Gamebook 2014

Slot 1

1/1 Bounty
GM: Matthew Barrowcliffe

Description: It is the early years of Random’s reign. Tarquinia, the magnificent city, which lies close to Amber and spends most of its wealth on public buildings and institutions (including the Great Library, famed across the Golden Circle Kingdom for its unparalleled collection). It is a university city where the sons of lords and ladies, the high and the mighty, come to meet and learn.
You found a request notice for “Adventurous and Righteous” people who wish to earn money, answering it lead to a meeting with a few others and the Duke Chancellor of the University.
“Yesterday a botanical field trip into the mangrove swamps was kidnapped. Their guide survived long enough to return and tell us what happened, but has since passed of his wounds, as has their professor. The people kidnapped are six, including three of distinct noble lineage, we know they have been taken by sea, south into the Golden Circle Kingdoms and I have been authorised to pay a bounty for their return, ideally before ransom notes can be dispatched to their families.”
“Discretion would be preferred, we would like to demonstrate to the GCK that their children are safe here, we would also like it to be known what happens to those who kidnap our students.”
Characters: 100pt characters. Amber Diceless RPG. No shadow knight weirdness. No items or sets of items over 4 points in total. Stuff limit 5pts. No stats below Chaos.
Players: 4 – 6

1/2 Investigation of a Citizen Above All Suspicion
GM: Vivek Dasmohapatra
Description:
Foul play is afoot in Amber! There have been a string of murders amongst the high and mighty of Amber, and Oberon (that’s his Grand Amberic Majesty, King Oberon, to you) would like to know what is going on. As courtiers, nobles or minor princelings of note you, the players, have been called in to investigate.
Characters: 100 point characters. No advanced powers. No more than 5 points of stuff either way.
Players: 6

1/3 The Helgram Academy
GM: Trish Hart

Description: Merlin to Corwin: “I was taught the usual things a gentleman should know – magic, weapons, poisons, riding, dancing.”
Since time in memorium, House Helgram has run its own school to train the more gifted members of the somewhat extensive House (or at least, the ones whose parents don’t send them off into Shadow) in the various skills they’ll need to survive as active members of the Courts of Chaos.
And they must be doing something right, because Helgrams are now in key positions both within the House, the wider Court of King Swayville, and their influence is now extending south to the Land of the Unicorn, where Bleys, son of Clarissa Helgram, has recently become King.
Pupils join the Helgram Academy when they reach their eleventh year, and depending on their abilities, graduate any time from eighteen to thirty, depending on how far they wish to take their studies. By the time they reach their mid-twenties they are usually becoming more comfortable with their abilities, and beginning to learn their responsibilities as full members of the House. But with plots afoot within the House, graduation may be coming early for this class.
Setting: The first series happened, pretty much as written. However, Random was never Crowned, because of objections from Lord Dworkin. Instead, the Gerard Regency continued until Bleys, Son of Oberon, Grand Duke of Helgram, was elected  King of Amber by a Court of his Peers. This has led to many opportunities for the previously less influential House Helgram.
Characters: You will be playing the older students, who have finished their basic studies, and moved on to explore their particular talents: magic, conjuration, shapeshifting, other academic pursuits, or perhaps something more unusual: an innate skill or ability that they’ve developed all their own. They are also learning about the House as a whole, occasionally travelling with the older members, and beginning to be aware of the inner House politics.
Characters should be between 25 and 30 years of age, and built on 50pt with limited shapeshift; or 60pt without. No Pattern, Logrus, Constructs or High Compelling. Otherwise all powers as per ADRPG. And if you want to do something different – a sensitivity or innate ability, or perhaps a partial power, then talk to the GM.
I do not intend to do any character generation on the day, so all players should contact the GM in advance.
Game may run late into the evening.
Players: 3 – 8

1/4 It’s The End Of The World As We Know It… And I Don’t Feel Fine
GM: Tym Norris
Description:
Call it the Patternfall War, call it the Great Chaosian Disaster, call it
what you like the result’s the same: Vast swathes of Shadow boiling away into the nothingness of the Abyss, leaving only a few pockets of reality surviving. No-one knows exactly what happened but there area few ideas floating around: Perhaps Oberon failed to rebuild Amber’s Pattern or perhaps Brand succeeded and this is what the reality of a madman looks like.
Meanwhile in one of the last remaining Shadows a group of survivors try and work out what went wrong and if they can possibly fix it.
Characters: Characters should be based on 200 points and must have either Pattern OR Logrus but not both. No Shadowknight stuff.
I reserve the right to veto characters I consider unsuitable and as I would ideally like a balance of Amber and Chaos, I may ask players to reconsider their characters once I have them all in.
Players: 4 – 6

1/5 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.
These tensions have become business as usual in the city, but over the last couple of weeks there is something more. Some prominent citizens seem to be missing, perhaps dead, but no one wants to talk about it.
Now Random is looking for ‘volunteers’ for a secret mission, and you seem to be on his list.
Those of you who somehow managed to prove your loyalty, competence or possibly sheer dumb luck by completing last year’s mission are naturally expected to volunteer for this one. Additional unproven agents may also be required.
Characters: 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 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 welcome.
Players: 6 – 8

Slot 2

2/1 Resistance
GM: Matthew Barrowcliffe
Description:
It is the early years of Random’s reign, the Golden Circle is quaking under the might of the Kingdom of Farnese. To the family, who see the larger picture, it’s a small matter: they will rise, fall and retreat and stability will continue. That’s what you thought before you were called into the presence of the blindfolded Queen Vialle.
“All of you have requested a chance to prove yourself to Random and the Court of Amber, or pay off your debts. This is your chance. The Farnese advance is continuing more competently than we would like, but the Family can’t be seen to stop it or to get involved in the small scale politics of the Golden Circle. So far the Farnese have advanced across a dozen Kingdoms and they are looking to push into more central areas, all with what they would regard as legitimate reason.”
She sighs, “Of course if one of the smaller Kingdoms on a supply line, such as Drust, were to start resisting the invasion of their own shores then the Farnese advance would slow and crack. Unfortunately what resisting elements they have are not skilled enough or determined enough to disrupt Farnese activities. And as I said, Amber cannot be seen to get involved in this matter.”
Characters: 100pt characters. Amber Diceless RPG. No shadow knight weirdness. No items or sets of items over 4 points in total. Stuff limit 5pts. No stats below Chaos.
Players: 4 – 6

2/2 Black Chamber: Shadow Recruit
GM: Pete Marshall
Description:
The nightmare that describes the last 4 to 6 years nears its end. You were part of a Task Force hunting down the Yuma Killer, a serial killer. (The four to six years refers to when you joined the team.) Then two years ago, more by a fluke than the years of effort put in by you and your team mates, he was caught. That he was the deputy lead of the team was a kick in the teeth. That he had used the other members of the team to check out other potential victims was just an extra kick. So for the last two years it’s been trying to deal with guilt of “why didn’t I notice anything”, the trial, the appeals, the press and the anger. Now you are to be one of the official witnesses at his execution. Your shrink says it will help with your sense of betrayal. So here you are at 04:00 on a July morning in the viewing room of the Yuma State Penitentiary, waiting for what exactly? Revenge? Closure? Relief? Something else?
Characters: PCs are humans, with minimal points for stats starting from human, and some for skills (which get treated as mods to the appropriate stat at the time) and a further zero for powers. Players will be sent notes describing character generation & other alterations to the rules. (Actually there’s a further trench of points during the game but giving them up front would just take the fun out of it, for me, that is!)
Character backgrounds are that which would logically fit into a hunt for a killer. Cops (think almost any cop show), Forensics (CSI whatever), Reporters (err Castle) Prosecutors or support staff. Employers can be almost any Federal, California or Arizona law enforcement agency or secondment from another country [But no Benton Frasers please, “No Officer, you can’t taste the cocktail of drugs we use for the execution!” (But wiki your agency of choice first, it may be named something different from what you think)
Current time setting for this game is mid July 2009
Scenario is not linked to the Sunday Game Black Chamber: TalentDrake and is semi-simultaneous (so if you do play in both you’ll need different characters)
Players: 5

2/3 For King and Country
GM: Jason Pickering
Description:
It is 1923. The World is slowly recovery from the horrors of the Great War. However in the very heart of the British Empire, an Evil is stirring. An Evil that threatens London, Britain and beyond.
A call has gone out for the Empire’s heroes and heroines. Will you answer?
Characters: Characters are exceptional Shadow dwellers, heroes and heroines typical of those found in pulp fiction. A modified character system is being used and I will send details to players once the games have been allocated.
Players: 5 – 7

2/4 Stairway to anywhere
GM: Andy Ransom
Description:
The infinite length of the Grand Stair leads everywhere and anywhere, offering the promise of unimaginably riches and the risk of untold danger with every new Door you step through.
Setting: This is a Lords of Gossamer and Shadow game, a game based on the
Amber Diceless RPG rules but using a new and different background setting.
No prior knowledge of Lords of Gossamer and Shadow is needed to play this game, but more details about the rules and setting can be found on the Rite Publishing website: http://ritepublishing.com/dicelessroleplaying.html
Characters: Partially pre-generated characters will be provided with some opportunity for player customisation.
This game will start at 10am, but you are welcome to join the GM for a late breakfast and discuss the game before that.
Players: 6

2/5 The Strange Case of the Missing Ancestors
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 and everyone else in the school, if it weren’t so secret. Life would be a little easier if you had not lost two years while wandering around Chaos looking for Doctor Strange and his family. Now official-looking cars pull up and there are loads of serious people in suits poking their noses in everywhere. Is the game up? Or is it merely afoot?
Characters: Characters comprising teenagers of between 12 and 16 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-missing-ancestors
Players: 6

Slot 3

3/1 Sung in shadow
GM: Herman Duyker
Description:
A story set in the City of Amber
“Who can say where love will lead us / Love, the shadow of a rose”
However, it is not love that we see here on this stage, but grief and mourning. A young girl, scion of a minor noble, barely in the blossom of her life, lies cold and dead in the family crypt under the Chapel of the Unicorn, near the Upper City.
Has her young lover fled, died, or was he assassinated?
Who is this well-dressed stranger attending the mourning, his face hidden, dressed in black?
Why are the gates to the royal castle of Amber closed, the guards on full alert?
And who is the captain of that ship anchored outside the harbour?
NOTE: This story plays on the same “stage” as my earlier games “Fear itself”, “Soul of the City”, “The Sleeping City”, “What lies beneath… ” and “Ill-met in Moonlight”, though it is not (strictly) a continuation. The game is essentially a horror-mystery, the style tends towards “lighthearted horror”.
All players (new and old) are certainly welcome.
Characters: You will be playing “normal” people living in the City or Castle of Amber. 50 points, no Pattern or Logrus, no exalted powers, no constructs, “0” point level for stats is Human.
The premise of this game is that all of you will be playing the “normal” people living in the City of Amber (or perhaps in the Castle, serving in the Royal Navy or on the Merchant Fleet, or you’re one of Julian’s Rangers, or you’re just some beggar in the street (but then again… you’re the beggar of which all other beggars are but a shadow), or you’re a minor noble, or… you get the point.)
I’ll send out info before the convention with the particulars.
Players: 4 – 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 slightly 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 Sexual Politics
GMs: Seana and Louisa McGuinness
Description:
The Patternfall War never ended.
For Amber, they fight invasion by unprovoked aggressors; enemies alien and strange.
For Chaos, this is a crusade of vengeance, overdue retaliation for crimes of the past.
Both sides are right. Both sides are wrong. From a certain point of view.
Truth is a rare and treacherous thing.
And still the war goes on.
Amber struck right at the heart of Chaos — the best defence a good offence — but did not end their threat. Like the legendary hydra, Chaos grew more heads, a thousand Ladies rising in place of the Empress that Amber struck down. Now, Amber itself lies under siege. The forces of Chaos are firmly entrenched in a ring of shadows around the Golden City. Or, as they know it, the Heart of Darkness.
The men of Amber have ridden out again and again, pushing the enemy back from the gates. They have kept the One True World free from invaders, even managed to scour surrounding shadows completely clean of their presence, but have not managed to break the siege. Amber endures, as it always has. As it always will. But its people are so terribly weary.
For their part, the forces of Chaos tire of the endless war. Rivalries, grudges and even all out war between different factions have hindered their ability to press any advantages they wrest from Amber’s implacable defenders. Some among them argue that perhaps it may be time to focus their energies on first setting their own house in order.
Two centuries have passed since the war began. The siege has been going for about half of that and the current situation is surprisingly stable. A colder sort of war.
Now, perhaps, with the possibility of peace?
People on both sides want it. On the right terms. But who will be able to secure it? Not the Princes of Amber, who must be seen to be as unyielding as Kolvir itself. Not the Ladies of Chaos, who do not deal with those they do not control.
But the princesses of Amber, ‘neither interested nor fit’ for the throne, unsuited to the manly business of waging war… The menfolk of Chaos, unable to wield the power of the Blood, to forge the complex weave of bonds and connections that is a House… They could do it.
You could do it. You could forge a peace between two nations, alike in dignity if in seemingly little else.
Will you?
Characters: In general, you will either be a female Amberite (a child of one of the elders) or a male Chaosite.
Culturally, Amber takes the chauvinism of Corwin’s books and runs with it. Women can be sorceresses and ladies in waiting, but are not respected at all in the arena of the primary source of political power in Amber — military matters.
Chaos is… different. Part of the power suite of a Lady of Chaos is to be able to infect lesser creatures with their blood, changing them and (to varying degrees) compelling their loyalty. Men just don’t have anything comparable, and so don’t have the highest political posts.
Instructions and further information will be sent out before the con.
Players: 4 – 10

3/4 Being Kashfan
GM: Alan Wake

Description: Ordinary boys, happy knowing nothing
Happy being no one but themselves
Ordinary girls, supermarket clothes
Who think it’s very clever to be cruel to you
For you were so different, you stood all alone
And you knew that it had to be so
(Morrisey)

Safety comes in the strangest forms. In your case it is the relative anonymity of a run-down guest house in a quiet coastal town. Blending in with the other Kashfan natives is not merely a lifestyle choice though. If anyone important were to find out who you really are…then there’d be trouble.
Characters: Characters can be Amberites, Chaosites or Ghosts. Please state your preference so we have at least one of each. Events occur post Patternfall.
Details on Powers and backgrounds from the GM. Characters are based on 100pt; no Constructs.
Players: 6 – 8

Slot 4

4/1 A Brave New World
GM: Kevin Dennis
Description:
The death of billions… A dream of the crowning of King Arthur began a quest to reclaim the Dragon Power and enthronement on Glastonbury Tor and a commitment to the defence of the Land. Prince Eric, Princess Florimel, Amber… names of an apparently ‘innocent’ enemy but one of lesser import compared to the frantic activity needed to help the Land recover. As peace slowly descended exploration of the Rosette worlds began, the discord was discovered. What followed was a confrontation with a Minotaur, and more and the eventual restoration of the Dragon pathways only to be confronted by a dark, angry and Chaostic power to one side, and the ‘King’ of dreaded Amber – Oberon.
The question now is… with Pandora’s box open, how will you respond to the advances of both Amber and Chaos? Will the Rosette survive in its infancy? And will the Dragon powers stand up against the might of these two ancient enemies?
Returning Players and New Players welcome.
Players: 6 – 8

4/2 Black Chamber: TALENTDRAKE
GM: Pete Marshall
Description:
Continuation of last year’s Black Chamber game. (Don’t need to have played it to play this)
Last time you sank an island (it was only 6 square miles) in the middle of the Shannon estuary so only a few hundred thousand people might have noticed. To be honest, you got the figure identified to you as the Angel of Death to do the sinking.
The Corey Anomaly in Phoenix is still there, still connected to the Zombie Reich Universe, and still leaking its laws into our universe. The terrorist creator of the Corey Anomaly, Carl Corey, is still presumed to be out there somewhere doing what? However, the techies of Research think they have found a way to break the link. Worryingly, they are not sure what happens afterward, but they are confident that it will link to another Earth in a universe more like this one, one where the majority of the population are alive rather than zombies. So what happens when the link is broken? Will it connect to somewhere acceptable? If it does where will that reconnection be? And will that location be safe and friendly?
Characters: PCs are humans, with 20 points for stats starting from human, further 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.
Current time setting for this game is end June 2009.
Players: 6

4/3 What Ho, Amber!
GM: Mel Mason
Description:
This game is in part a continuation of last year’s Nine Princes in Blandings, being set in the same universe. However, this year we’ll also be drawing on the thrillers of the 1930s – Dornford Yates, Sapper, John Buchan and Bulldog Drummond.
It’s high summer (again) and the streets of London are baking. The Drones Club is being repainted once more (an unfortunate episode with eggs, beans and crumpets), 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 Snodbury 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 there are still rumours that a bypass is being constructed that could run perilously close to the Castle itself.)
But the real news is that your sprightly cousin Mirelle has disappeared… and your uncle Caine adds a rider to the invitation – bring your revolver…
Characters: 100 point characters. New and returning characters are welcome.
We’ll be using a variant of the Gentlemen 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 or the thrillers, but notes on the basics will be provided for players.
Players: 4 – 8

4/4 The Wonderful Wizard of Amber
GM: Diana Probst
Description:
There will be farmhouses, witches, fake wizards, real (if slightly insane) dwarfs, and a plot device that goes from A to B. There is no need to use the plot device, but it will help, and it is clearly marked ‘stand on the left and walk down on the right’.
Characters: Characters can be built (loosely, with room for tweaking please) around 100 points with ADRPG rules. +5 points for wearing gingham. +10 points for wearing gingham if you are not playing Dorothy. +n points, where n is as many as needed, for playing a bad bad person. Other points for contributions, if you can think of any.
Players: 6

4/5 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