Gamebook 2013

Slot 1

1/1 Going Underground
GM: Vivek Dasmohapatra
Description:
A continuation of last year’s “More Human Than Human”: The synthetics (which would include you) have escaped Advanced Medical Biosystems Research, and burrowed into the seedy underbelly of the city (of which there is plenty): But will they discover who (or what) created them?
And will they do it before their creator finds them? (New players welcome, more details will be supplied before the con )
Characters: 50 point characters. You have a power, a knack, a gift, a curse… call it what you will, that isn’t quite normal. As a synthetic hiding from your creator(s) the other players will know roughly what you are, but they won’t necessarily know of your specific power(s).
Your powers can be anything justified by an Amber DRPG power, or partial power (yes, even pattern or logrus, although you will have at most access to one or two abilities from those, not the full suite).
If you so choose, your power could simply be your high stat scores (a normal human has 0 points. You have 50).
Players:  6

1/2 The Sable game
GM: Trish Hart
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.
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/.
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.
Player Preference Returning players have preference, new players welcome.
Players: 4 – 8

1/3 Who do you think you are kidding, Mr Swayvill?
GM: Tym Norris
Description:
The Patternfall war rages across Shadow and the forces of Amber are being pushed back towards their homelands.
Meanwhile the Golden Circle Shadows ready their last ditch forces to resist the oncoming Chaosians…
Characters: Characters are members of the Cabra-On-Sea Home Guard. 75 point characters, with all Stats starting from Chaos. Pattern is not available nor is anything from Shadowknight.
Players should also come up with a good reason why they aren’t at the Front.
I reserve the right to veto any character I consider unsuitable.
Players: 4 – 6

1/4 Hostile Territory
GM: Simone Pharoah-Metcalf
Description:
Oberon’s reign was eternal and absolute. Then there was Eric’s 5 year reign, Corwin’s brief appearance, and now Random has had the throne for 3 years. While Random appears to be more popular than Oberon was, he doesn’t have the same iron grip on his subjects. The noble houses of Amber are jockeying for position, the Golden Circle is getting restless, and the list of past altercations and indiscretions demanding restitution seems endless.
Random has been expanding Amber’s influence rapidly since he took the throne. Various minor nobles have been scrambling to gain control of new trade routes, territories or Ambassadorships.
It’s not common knowledge yet, but a scouting party has gone missing while investigating a newly discovered shadow. A team of investigators was sent to find out what happened to them. Despite various difficulties, they have retrieved 5 out of 6 of the missing team. No one seems to know why, but apparently the last team member is just too damn important to be left behind.
You are on this mission because someone with enough pull wants you there. You might have a parent or sponsor in a noble house, or you might be a talented hard-working nobody but someone’s got their eye on you. This mission could make your career… or end it.
Characters: Characters could be career military, explorers, sneaky bastards or other interested parties. Some minor powers and abilities available. Character creation details will be sent out later.
This is a sequel to last year’s game, but new players are encouraged.
Players: 6 – 8

Slot 2

2/1 A Broken Crown
GM: Kevin Dennis
Description:
Eight people met in dream at the crowning of King Arthur and set out to reclaim the Dragon Power before the forces against them succeeded in destroying all mankind. They collected the symbols of Kingship and were enthroned on Glastonbury Tor, committing themselves to the defence of the Land and gaining the Dragon power in time to defend themselves against the forces of Amber. In the subsequent parley they discovered that the name of mankind’s nemesis was Florimel, although Prince Regent Eric may not have been as blameless as he tried to portray himself…
Few shadow-dwellers can claim to have defeated an Amberite in battle, and you can be sure Prince Eric will not let Princess Flora forget that, or that she opened a second front while Pattern-fall threatened the realm.
A year passed peacefully. A year of frantic activity making the Earth safe; disposing of six billion corpses, closing down nuclear reactors and securing resources against the ravages of nature. Finally you have a chance to investigate the dragon paths that lead out of Earth shadow to other universes, other worlds… Your few exploratory steps led to a hundred other worlds, but nowhere did you find any sign of Prince Eric, or the forces he fights.
Characters: Returning Players and new players welcome.
Players: 6

2/2 The Tree of Swords and Jewels
GM: Keith Pharoah-Metcalf
Description:
It was in the second age of the coming of the Sun and Moon that the People signed the treaty of Niranaeth Arnoediad with His Majesty Oberon of Amber.  Their Realm was bound to the Golden Circle and became a great trade route on the Road to Amber due to its many precious Jewels and Weapons.  By the command of Oberon; the Dread Warmaster Benedict ordered the Amber Host to gather all the bodies of those who had fallen in the fifth and final battle of Loth-Lorien, and all their harness and weapons, and piled them in a great mound in the midst of Norgothrond.  That ever after was known as the Silent City.  And it was like a mighty hill that could be seen from afar.  Haudh-en-Ndengin, the People named it, the Hill of Slain, and Haudh-en-Nirnaeth, the Hill of Tears.  But grass came there long and green upon that hill, alone in all the desert that Oberon made of Norgothrond,, atop the Hill grew a Tree as white a bone, entangled with Jewels, Harness and Elvish Blades that shone with the light of the Undying Lands and no warrior of Amber ever trod thereafter upon the earth beneath which the swords of the Eldar crumbled into rust.
It is said by the Eldar that Men came in to the world in the time of the Shadow of Oberon, and they fell swiftly under his dominion; for he sent his emissaries among them. They listened to his evil and cunning words, and they worshiped the Shadow and yet feared it.  But there were a few who in later days turned from the service of the Dark and left the lands of their Kin and wandered ever westward, for they had heard of a Light which the Shadow of Oberon could not dim.  They came at last in to the Lands that look upon the sea, and they entered Loth-Lorien in the time of the War of the Jewels.  The Edain they were named in the Elven tongue and they became friends and allies of the Eldar, and did deeds of great valour in the Wars with Oberon.  This was in the time before the Last of the Three Silmarils was lost and it was used by the Late High King Fingolfin to contend with the Jewel of Oberon.
Know this that the rule of Oberon is harsh and cruel, to many it seems that malice and whim alone control his actions.  Other Realms during the long Ages of Oberons rule, joined the Golden Circle Alliance either by conquest, a lust to partake of the might of Amber, or fear of Oberons wrath of his Legions.
You are of the Three Kindred’s of the Eldar or of the Edain having survived the horror of Niranaeth Arnoediad.  A woman’s weeping has troubled your dreams.  The memory of pain flowing through heart and bone is almost more than you can endure, your feet are drawn ever closer to the Hill of Slain, the tears that hang like dew upon a Tree that shines with an unforgiving Light…
Characters: Character creation will be sent out before the con.
Players:  6

2/3 Decontamination
GM: Simone Pharoah-Metcalf
Description:
After Hiroshima, all nuclear weaponry was abandoned. Instead of a cold war, there was a much hotter one, and various bits of the planet were bombed back to the Stone Age. Most of the planet has been suffering from radiation poisoning, but over the last few years some areas have been reclaimed. There has now been an uneasy peace for the last 25 years, mostly due to large amounts of rebuilding needing to be done. There are rumours that peace may not last much longer, and that mutated humans are roaming the wastelands.
Since every country has dangerous wastelands tainted by biological and chemical hazards, people are regularly checked for any genetic degradation or infection. Governments have become rather heavy-handed in dealing with “the mutant problem”.
There are also rumours that some mutants have developed weird powers, are dangerous cannibals and should be exterminated on sight, so maybe it’s best not to listen to rumours…
Characters: Characters are young adults who have been lucky enough to have grown up with a good education, wide-ranging opportunities for training and access to excellent healthcare. Most people are not so fortunate. Let’s hope you made good use of it. 20 points available. Powers: Probability manipulation 10 points, Communications 10 points, Disguise 5 points, Self-Healing 5 points. Stats: 10 point limit, 10 points makes you an Olympic athlete, chess grandmaster etc., 0 points is an average human, any higher than 3 points represents a significant investment of your time that should be reflected in your background. Stuff limit: 2 points. Good stuff could be a nifty item, bad stuff could be an outstanding warrant for your arrest, be creative. Oh, and there’s some weird powers too, but you probably don’t want to tell anyone about that…
More details will be available before the ‘con.
This is set 4 years on from Contamination, a one-off game I ran 4 years ago. Knowledge of the original game is not required. Previous characters or new ones equally welcome.
Players: 6 – 8

2/4 The Strange Case Of The Strange Case
GM: Richard Urwin
Description:
Life at the Carlos Cory School for Gifted Orphans is not a bed of roses; the academic regimen is punishing and the discipline is worse, and then there are the people who are trying to kill you. It has been over a year now since you discovered the truth about the Eternity Society and you are just about getting used to being scared most of the time. You fondly remember the times when all you had to face was a pair of sabre-toothed tigers or a dozen demons. Miss Flaumel has disappeared and Miss Trees has left the school. Now you have no insider in the Eternity Society, intelligence is rare and you have little hope that any attack will be forewarned. The new deputy head, Miss Reese, has brought with her a few new security guards that are occasionally seen around the school and grounds. Their green and brown uniforms are very smart, but what’s with the swords? Sooner or later the school will either be attacked or closed, but for the time being it remains the only hope for the scattered descendants of the mysterious Corwin.
With the new school year you settled down to classes again. For some, if not all, of you this would be your final year at the school. And then the note arrived. Contact had been made with another family and someone had to extract them before the ES got to them first. It seemed an amusing diversion before supper, but darker events were afoot.
Characters: Characters comprising teenagers of between 11 and 15 years to be created by the players before the con. For Character design requirements see the web-page or contact the GM.
This is a continuation game; new and returning characters are welcome.
See: http://www.soronlin.org.uk/the-strange-case-of-the-strange-case
Players: 6

Slot 3

3/1 Holding the fort
GM: Jonathan Amery
Description:
A few months ago rumours came out of shadow that an army was being raised under the banner of Finndo of Amber. After some investigation King Oberon left to summon his own allies to war; leaving you in Amber. He has not yet returned.
Characters: Players will play pregenerated young elder Amberites — Eric, Corwin, Deirdre, Fiona, Caine, Bleys — distributed by preference list. I will be wanting interesting artifacts / shadows though…
Players: 5 – 6

3/2 Aurellis
GM: Tim Hart
Description:
Momentous days are at hand in the multiverse which exists outside of the knowledge of most of those living in the normal world. Four weddings and a funeral are coming up in the months ahead as both player characters and NPCs catch the romance bug, and death also has come to call.
Aurellis is a long continuing game with each scenario as a separate episode, being run at many different conventions and via email, chat and skype audio. Returning players are welcome, either with existing characters or something new, and new players are welcome.
The game starts out on Earth, currently mid way through spring 2009, but it is an Earth where slightly more weird things happen than in real life, and slight more often too. The worlds outside Earth are simply myth and legend. Honest. At least until you have been told differently.
Characters: Characters should be someone who despite living in the real world, might have something weird or unusual about them, such that they may come to the attention of the ‘weird stuff police’ as potential recruits, and are created by use of a quiz, which will tell me enough to work out what points, skills, attributes and powers you might have. This means that new characters need to be created via email before the con, so please only sign up if you will have time to do this.
Players: 8

3/3 The Man from A.M.B.E.R. – the Crimson King Affair
GM: Jason Pickering
Description:
Players are members of a certain semi-covert organisation which recruits agents of promise from Amber, Golden Circle and Shadow. Their aim is to maintain the integrity, security and defence of the State of Amber and Shadow.
Characters: The character creation rules presented here are similar to those used by Tim Hart in his Aurellis game, but with a number of adjustments, details of which will be sent out when the game allocation is done.
New and returning players welcome.
Players: 5 – 7

3/4 Return of the native
GM: Alan Wake

“Let’s join forces
Got our guns and horses
I know you’ve been burned
But every fight is a lesson learned”
(E.Goulding)

Description: The Grande Armée under Benedict’s generalship was invincible, and that is how you felt. Plucked from the security of your homelands to fight Amber’s wars in foreign fields, you learned to lead and to command, to vanquish the foe and to feel the flush of victory. All the more bitter the taste of defeat, and worse still the long retreat.
Leaderless and a fraction of its former strength, the army rallies its banners on the muster grounds of Eregnor. Surely now the Eternal City is in sight your struggle will finally be over?
Characters: Characters are Amber citizens or allies of Amber returning from the front. Events occur around Patternfall. Details on Powers from the GM.
100pt characters with free 10pt Pattern; no Constructs please.
Players: 6 – 8

Slot 4

4/1 Citizen Caine
GMs: Jonathan Cooke & Diana Probst

Characters will be Hollywood themed Stars and Directors, in the 60s. No, really. Marlon Brand, Floralyn Monroe, Fiana Dors, Humphrey Benedict, are all suitable.
Description: Caine is dead. We are sure about it this time. As his last words echo, his friends, frenemies, and warm personal foes have to deal with the ramifications, including but not limited to what has happened to all the money he was looking after, how to stop those meddlesome police officers from finding out secrets, and whether this will change what Old Man Oscar ‘Oberon’ Meyer does for his next film.
Characters: Choice of top three Elders in as soon as possible, please. Chargen is more by discussion than sheet points: the more blackmail material you give us, the more power you get.
Players: 4 – 8

4/2 Black Chamber: Vermilion Gold Squid
GM: Pete Marshall
Description:

transcription from a briefing to the US Senate Subcommittee on Emerging Threats and Capabilities
“Senators, thank you for coming to this meeting. By the authority of the President and the Constitution, I compel, command and constrain those present or listening, through the Ritual of Ibn-Ghazil to keep secret what they see or hear in this chamber.”
“The usual security procedures being in place, shall we begin? First for those who do know me, I am James J. Angleton, Director of the Office of Information Awareness.”
REDACTED
“Yes Senator Hagan, the transfer of the majority of military personnel assigned to this office to the component of SOCOM designated the Supernatural Operations Command will take place over the next month. OIA will retain the civilian and intelligence community personnel, military personnel embedded in current teams, now re-designated Covens and the majority of Sortilege research personnel although there will be a certain overlap with other agencies, mostly NSA, CDC and NCSA.
REDACTED
“Yes, Ma’am, we have finished the report analyzing Operation Snow White. Our team was successful in acquiring the British component of the Turing Construct but they did also discover some alarming information. One, it would seem that demons exist, that they are factional, and we have made friendly contact with one of them, currently designated Sterling. Two, we had competition in acquiring the Construct. A team from one of the French Intelligence Services, probably DGSE, the General Directorate for External Security, but our team neutralized theirs.”
REDACTED
“In the most prejudicial way, Senator. Three, the price charged by Sterling for assistance in acquiring the Construct was helping him eliminate another demon which turned out to be quite convenient actually. The target demon was part of the British Security Service team in possession of the Construct so we would have had to encounter him anyhow. Unfortunately our personnel could not take possession of the cadaver but imagery and some tissue samples were obtained. They are being examined currently”
REDACTED
“No Senator, the OIA was not involved in any way with either the Scottish Independence referendum or the upswing in nationalist movements across Europe. I still find it surprising that the Scotch voted for independence.
REDACTED
“In my experience, Senator, most of the Scotsmen, I’ve met were about 40% Scotch, I just assumed that the vote was as they say, “Just the whiskey talking.” 
REDACTED
Characters: PC are humans, with 40 points for stats starting from human. 15 points for skills (mods to the underlying stats in suitable cases) and 15 for powers. Players will be sent notes describing character generation & other alterations to the rules.
Time period for this game is March 2009
Players: 6

4/3 Nine Princes in Blandings
GM: Mel Mason
Description:
It’s high summer and the streets of London are baking. The Dones Club is being repainted, and it’s a good time to accept an invitation for a long weekend in the country. Except this is not so much an invitation – rather an august command issued by Aunt Flora that you should tootle down to Blandings Castle for the weekend. A whole array of delights are on offer – the prize giving at Market Snodsbury Grammar School, a cricket match between the house guests and the guests of Sir Gregory Parsloe-Parsloe, and preparations being made for the Empress of Blandings to enter the Fat Pigs Class at the Shropshire Agricultural Show. And if all this wasn’t enough, there are rumours that a bypass is being constructed that could run perilously close to the Castle itself, under the aegis of a certain planner called Rupert Baxter.
Can you save the pig, protect Blandings from vile schemes and avoid becoming engaged to Madeline Bassett?
Characters: We will be using a variant of the Gentleman and Players rules here, created by Timothy Ferguson (see http://timothyferguson.wordpress.com/ephemera/amber/gentlemen-and-players/).  Your character will be a Drone (or similar) – male or female – in other words young and irresponsible, possibly impecunious but possibly surviving on a family allowance.  You can create your own character or play a canon PG Wodehouse character from any of the novels or short stories (please let me know which you’ve chosen – I haven’t read ALL Wodehouse).  The older Amberites are your uncles, aunts and parents – except that Flora and Fiona are EVERYONE’s aunts, You should still find this game fun if you have never read or seen any Wodehouse, but notes on the basics will be provided for players.  This is a new game
Players: 4 – 8

4/4 Descendants of Amber
GM: Andy Ransom
Description:
You always knew you were different, special in some manner, but you didn’t know why until you were contacted by a mysterious stranger calling himself Ghost. He told you you were not alone that there were others like you and what’s more there were also people hunting you!
A game based on Shadow Earth with a slightly Heroes-esque (as in the TV show) flavour.
Note this is a new scenario and while it will build on the events of last year’s game, no previous knowledge is required, new and returning players welcome.
Characters: Characters are all of the blood of Amber but grew up on shadow Earth with no knowledge of Amber or shadow. Powers and abilities will be limited to those you could have inherited or learned while growing up on Earth (basically no Pattern/Logrus/Trump or Shadow travelling abilities).
Full rules for character generation to be provided before the Con.
Players: 6