 for any exploitable major character flaw (such as fear of spiders), +5 for debts/love/hate details for min of 5 important NPC’s (i.e. Elders). No Advanced Powers, No Shadow Knight Powers.+/- 10 points of good stuff. Must be a child of Amber Elder.
Number of players: 10

2/8 Iam Seges Est Ubi Amberia Fuit
GM: Iain W
Description:
Dworkin is dead, Amber and its Patterns destroyed, and Oberon rules in the newly conquered Chaos. His surviving children and their children in turn now dwell in Argentium, the city that has formed around Corwin’s Pattern, under the ruler-ship of Queen Deirdre. But the new Realm of Order is weak, the Elders divided, and Argentium is prey to other forces both within and without. Meanwhile, out in the Silver Circle, someone is fighting old battles …
Characters: Characters are children of the Elders from the 1st series of books, built on 100 pts plus Pattern (i.e., Corwin’s) for free. Stuff limit is 5 pts either way, and an additional 10 pts are available for contributions. Other powers include Trump (30 pts), Ritual Magick (10 pts), Cantrips (10 pts). Shapeshifting is also available (30 pts), although be warned that Deirdre is paranoid about shapeshif t ers. Partial Advanced Powers are available, but differ from those in the standard DRPG rules. A full set of rules variants and additional background will be sent out before the ‘Con.
Number of players: 5 – 6
This game continues in Slot 3. You must play in both slots.

Slot 3

3/1 The return (from thirdspace)
GM: Jeremy B
Description:
Set in the future from the books, most of the elders have ‘moved on’ – either killed, lost, or believed to have transgressed to the primal plane. Random is still king but with a host of younger Amberites greedy for the throne, and with the current wars with chaos, his position is weak. And then someone returns…
Characters: All of the players must originate from Amber (most probably have Pattern) All of the other powers are available from both the main Amber book and Shadow Knight. Not allowed: Partial powers, 8 or 16 point artifact abilities, constructs. Characters should be based on 130 points.
Number of players: 4 – 5

3/2 The Invisible Worm
GM: Genevieve C
Description:
Murder in Amber! All right, so that’s hardly unusual – but this time Random’ s decided to let some of the kids sort it out, since he’s busy running around the Golden Circle on Treaty business. But so far we’ve got three bludgeonings, four stranglings, and two suffocations – can our heroes stop the killer before someone close to them perishes?
Characters: 120 point characters – preferably young Amberbrats, though Chaosspawn also viable. Characters should be designed to be able to co-operate at least temporarily with other people. Note – my version of Sorcery/Conjuration is drastically weakened in Amber itself, though potent in Shadow and Chaos.
Number of players: 5 – 7

3/3 On the  Road Again III – Band of Gold
GM: Declan F
Description:
Once again the characters are roadies and musicians in Martin’s cross­ shadow touring band. They’ve wowed the Circle sea, they’ve played shadow, they’ve trounced Chaos, but now they face their toughest adversary – Love. Martin’s fallen head over heals in love with Liz, his ex-groupie girlfriend from Shadow Earth, and is planning to get married with Benedict’s son Dastan’s acting as best man (and Bodyguard?). The Musician’s and Roadies of Martin’s Band, Mercury Drip, feel this could  well end the band, and have taken upon themselves to ensure that love and marriage doesn’t always run true to plan. How can they break up the relationship without offending Martin, and possibly more importantly, how do you organise a great stag night in amber when the Grooms got Benedict’s son acting chaperone.
Suggested Pre-Game Viewing: This is Spinal Tap, Rocky Horror Show – Especially the Wedding Scene:), The Wedding Singer, My Best Friends Wedding
Characters: I’ II send you character details as soon as I have a mailing list .
Number of Players: 8

3/4 New blood
GMs: Simone & Keith P-M
Description:
King Swayvill has been a little heavy-handed in recent times. Even the most loyal of Major Houses are starting to think that it’s time for a change. Of course, once the fighting starts, whoever’s claiming to be in charge might as well paint a target on their chest. Can you be the one with the real power when the dust settles? And how long will it be before the new king notices?
Characters: 200 points, elder sons or daughters of Major Houses, or Heads of Minor Houses. All Powers, allegiances, back-stabbing schemes and evil plots available.
Number of players: 13

3/5 Ragnarok III
GM: Hein R
Description:
Iceland, at the time of the sagas… The hardened Icelanders have proven themselves to be formidable allies to the Gods. Now, with their new-found wealth, their hall is the most splendid one in the whole of Iceland. But only a naive “coal-biter” would assume that our heroes have seen the last of the Gods…
Characters: Players from previous Ragnarok games will get first refusal. New characters should be built off 50 points, no Pattern or Logrus available. See http://www.t elebyte.nl/~heinr / for more information on character creation, or contact the GM.
Number of players: 6

3/6 Never Volunteer For Anything
GM: Jim T
Description:
Prince Bleys is making a diplomatic visit to  the key Golden Circle kingdom  of Sankt Petar soon, so Colonel Vimes of the Amber Castle Guard has asked for volunteers to be His Highness’ escort. Needless to say, Sergeant-Major  Windsor  made sure you were volunteered…
Characters: Characters will be based of O (zero) points and will be generated before the con. No advanced powers, no Shadow Knight material. Stuff limit of 3 points either way. No Contributions. Characters will be members of the Amber Castle Guard and will have sworn loyalty to Amber. Priority will be given to Grunts with previous combat experience over the past two years.
Number of players: 6 – 8

3/7 Light from a Dead Star
GM: Alan W

Description: Every 104 solar years, the three Aztec  calendars, that  of  the astronomer, historian and priest, coincide. This is the time when the world might end. All the fires in every temple, house and palace would be extinguished. Women and children were locked away, for fear they would transform into monsters. The Fire Priests would anxiously watch from the Hill of the Star to see if Pleides would cross the meridian, and the universe would continue… Now that choice is yours.
Characters: Details supplied by the GM. An Aztec-themed game, characters generated prior to the Con.
Number of players: 8

3/8 Iam Seges Est Ubi Amberia Fuit
GM: Iain W

Continued from Slot 2.

Slot 4

4/1 Raw Ambition (Part2)
GM: Kath B
Description:
Run using the Everway system. A group of older and more recent graduates are assigned to investigate the closure of a trans-sphere trading r out e.  Who is responsible and why? They are in danger of revealing secrets which may cause them to question the foundations of their loyalty and friendships.
Continued from Slot 1.

4/2 Target: Amber
GM: Patrick B
Description:
If you don’t know what this is about, then you aren’t supposed to know. The truth will get you killed . The truth is not “out there”. Walk away while you still can. This is not a drill.
Characters: A continuation of the Target: Amber series. Priority to continuing characters. Characters are highly skilled Earth humans  with espionage, military  or similar backgrounds. Some oddities allowed, other Shadow origins are just possible. Rank game attributes by priority, rank skill/abilities by priority, with explanation.

4/3 Peace treaty
GM: David B
Description:
Originally run at Ambercon 96.
Set 3 months after the Patternfall war. The King of Chaos and his entour age, the Heads of the various houses, are travelling to Amber for the final negotiations and signing of the treaty to establish peace between Amber and Chaos, but peace is not the first thing on every mind.
Characters: All characters will be Elder Amberites or any member of the Chaos delegation, including Swayvill. List top three choices, in order. Characters will be based on 400 points and anything goes, subject to GM approval. Attributes may be modified by GM, in most cases upward. Players must be willing to use their initiative, this is not a linear game and if you want to do something you can. Last time this was ran, we had fights over the Jewel of Judgement, Benedict and Random fell out (queue Benedict plus army invading Amber) and some Chaosites erased the Pattern, poor Merlin. If someone wants to do something like t his, please let me know and I can build it in, introduce you to fellow conspirators et c.
Number of players: 20

4/4 Hunters
GM: Jules D
Description:
A palpable darkness spreads its tendrils through the corridors of Amber, pooling in the corners, seeping into the cracks. Amidst the miasma of evil the family gathers, seemingly unaware, though tensions are high. To your elders you are a chi ld , kept close perhaps for your protection, or perhaps  just  to run errands, certainly  never for your  council. You sense the  hidden threat, if  the final darkness  falls who will you turn to, where wiII you run?
Characters: This is a one off game for six young (i.e. late teens or early twenties) Amberites. It is set after the first chronicles, though the details of those events will not be particularly important. In general no Shadow Knight rules will be used. The theme will be horror and darkness. You should create your character based on 100 points, with up to 10 points of stuff either way. Items should be described not built out of points.
Skills must be based on character history, remember you are young. You may spend a point to be the best in an area of skill. Minor powers and changes to the existing powers will be available.
It is very important you get your character descriptions and contact details to me early.

4/5 Pretenders
GM: Herman D
Description: 
You have been locked up in ‘The Centre’ for all of your lives… for as far as you can remember. And the people here have tested you and asked you questions and made you do things… you have met the other children at times, and though you are treated well, somehow the people seem ill at ease around you… Except for a few, who have only seen from a distance. They always seem to be watching you…
Characters: The characters will all be playing children and youths, aged 7 to 21. Characters will be built on 50 points with +10 points max for contributions, and a +- 5 limit on stuff. As this is not a ‘standard’ Amber game, most powers are unavailable -­ likewise, no Personal Shadows, Allies, or Items. Full background will be sent out before the con.
Number of players: 2 – 7

4/6 Poketrump
GM: Rob E
Description:
On his last trip through Shadow Earth, Bleys encountered the latest marketing craze there, and immediately imported it back to Amber. It was stunningly successful, perhaps due to his own special twist? The cards in Bleys’ version really do summon battling monsters. The Poketrump Arena where shadow beast is pitted against shadow beast has become quite popular. Arguments and fights have broken out over card swaps. Are you the only one worried that this new pastime might corrupt Amber’s youth? Are you alone in being disturbed about the mass importing of combat oriented shadow monsters? Has anyone seen Bleys recently?
Caveat: the only thing the GM knows about Pokemon he learned on SM:TV. Please don’t bring any cards with you. You will get bonus Bad Stuff if you do. Apart from that, this should be a light-hearted game to wind down the weekend with.
Characters: 120pt characters. No Logrus or Advanced Trump. No Shadow Knight or second series. No running, bombing or diving in the shallow end. Don’t over-do artefacts or Stuff. If I don’t get a character from you before the con I’ll assign you a pre-gen.
Number of players: 6

4/7 The Logrus a.k.a. The Alternate History of Amber: Part II (A sequel to “The History of Amber: Part I”)
Catch line: No one can tell you what the Logrus is – you have to see it for yourself.

GM: Declan F
Description:
Dworkin died trying to create the Pattern. Suhuy’s worst  predictions have come true – the Logrus has gained sentience •and its mad. Logrus users everywhere, now it’s puppets, could be it’s eyes and ears. Captain Edward Cutter and his elite guard, thought dead after Cutter himself used the sign of the Logrus to  try  and observe Dworkin creating the pattern now reappear to enforce the Logrus’ will. Everyone is the Logrus’ plaything. With the council chambers destroyed, and the  houses in disarray, most of the house leaders have gone into hiding.
Characters: Recurring players – I’d prefer if  you  used  the  same characters  –  but  with an extra 10 points to spend. New players –  I’ II send  you  detaiIs as  soon  as  I  have a mailing list.
Number of players: 8

4/8 Nerds in Amber!
GM: Jopie S
Description:
Everybody knows Brand cursed the Family as he fell into the A byss. Nobody knows what the curse entails, but you have the sneaking suspicion that it’s you. The peace with Chaos has endured and Random is well settled in this reign. A second generation of Amberites has arisen, brought out if hiding by their proud parents. It is a generation of fair maidens and promising warriors, and, well, and then there’s you lot.
You are the nerds of Amber; clumsy and pale . When crisis threatens, will you be Amber’s downfall?
Characters: Premade characters (made by you, mind), based on 120 points. Slightly different attributes than the usual  strength, psyche, endurance and  warfare.  Powers and  items half price. An extra 10% off artifacts and constructs if I get your character  before the ‘con. Heroes need not apply!
Number of players: 6