Game Book - ACNW 2001

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Thursday, November 1, 2001 - 7pm to midnight

The MoonRoses of Avalon
 

GameMaster: Emma Sansone

   
  Game Description: A one-off scenario with an unashamedly Arthurian flavour, set in Corwin's Avalon (the one he claimed had been destroyed) towards the end of the first series.

Setting: You all know the story of the Last Battle: how Lord Corwin, wounded unto death, was carried away in a silver boat by the Lady of the Lake, and how with his waning strength he threw his magic sword Grayswandir into the Lake.

It is said that Lord Corwin is not dead, but lies sleeping in a cave, where he will awaken, and return to save Avalon in the hour of its greatest danger.

The war has long ended. Now there are tales of strange black circles appearing in the depths of the Forest Sauvage. Maybe that will be danger enough to bring back Lord Corwin from his enchanted slumber. Otherwise, you will have to save Avalon yourselves.

Character Instructions: sons and daughters of Corwin, unknown to him and to them, aged from a maximum of about 300 to a minimum of 150 years, with 70 points, no Pattern or Logrus (because they have no idea that such things exist), and no advanced powers. Keep Stuff within +/-10 pts , and Items to fit in with the Arthurian setting. As well as any items people create, there will be some magical items available, for which people are encouraged to bid, using their points. I shall send the list out as soon as I know who the players are.

Note: this game, as well as plagiarising Malory, who is fortunately long out of copyright, is based on a game by Herman Duyker, "Moonshine and Roses", which he ran at ACUK 99. Herman has given me permission to use it and I have made modifications to the plot, but anyone who played in "Moonshine and Roses" will find significant similarities. I have run this game at GiocaModena, with pre-generated characters; and at ACNW 2000.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention:
Emma Sansone & Murray Writtle
Chandler, AZ 85226
Tel: +1 (480) 699 8471
http://www.campobianco.com

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3729345
 

GameMaster: Ben Mardukas AKA Dan Christensen

   
  Game Description: Adventure / Heroic — Other; N/A

I really wish I could describe this game but in fact I cannot. You may think I am doing this to raise your eyebrows, but it's simple: I can't tell you everything because it's all part of the game. Just show up and you are in. There is one thing — be ready. Like "Cast a Long Shadow" from last year, this game is a high energy game.

Setting: You won't have to think about the Multiverse

Character Instructions: No restrictions for this game other than the setting

Player Information: Minimum: 4 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Dangerous Relations
 

GameMaster: Murray Writtle

   
  Game Description: Adventure / Heroic — Traditional Amber

You are the flower, the veritable Rose d'Argent of 17th Century France!

Your patron Duke Athos Corey has retired to his Richelieu estates now the good of France dictates he pass the baton to someone still in the prime of life. The Duke seems sunk in melancholy. The death of his sister perhaps still weighs heavy. The youngest of his cabal of one-time guardsmen, the finest blade who ever lived is no more. The legendary strength of Gerard Porthos fails and he is consoled only by his mistress. Cardinal Aramis Mazarin alone retains the legendary faculties that equip him to serve as the nation's Prime Minister, for the good of France. But there are rumours he will disband the elite Cardinal's Guard and in the name of unity allow those wastrel, dilletante Musketeer poodles to represent the flower of French chivalry. What a mockery! Their games grow more cruel and Athos and Aramis no longer speak.

Setting: In the universe of Corwin's Pattern less than a century after Patternfall in an eternal city modelled on the Paris of the Musketeers.

Character Instructions: Characters are parisians of exceptional character whose upbringing was in some way favoured by one of the famous four guardsmen in their later days.

Character stories to the GM before the con please. Points and powers (partial and unusual encouraged) by arrangement with the GM. Tension between characters is acceptable but players willing to cooperate for the Good Of France will avoid the necessity of inventing the Guillotine early.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Diamonds in the Heart of Darkness
 

GameMaster: Jim Holthaus

   
  Game Description: Other; N/A -- Non-Amber

The outcome of the dirty little wars of Central Africa often hinge on the involvement of foreign mercenaries. These mercenaries bring a variety of skills that are sometimes in short supply locally. Your team offers something special: the ability to get the job done without creating a stack of dead people. Where other groups use brute force, your team uses finesse; where other groups give up, your team shines; where other groups barely break even, you sometimes come out ahead.

Setting: This is set in more or less present day central Africa. The game will be using a diceless variant of FUDGE.

Character Instructions: Characters will be created in the beginning of the slot using a collaborative system.

Player Information Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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The [--CENSORED--] Affair
 

GameMaster: John Nienart, Anneke Floor

   
  Game Description: Dark / Grim — Amber with a Twist

We could tell you about this game. But then we'd have to kill you.

Setting: The place -- ----- -- --- --- ------- --- in shadow, -- ----- --- ---. Details on a strictly need-to-know basis. Must ensure ---- ------ ---. In case of ---- -- ---, you know what to do.

Character Instructions: You will be playing a human. Further character instructions will be sent to registered players only.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Players will receive their briefings. Action will be required after this, but prior to the convention.

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Pattern? What Pattern?
 

GameMaster: Edwin Voskamp

   
  Game Description:Exploration — Amber with a Twist

The game is set in the beginning of the first book. Eric rules as Regent, Corwin has been gone a long time, though there are rumors that the intruder who attempted to assassinate Eric in the library a short while ago was Corwin, one of his followers or his ghost.

Eric, officially in an attempt to strengthen Amber, has convinced his siblings to bring their (known) children to Amber, so that they may be protected, learn to use the Pattern and, it is hoped, eventually strengthen Amber in these times of need.

Setting: During the first book.

Character Instructions: Amberite child of an Elder from the first series (i.e. Benedict, Eric, Corwin, Deirdre, Bleys, Fiona, Brand, Llewella, Caine, Gerard, Julian, Flora or Random).

Of these, children of Corwin or Benedict would need a background that makes it possible for them to be drawn into Amber at the beginning of the game (having lived on Amber, in the care of another Elder, e.g. child of Corwin on Shadow Earth, etcetera).

- 100 points
- No more than 5 points of good stuff
Good stuff can be spent to adjust what happens, i.e. you can spend a point of stuff to make things come out right, more points allow you to adjust things to a greater extent. You can also leave them unused and enjoy their, much lesser, effect continuously. - No Pattern, no Trump, no Logrus, no Advanced Powers
- Chaos is unknown
- You do not need to 'set aside points' to walk the Pattern. The way I play it, anything you do in game is fair game and costs no points: walking the Pattern, finding Greyswandir, Jewel of Judgement. You can do these in game and they do not need to get paid for, nor do they come out of Bad Stuff.
- I allow people to spend a point on being amongst the foremost practioners in a field of expertise. You can do this in multiple fields, or stack it for ridiculous expertise.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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The Queens Gambit
 

GameMaster: Ameer Tavakoli and Kevin Clark

   
  Game Description: Adventure / Heroic

It is a frenzied time in Amber. Celebrations are underway for the new year and diplomats and ambassadors from the whole of the Golden Circle are making arrangements to come to Amber City for the annual banquet.

But there is danger afoot, and the Queens Guard must do all that they can to make sure that their blind Queen walks safely through the dangers to the other side.

Setting: Twenty years past Patternfall. Random and Vialle rule in Amber, and have made for a powerful diplomatic voice, creating treaties and ending hostilities with one meeting or missive.

Much of this credit must go (but rarely ever does) to the constant vigilance of the Queens Guard, who are able to send messages and find out information by whatever means necessary through any opposition for the general good.

The Guard are composed of warriors, bards, spies, and rogues, but they all swear fealty to the Queen Vialle of Amber and to no one else, much to the consternation of the Kings Musketeers.

Character Instructions: Note: Characters are not of the Royal family.

Rather, they are members of the famous (some would say infamous) members of the Queens Guard ... they care for her safety, her well-being, look out for her interests, and speak with her voice throughout the Golden Circle.

They will have eighty points with which to make members of this force. Pattern is not allowed. Broken pattern and all other powers/items are allowed if you come up with a backstory ... think of a story that would make for a good evening at the bar involving derring-do to enchant your friends and get a date and you are on the right track.

Getting allies/contacts/friends are encouraged. Please feel free to make suggestions/backgrounds for these people that you want and how you know them.

Characters start out with Amber stats. Also, pick a skill/knowledge that your character is particularly skilled at: Examples: acrobatics, pugilism, debate, singing, sailing, horseback riding. While it is expected that any character can do any of these things well, this is something in which there is none better than you.

Selling down to human and/or getting bad stuff is not allowed.

Note: If I get your character a week before the con, you will have an extra ten points to make your character.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention.

Please send me your character before the con so I can provide background material, as well as provide alternatives to make sure that all of the characters can work well together.

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Red-Hot Pwca
 

GameMaster: Meera Barry

   
  Game Description: Humor / Spoof — Non-Amber

Members of House Quevive, you have a problem. It looks like House Malfeasance has set you up...by delivering unto thee several magical items you should not possess. There are three ways to get rid of them...delegation, experimentation, and sheer attitude (or is that "delegation" again?)

Setting: This is a non-canon, non-Amber game, played with modified Amber Diceless rules.

Character Instructions: This game is a fast-paced faerie game of hot potato. It was played fairly successfully at Courts of Chaos Con 2001, and while the actual events of the game and many names have been changed (for their own protection) the main thrust of the plot is still the same. Character instructions shall be found at http://mabarry.kdmcs.com/amber/acnw01/redhot/

Player Information: Minimum: 4 Maximum: 15

Players need not contact the GM(s) in advance of the convention.

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Vendetta
 

GameMaster: Erik Florentz (with special mention to Linda Duncan who will not be attending)
Game may run late into the evening.

   
  Game Description: Exploration — Traditional Amber

It is summer, glorious summer. Random rules in Amber, Merlin reigns in Chaos, and the multiverse is secure and reasonably peaceful. Now, there is time to catch up on old business; now, is the time for revenge.

Setting: This game is open to characters, who in the course of play have pissed off an elder. Knowing there could be dire consequences, this is your chance to rectify the situation. or. maybe. you'll make it worse. Any reasonable point total for characters is acceptable, but remember the bigger you are the harder they want you to fall.

Character Instructions: Contact the game master as soon as possible, so we can work out backgrounds. We will want to know whom you annoyed, how and why; and, oh yes, there could be more than one elder out to get you. Also, we want stats, powers, artifacts and any friends or allies. Remember you do not need to pay points to have someone owe you a favor and you might want to call in your debts.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention. Have your character stats and powers handy, with an explaination of how the PC acquired these skills. Know your parentage and what's happened in prior RP with this PC.

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Castle of Crossed Destinies
 

GameMaster: Kristen Gibbs

   
  Game Description: Exploration — Non-Amber

Your day begins as it always does, doing your normal routine. The day becomes extraordinary when you are mysteriously transported to a deserted city so large that it stretches to the horizon in all directions. It was obviously under some sort of attack, perhaps abandoned because of war ... and the ghosts still haunt it. They will help you, should you require it. But to what end, and can you get home again?

Setting: Non-Amber game with characters from any time/space in the universe.

Character Instructions: Use the four attributes from the Amber Diceless system ­ Endurance, Strength, Warfare, and Psyche - to create or adapt a character. Use 50 points, total. If you are a total weakling, you have 0; the best you can be, 50. You will be able to create one free item or power, subject to GM approval.

ALL characters from any technological background are welcome - middle ages, 20th century, high science fiction, hobbits, whatever. No need to be human. Previous characters include: Dr. Doom, Data from Star Trek, the God of Love, Aeryn from Farscape, and a character adapted from a Mercedes Lackey novel. Repeats are not encouraged.

The Catch: whatever background your character has, they must be searching for something - power, a cure for cancer, justice for ancient wrongs, etc.

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Friday, November 2, 2001 - 9am to 1pm

A Change In The State Of Amber
 

GameMaster: Murray Writtle

   
  Game Description: Other; N/A — Amber with a Twist

Realizing that you could time travel within the lives of your own bloodline, you stepped into the fount of fire and vanished. You stare at an unknown face in the mirror. A feisty little guy in a multi-coloured suit, tie and waistcoat, clenching a cigar, appears out of nowhere. He stares ferociously at a jewelled box in his left hand and thumps it exasperatedly. It squawks. He looks at you and takes in your dawning incomprehension. "Not again!" he mutters. "Listen, your memory is Swiss-cheesed. When Caine killed Dierdre and Corwin went over the edge trying to save her, Brand fried Fiona and now we're all goose-stepping. It doesn't have to be like that. Ghostwheel isn't sure what you're here to do, but we should have some percentages once Merlin programs the new datascan." He flickers and disappears.

Can you put right what once went wrong?

Setting: Near Amber, post-alternate-patternfall leaping back to pre-chronicle times.

This is an excercise in amnesia.

Character Instructions: Your parent kept you hidden in shadow. Random and Benedict just shoved you round a Pattern and threw you in a pillar of fire. Who are you?

You draw a random set of powers and attributes and don't get to see it. Maybe you'll get to find out some of it. Half the time you don't remember who you are or how you got here. Time-travel is like that... apparently.

What was your profession? What is your attitude to life and other people?

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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First Family
 

GameMaster: Simone Cooper, John Nienart
First of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 3
10 a.m. start

   
  Game Description: Dark / Grim — Traditional Amber

"All roads lead to Amber." Now, perhaps, that is true. But there was a time before Oberon and Dworkin broke from Chaos, when the Unicorn and Serpent were still sisters...

This game was developed by Jules Davis and Simone Cooper for AmberCon UK 1995. It has also been run at AmberCon US, AmberCon North, Clan Amber and GenCon.

Setting: Long before and long after, where time is a concept still open to debate and the future was made and unmade at the speed of thought. And... Now, a hundred years into the reign of Random I....

Character Instructions: You are the children of Oberon who preceded Amber, the eldest of the elders. Decide whether your character was born before the creation of the Pattern, roughly at the time of its creation, or after its creation but before Amber was completely formed.

All powers are available except Logrus, and weird or new powers are possible. A more complete description of the character parameters will be e-mailed to the players in advance.

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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The Hidden Valley
 

GameMaster: Roy Grutchfield
First of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 3

   
  Game Description: Crossover Amber(Kids)/Narnia

Setting: 1820 shadow earth, you on the way to India there is a terrible storm and the ship goes down and you are ship wreaked. You awaken on a nice warm sandy beach with the waves lapping around you and the sun shining and a light breeze and you feel hungry.

Your most prized possession is an old animal shaped amulet that you found in your Parents Attic. You have strange dreams about the animal when the moon is full.

Character Instructions: (To be done on the day, but please came with a character name)

Psyche: CHAOS Strength: HUMAN Endurance: HUMAN Warfare: HUMAN
(Psyche can not be sold down)

Points = Age
Age & Stuff =13
(Max age; boys 15, Girls 17)

When washed ashore your character may be carrying up to their AGE-4 items, you get for free a Shirt, a pair of Trousers (for boys) or a Skirt (for girls) and undergarments. Each player to pick a different animal for the amulet, eldest characters get to pick first, (if the same age girls first). (Nearly no special (Magical) items allowed.)

Example characters:-

Jane: Age 9
Psyche: Chaos +1
Strength: Human + 3
Endurance: Human + 2 1/2
Warfare: Human + 2 1/2
Stuff: +4
Items: Amulet(Tiger), Sun hat, Gold pen, Chocolate Bar, Walking stick(Silver tipped)

Edward: Age 12 1/2
Psyche: Chaos
Strength: Chaos (ie; Human +10)
Endurance: Human + 2
Warfare: Human + 1/2
Stuff: + 1/2
Items: Amulet (Guerrilla), Boots, * a bar of Kendle Mintcake, Tinder box, Flintlock pistol, Bag of powder, 3 shots

Player Information: Minimum: 4 Maximum: 7

Players need not contact the GM(s) in advance of the convention.


Loyalty & Obligation
 

GameMaster: Lee O. Short, Melissa K. Kocher
9:30 am Start-Time

   
  Game Description: Other; N/A — Traditional Amber

Political intrigue abounds. Lord Thane of Kaldar has been accused of treasonous activity resulting in the deaths of his older brothers, Malcolm & Duncan. Furthermore, he is implicated in the disappearance of his brother's young son, Balian, who would have been heir to the house. These charges have been made by Rosalind Kulikuro, a cousin of Thane's. She also claims to have found Balian, the missing heir. An ostensibly neutral jury has been convened to evaluate the truth of these charges.

Setting: The game takes place in the Courts of Chaos. The dust has settled after the succession wars in the Courts of Chaos with Merlin's coronation. However, many houses are discontent, and few believe that the young king has the mettle or the diplomacy skills to successfully rule. Moreover, most question Merlin's commitment to The Courts - after all, he does have strong ties to Amber, not to mention to that strange new Pattern on Chaos territory. Much like ancient Rome, the government of the Courts consists of a Senate as well as a Monarch. Lately, the Senate has been rife with factional politicking. Lord Thane is a vocal supporter of the young King, and has many enemies, a well as allies.

Character Instructions: This game will be a LARP style game, with lots of politics, intrigue, negotiation, manipulation, etc. Characters include Thane, Rosalind, Balian, and several jury members. Characters are semi pre-generated — GM establishes basic parameters for each character, but players have lots of room to customize. Please contact GM's for add'l info and character selection. For best results, e-mail GM w/ CC to the other GM. Game will start at 9:30 am sharp, but players should be prepared to meet GM's in breakfast room around 9:00 am to sort out character info.

Player Information: Minimum: 10 Maximum: 15

Players are requested to contact the GM(s) prior to the convention.

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Luke and Merle's Excellent Adventure, Take 2
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Game Description: Humor / Spoof — Amber with a Twist

In an effort to explore the infiniteness of shadow, Merlin and Rinaldo, scions of Amber, created a device that would search through shadow for certain parameters and deliver them to their lab for examination. The search parameters would describe figures from Shadow Earth's literature and history. [Yeah, hand-wave, hand-wave, hand-wave.] Unfortunately, their device never got tested. Or, so they thought.

(This is basically a remake of the original "Luke and Merle's Excellent Adventure" from ACNW 2000. I am running this due to popular demand from last year. If you are looking for the sequel to the original, you want "Luke and Merle's Bogus Journey".)

Setting: Shadow Earth, with other locations a possibility.

Character Instructions: All characters will, ideally, be personalities from fiction and/or history. The big limitation is that I won't take religious figures. I don't want to start a holy war because one person decides to roleplay Mohammed as a beer-guzzling whore-monger. If you go for characters that are godlike (Phoebus Appolo, Silver Surfer, etc) or insanely huge (Godzilla, Galactus, and so forth) be prepared to have "varying shadow laws" give you a wedgie. "Up, up, and aw— d'oh!" Characters from the hit series "The Chronicles of Amber" are out of the question. Otherwise, have at it. A group consisting of three Napoleans, Emporer Norton, Sherlock Holmes, and a pouty Elric of Melnibone' works just fine.

Character proposals must be emailed to the GM, snail-mailed or described convincingly over the phone, with lots of time for the GM to take notes. The description you give will be your character, so be certain to provide as much info regarding background and abilities as you feel necessary. ! The GM's knowledge base is more "eclectic" than "comprehensive", so feel free to explain things in simple terms using small words.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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A Most Foul and Unnatural Murder
 

GameMaster: David Golden

   
  Game Description: Mystery — Traditional Amber

The first anniversary of the reign of King Random the First is upon us. What are the odds that it passes peacefully? Has Random's luck has run out? Can you save the day or are you, in fact, the villain? Trust no one and watch your back... it's party time in Amber.

Setting: Amber Castle, First Anniversary of Random's Coronation.

Character Instructions: There will be a blitz-auction to start. Characters based on 150 points. Must be related to Amber (Chaos also OK). Must have a reason to want Random dead -- the more sordid and twisted the better. 10 point bonus for discussing character background with GM prior to the con. See web-page for rules on powers and items and more. http://www.aureus.org/amber/mostfoul/

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention. Check web-site for details: http://www.aureus.org/amber/mostfoul/

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A rose by any other name
 

GameMaster: Ian Goodwin
First of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 3

   
  Game Description: Adventure / Heroic — Traditional Amber

Amber won, everything is normal and Random is a noble king... yeah right! Corwin hasn't been seen since the battle, but that's never happened before... has it.

Setting: Post first series, soon after pattern fall.

Character Instructions: Partially pre generated Amber elders, except Corwin and Random, that are alive in the first series. Send in your favorite! Characters will be reviewed just before the game... or earlier at the con.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Shades of Grey
 

GameMaster: Trish & Tim Hart
First of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 3
10:00 am Start-Time

   
  Game Description: Adventure / Heroic — Traditional Amber

A little over a year ago, Amber won the Patterfall War, although with the deaths of Benedict and Fiona, the cost was high. For Chaos, however, the cost was higher. His Majesty King Random, duly appointed by the Unicorn, in his magnanimity, did his best to preserve the Courts of Chaos from the wave coming from Amber to destroy them, but his efforts were not wholly successful and on 40% of that once-great land now remains.

A lot can happen in a year.

Random is missing, and Eric - once thought dead - is King in Amber. Swayvill is dead, and his nephew, Mandor Barimen-Sawall, rules in Chaos. Now, as Eric's hatred of Chaos has come to the fore, the universe seems to be spiralling once more to conflict.

Will this be the war to end all wars? Or can the battle to come be avoided?

Setting: Across Amber, Chaos and Shadow. 1940s feel.

Character Instructions: Characters are likely to be dual-parentage, although they will have been brought up at one end of the universe or the other. Players can choose one of their parents, but not both.

They will be based on 100pt, plus 25pt Pattern for Amberites (basic Shadow travel and Pattern defence), or 25pt shapeshift for Chaosians (basic four forms plus two 5pt powers). Beyond these, powers will be done on a partial powers system, details of which will be posted on the game website.

Player Information: Minimum: 6 Maximum: 9

Players are requested to contact the GM(s) prior to the convention.

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Christmas in Amber
 

GameMaster: Linda Cottrell & Erik Florentz

   
  Game Description: But Amber doesn’t have Christmas. So why, you might ask, would we celebrate Christmas in Amber? Well, dear old Oberon has managed to anger the Christmas Spirit - and it’s taking revenge on the whole family.

As an elder-turned-younger your task is to help celebrate Christmas. You’ve got it—deck the halls, go a’carolling, and all that. Can you maintain good behavior long enough to collect your Christmas presents? Can you prevent a sibling from being on best behavior?

Character Instructions: This is an elders game with pre-generated characters.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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Friday, November 2, 2001 - 2pm to 6:30pm

All Cats Are Kings
 

GameMaster: Meera Barry

   
  Game Description: Adventure / Heroic — Alternate Amber

It is a time of peace in Amber.

His majesty, Oberon I, King of Amber, reigns in golden splendour. His seven wives, the Huntresses, provide in plenty the needs of the King and their children. The caverns of Rebma are quiet, their denizens wait for the evening air to fly far and wide across Amber skies.

The Courts of Canine lie quiet and still. With the demise of their King, the Black Pack has grown feral and hungry. Prince Benedict has used his speed and skill to keep the hounds chasing their tails.

Then, last night, there was a messenger...

Setting: This is an anthropomorphic-based savage Amber, with Oberon the Lion as King. This is not the namby-pamby, "I don't get my paws bloody," style of furries... these are the fighting, hunting, killing members of the cat-like royal family.

Character Instructions: A familiarity with cat types and cat mannerisms (both large and small) will probably be useful. PCs will be playing the Elder Amberites, with pregenerated details. First-come, first-served. Further information (such as on the denizens of Rebma and the Tir) can be found at: http://mabarry.kdmcs.com/amber/acnw01/acak/

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Amber - Exalted
 

GameMaster: Scott Acker
First of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 4

   
  Game Description: You are the Bright Ones. Reborn after centuries of slumber you awake to find your home gone... destroyed. The last thing you remember is a blinding flash of power. You were trying to stop a Chaos lord from completing some ritual. Unsure about what has happened you seek out your relatives to form a plan.

This game is intended be the start of a continuing AmberCon NW campaign.

Setting: Set in the deep pre-history of Amber. No children of Oberon yet. You are the peoples destroyed by the creation of the Pattern. Gme concept heavily inspired by the game Exalted by white wolf.

Character Instructions: Alternate stat, skill, and powers. Please see me before the game.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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First Family
 

GameMaster: Simone Cooper, John Neinart
Second of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.

   
  Game Description: (see first slot of this game in Slot 2)

Setting: (see first slot of this game)

Character Instructions: (see first slot of this game)

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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The Hidden Valley
 

GameMaster: Roy Grutchfield
Second of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.

   
  Game Description: (see first slot of this game in Slot 2)

Setting: (see first slot of this game)

Character Instructions: (see first slot of this game)

Player Information: Minimum: 4 Maximum: 7

Players need not contact the GM(s) in advance of the convention.

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Luke and Merle's Bogus Journey
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Game Description: Humor / Spoof — Amber with a Twist

Prior to embarking on a dangerous mission to the Courts of Chaos, Luke R. Reynard, Esq. and Merlin "Merle" Corey set their construct to again summon figures from history and fiction to effect their rescue should anything bad happen to them.

Go figure: something bad happened to them.

(This is the stunning sequel to the spectacular [yet short] "Luke and Merle's Excellent Adventure". This will take place primarily in the Courts of Chaos, pitting our heroes against mind-bending Lovecraftian ookies and popular games from Milton Bradley. Should you be wanting to pit your characters against the mind-bending horrors of modern-day America, you'll be wanting to play the remake of the original which you will find under, "Luke and Merle's Excellent Adventure, Take 2". Also, since I can't seem to get enough text in these stupid parantheses, those who play in "Luke and Merle's Excellent Adventure, Take 2" are welcome to continue on into this dazzling sequel. Provided you have the stomach for it.)

Setting: The Courts of Chaos

Character Instructions: For returning returning players, just figure out what your character has been doing since the events in "Luke and Merle's Excellent Adventure". Since this a game without points (hence making it... pointless...?) you are free to have developed powers, especially since some players had the option to walk a Broken Pattern last year. I generally trust you to have enough maturity to not exploit this too much. As a general note, I do require a power base for Trump Artistry.

Otherwise, new characters will, ideally, be personalities from fiction and/or history. The big limitation is that I won't take religious figures. I don't want to start a holy war because one person decides to roleplay Mohammed as a beer-guzzling whore-monger. If you go for characters that are godlike (Phoebus Appolo, Silver Surfer, etc) or insanely huge (Godzilla, Galactus, and so forth) be prepared to have "varying shadow laws" give you a wedgie. "Up, up, and aw— d'oh!" Characters from the hit series "The Chronicles of Amber" are out of the question. Otherwise, have at it. A group consisting of three Napoleans, Emporer Norton, Sherlock Holmes, and a pouty Elric of Melnibone' works just fine.

Character proposals must be emailed to the GM, snail-mailed or described convincingly over the phone, with lots of time for the GM to take notes. The description you give will be your character, so be certain to provide as much info regarding background and abilities as you feel necessary. The GM's knowledge base is more "eclectic" than "comprehensive", so feel free to explain things in simple terms using small words.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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Pit of Vipers
 

GameMaster: Guy Gascoigne-Piggford, Kristen Gibbs, David Golden, John Schleick
First of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 4.
Game may be running late into the evening.

   
  Game Description:

"The familiar bonds of love and friendship may be formed in mere moments, whereas a seething web of hatred and deceit takes years to create." — fatherly advice from Oberon

The one great truth in Amber is that you can't trust your siblings. While Zelazny told us this, we know very little of the early years in Amber and the cause of all those petty jealousies and hatreds. This game explores the nature of Amber's love and hate, trust and suspicion, truth and deception with brand-new elders where the players create (or more likely destroy) the web of trust and innocence. When dark things threaten and opportunity looms, will your new elders rise above their hatreds? Or will the cycle of Amber begin anew?

This game will be heavy on role-play — be ready to really get into your character, and be ready to be vicious. The knives are out and the innocents will be slaughtered. And just because you're paranoid, doesn't mean they're not after you.

Setting: Alternate elders Amber, before the events of the Chronicles.

Character Instructions: Characters will be 300-ish point Amber elders, created on site with a novel form of background creation. Details will be provided in advance by e-mail or at the convention. Advanced powers, cheesy items likely to be heavily restricted — this game is about interaction, not the powers. Yes, there's an auction, and we know that usually sucks, but we promise that it will be worth it and will have a major impact on the web of hatred. Trust us. Wink, wink.

Player Information: Minimum: 8 Maximum: 12

Players need not contact the GM(s) in advance of the convention.

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A rose by any other name
 

GameMaster: Ian Goodwin
Second of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.

   
  Game Description: (see first slot of this game in Slot 2)

Setting: (see first slot of this game)

Character Instructions: (see first slot of this game)

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Shades of Grey
 

GameMaster: Trish & Tim Hart
Second of 2 slots.
10:00 am Start-Time
REMEMBER TO SIGN UP FOR BOTH SLOTS.

   
  Game Description: (see first slot of this game in Slot 2)

Setting: (see first slot of this game)

Character Instructions: (see first slot of this game)

Player Information: Minimum: 6 Maximum: 9

Players are requested to contact the GM(s) prior to the convention.

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Turning Point
 

GameMaster: Todd "Blue Monsta" Worrell, Ameer "Green Frah-Gee" Tavakoli

   
  Game Description: "…The battle in the valley continued unabated. From this distance, it was impossible to tell who was who, let alone who was winning….Clearly, I could not attack Eric when he was engaged in anything this crucial to the defense of Amber herself. Waiting to pick up the pieces afterward might be wisest. However, I could already feel the rat teeth of doubt at work on that idea.

"I crawled closer, keeping to cover as best I could. Eric was shouting orders at his captains, unaware. The first bullet caught him in the chest, just to the left of the Jewel of Judgment. It pulsed warmly. The second bullet ripped into his neck. Eric turned and his eyes met my own…."

Setting: Amber. Eric is dead. Oberon is missing. Corwin is King. The War with Chaos looms on Amber's horizon. The game begins at the start of "Sign of the Unicorn" if things had gone somewhat differently. Corwin slew Eric. The Amber defense forces fought with Corwin's troops. It wasn't pretty, as loyal Amberites were cut down by rifle fire. The Wyvern troops fell back and wreaked havoc upon the City of Amber. Ganelon's forces have them pinned, but there are still hostile Chaosians on Amber soil. Much of the city is on fire.

The throne of Amber is unsteady. Caine, Julian, and Gerard are outspoken in their enmity toward Corwin. Bleys and Brand are missing and presumed dead. Benedict was with Corwin in Avalon, but he has not made a public statement about Corwin. Fiona is in Amber. Flora and Llewella have been summoned to Amber. Random and Deirdre are Corwin's strongest supporters.

Amber stands divided as the Courts of Chaos wage war upon her in the city and along the Black Road.

Character Instructions: Pre-Generated Elders will be provided. Please notify Todd of your top three choices of elder from the following list:

Caine
Corwin
Deirdre
Fiona
Flora
Ganelon
Gerard
Julian
Llewella
Random

Expect conflict, strife, and possible death. This is no longer Zelazny's storyline.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Friday, November 2, 2001 - 8pm to midnight

A Comfy Nights Stay at the Happy Crossroads Inn
 

GameMaster: Cort Odekirk

   
  Game Description: The rain drums a gentle staccato on the roof, seemingly in time with the gentle chords of the harpist in the corner. You settle back, sipping your ale drowsily and watching the serving boy methodically wiping down the adjacent table. Another server strolls by juggling a platter of frothy beer and carefully sets them down before a talkative crowd in the corner table. Standing, he casually whips the tray around and sends it skimming towards the older woman in the corner. Moving with a more grace than her advanced years and orthopedic shoes would suggest, the old woman leaps aside and returns with a volley of knitting needles, yarn balls and at least one mildly surprised looking cat. The tray, having been deprived of its primary focus, appears to have settled for rebounding off the wall and making a determined attempt at decapitating the harpist.

As the running and the screaming begin you find a comfortable spot under the table and find yourself wondering if perhaps, just perhaps, one shouldn't make use of shadowmaps one receives from large talking pickles after three day tequila benders.

Based on the Dragon Magazine game "Bar Room Brawl", each player will be provided with characters, each with a particular set of quirks and motivations. You will all be placed in a large set of rooms and stirred vigorously. Complete your quests! Stay alive! For gods sake, at least save the brandy.

Setting: An out of the way little Inn in Shadow.

Character Instructions: Characters will be provided.

Player Information: Minimum: 5 Maximum: 8

Players do not need to contact the GM in advance of the convention.

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Out of the Woods
 

GameMaster: Sara Mueller

   
  Mystery — Alternate Amber

King Eric's reign has been long and prosperous, but now there have been a series of grusome murders around the Golden Circle. He is giving the younger generation their first chance to prove themselves. Bring in this criminal with proof of his guilt and earn the gratitude of your king, the Golden Circle, and prove yourself worthy of your blood.

Setting: King Eric survived the Black Road War and has gone on to reign for fifty years. Prince Corwin resides in Chaos as Amber's ambassador. Brand and Deirdre are very, very dead.

Character Instructions: 130 points, + 10 points for character questionnaire, +10 points for visual aid (torn out of a magazine is fine).

Chose a parent (not Julian). Sometime before age 10 you were given into your Uncle Julian's care. Oh, they trot you out for holidays sometimes, or maybe for a state occation, but in the end it's back to Arden with you. Julian has been a stern but kind parent. He rode you on his shoulders and taught you to swim. When you were desperately lonely he was there with a quiet hand on your shoulder. When you were in the worst throws of rebellion, he tolerated you patiently. Between sixteen and eighteen he saw to your higher education in whatever field and shadows you found interesting. No matter what happens, he comes to see you regularly. Not to find out anything about your life, just to see you; and you are always welcome to come home to Arden. In all ways but the biological, he is your father. You are the only family members to see him laugh aloud.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Amber - Exalted
 

GameMaster: Scott Acker
Second of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.

   
  Game Description: (see first slot of this game in Slot 3)

Setting: (see first slot of this game)

Character Instructions: (see first slot of this game)

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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Outcasts
 

GameMaster: Michael Sullivan

   
  Game Description: Adventure / Heroic — Alternate Amber

You know the Amberites: The few, the proud, the pretty people. The lords and masters of all Shadow, the intricately scheming demigods.

Well, forget them. Because you're one of Oberon's little mistakes. One of the children who didn't fit his idea of the ideal Prince or Princess. One of the ones he imprisoned in Shadow for countless centuries.

You're one of the Outcasts. And there are a lot of you. And you just got loose.

Setting: Set in the middle of the Patternfall War, with the possibility of ranging from Amber to Chaos or anywhere inbetween.

Character Instructions: You may visit http://wso.williams.edu/~msulliva/campaigns/amber/outcasts for a full description of the game.

Player Information: Minimum: 4 Maximum: 7

Players need not contact the GM(s) in advance of the convention.

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Pit of Vipers
 

GameMaster: Guy Gascoigne-Piggford, Kristen Gibbs, David Golden, John Schleick
Second of 2 slots.
Game may run late into the evening.
REMEMBER TO SIGN UP FOR BOTH SLOTS.

   
  Game Description: (see first slot of this game in Slot 3)

Setting: (see first slot of this game)

Character Instructions: (see first slot of this game)

Player Information: Minimum: 8 Maximum: 12

Players need not contact the GM(s) in advance of the convention.

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The Poohsticks of Avalon
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Game Description: Humor / Spoof — Alternate Amber

In this mind-blowing sequel to "Nine Princes in the Hundred Acre Wood", the Fae have invaded the Hundred Acre Wood, causing mischief and mayhem to the companions of Christopher Robin. What does this have to do with Poohsticks?! Only time will tell!

Setting: The Poohniverse

Character Instructions: All characters will be created with the ever creative "Nine Princes in the Hundred Acre Wood" attribute system. This Groundbreaking System can be found at http://www.bolthy.com/pooh/. I'd ideally like this to be a fairly character driven plot, with players going off on Adventures and doing Neat Things. If worst comes to worst, though, I again have a Plot I can impose on players. =) Returning players will have 10 points for advancement. Players who get their characters to me before the con also get an additional 10 points. This also applies to returning players, since I'm still looking for everyone's character sheets from last year.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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Roach on Twelve
 

GameMaster: K. M. Lintz and Meera Barry
Game may run late into the evening.

   
  Game Description: Adventure / Heroic — Amber with a Twist

It is a dark and stormy night. Your employers are at war. The castle is in your hands. The bump in the night, the moving shadow, and the thing in the sink are out and about. You want Greyswandir, but what you have...is your wits and a mop. (And still no tea...what is it with these GMs?)

Setting: During the time of Gerard's Regency, during the moments of Oberon's repair to the Pattern...a long, long time ago in an Amber not so very far away...

Character Instructions: First-come, first-served pregenerated characters. Characters are non-Amberite employees of the Castle. This is a bit of a sequel to "Spring Cleaning" of ACNW '98 or '99...but knowledge of the previous game is not required (and won't even help.) Character choices and information will be available at: http://mabarry.kdmcs.com/amber/acnw01/clean/

Player Information: Minimum: 4 Maximum: 7

Players are requested to contact the GM(s) prior to the convention.

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Underworld
 

GameMaster: Edwin Voskamp
Game may run late into the evening.

   
  Game Description: Other; N/A — Non-Amber

Underworld is a non-Amber, diceless roleplaying game set in our world. It is a combination between the X-Files and La Femme Nikita, where the players are psionically gifted field operatives of The Circle, an organization out to further the role of psionicists.

In recent missions, the players have acquired a sample of the DNA of England's Crown Prince, then were sent back to 'borrow' the Crown Prince for three days. Other missions have taken players to the Anasazi 'fortresses', Stonehenge, Paris (the Eiffel Tower will never be the same), Art Museums in Washington and London, Lake Michigan, Toronto (Quebec seceded from Canada), Denver, Hong Kong, Vatican City, West Virginia and an unnamed underground Air Force base in Colorado.

Setting: Underworld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is an Underworld where strange things happen. These strange things are almost always hidden from or dismissed by the general public.

Character Instructions: Background, rules and character creation info can be found at http://www.voskamp.org/hobbies/rpg/underworld/, or email me.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Dream a Little Dream
 

GameMaster: Jennfier Crice

   
  Game Description: Adventure / Heroic

As the teenage son or daughter of an Amberite Elder, your days are usually spent in your home Shadow, pursuing your own interests or putting up with your parent's ideas of education for an up-and-coming Amberite; occasionally, you are allowed to visit Amber to observe court life. However, you haven't seen your Amberite parent in some time, and the last time you did, s/he seemed tense and worried. A week ago, you were whisked away from your home Shadow by your Amberite parent and placed in this Begman school with your other cousins, sternly instructed to stay put and behave yourself. You'd argue - but you're too alarmed to see how your Amberite parent has suddenly become very old...

Setting: Twenty-five years after the Patternfall War, Random and Vialle still reign in Amber. Osric and Finndo are long dead; Brand and Deirdre are believed dead in the Abyss, with no rumors to the contrary. Relations with Chaos are civil.

Character Instructions: The PCs will be pregenerated, although players may choose a character from the following mini-descriptions - first come, first served:

Evangeline, the dangerous redhead
Dwight, the computer hacker and criminal mastermind
Liana, the high-tech ice princess
Gavin, the jet-setting model
Caleb, the misfit and freak
Iris, the dutiful daughter and outdoorswoman

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Saturday, November 3, 2001 - 9am to 4:30pm

Family Resemblance
 

GameMaster: Murray Writtle

   
  Game Description: Adventure / Heroic — Traditional Amber

...and after the Patternfall War they all lived happily ever after. Somewhere over the rainbow, beyond the dreaming emerald fastnesses of the Principality of Arden protected by Prince Julian and his wife Fiona, beyond the sparkling magical realm of Rebma-beneath-the-waves ruled by Queen Llewella, High King Corwin presides over a land of legendary peace and plenty with the wise counsell of Dworkin, his beloved father's oldest retainer. Mad Prince Brand is safely confined in exile for the manslaughter of his sister Dierdre and the premeditated murder of his brother Caine. Not everyone is content of course, that rapscallion Random is always doing something wild and disrespectful, but he is seldom seen at court. Life as a playboy Prince or pampered Princess (Warrior, optional) is idyllic. Admiral Gerard and General Bleys provide swashbuckling careers to all who want them, vanquishing the infinite hordes of Chaos in time for tea with Princess Florimel. Master Benedict is unusually taciturn and brooding. It is time to give up childish things and prepare for...

Setting: The game takes place initially in and around Amber itself some time after Corwin accepted Oberon's offer of the throne.

Character Instructions: Standard Amber. Characters have 60 points to spend, free Pattern, with + or - 10 points of Stuff. No Logrus or Trump. Characters are all related to the Elders in some way and have been brought up in Amber or Shadow with frequent open invitations to the court. It would be most helpful if the characters could all be ready in advance of the game so early contact is strongly advised. This game was run at ACNW2000 and is based on a game by Abi Sutherland from ACUK96.

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Ambition's Verge
 

GameMaster: Jim Holthaus

   
  Game Description: Horror

Omens have chased you for days now — foretelling great change in the established order of things. It could be that the time for you to assume your proper Greatness in the kingdom is near. Gather your strength and your will. Perhaps Amber could be yours...or will your dreams of Power lead only to tears and darkness?

Setting: Before the redheads wrecked the Pattern. Before Corwin was beaten to a pulp by Eric. Before Oberon disappeared. Just as these events begin to take shape, play begins.

Character Instructions: Players will play one of Oberon's known children. Characters will be allotted on a first-come first-served basis. So we can all spend more of our limited time in Portland playing, please contact the GM with your first three choices of characters promptly.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Clarissa's Lot
 

GameMaster: Sara Mueller
10:00 am Start-Time

   
  Game Description: Adventure / Heroic — Traditional Amber

An artifact on a par with the Jewel of Judgement has been stolen. With all the powers available to the Princes of Amber, why are they sending a bunch of teenage girls to get it back?

Please note that this is the same game that ran last year, not a continuation of that game.

Setting: Just before the Corwin saga.

Character Instructions: characters provided by the GM (note - all PC's are female)

Player Information: Minimum: 3 Maximum: 6

Players need not contact the GM(s) in advance of the convention.

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Convergence
 

GameMaster: Jennifer Crice

   
  Game Description: Exploration

Something has gone seriously wrong in Amber. The castle is practically crumbling, the Elders are nowhere to be found, and there's some weird artifact in the main banquet hall...not to mention the trail of blood leading away from the banquet hall doors. You probably wouldn't have known anything about it except for that weird Trump call - not even a proper contact, but more like a mental shove, and you're in Amber.

Setting: Fifty years past the Patternfall War, King Random still reigns with Vialle as his Queen. They have not yet had a child. Osric and Finndo are long dead, and Brand and Deirdre are believed dead as well. Sand and Delwin are known, but rarely seen. Relations with Chaos and King Merlin are civil.

Character Instructions: Player characters should be between the ages of 50 and 150, a son or daughter of an Amber Elder and a denizen of Chaos. Your family situation is of your own devising; whether you grew up in Amber, Chaos, Shadow, or a combination thereof is up to you, as well as your feelings toward your parents, extended families, and related kingdoms. Younger characters might have been conceived/born just before Patternfall, givng them a relatively peaceful upbringing (or perhaps trauma with the loss of mom Deirdre or dad Brand). Older characters might have been children during the war, or may have participated in it. Amber parentage available: Fiona, Brand, Bleys, Gerard, Julian, Caine, Deirdre, Corwin, Eric, Llewella, Benedict, Flora. Please build a character on 100 points - basic shapeshifting is free.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Last Jack Down
 

GameMaster: Fred Hicks, Lydia Leong, Robert Donoghue
10:30 am Start-Time

   
  Game Description: Tense / Real-time — Throne War

Texorami — City of Chance! Positioned on an island at the mouth of the Big River that flows through the middle of the Grand Plains, it is a city of light, a city that never sleeps. It's run by the Big Man himself, Jack Random, and rumor has it that he's going to be running another one of his games tonight — and as everyone in Texorami knows, when the Big Man runs a Big Game, the rules are up for grabs, and nothing's the same afterwards... And this year, rumor has it, Mr. Random's partners are putting something in the pot. If you make it to the table — if you get to be the one among many who gets to occupy the fifth seat — you might just win.

As one of J.R.'s many bastard children, you know that the stakes are higher than usual, the rules less predictable, and the 'pot' — well, that contains everything you could ever hope for. You know yourself as a bastard, and you've owned it: you've become everything Random could ever want just so as he'd notice you — but, naturally, this is true of all the other bastards as well. Trust them? No way. Work with them? Maybe. Make sure they don't mess with the game before you get a chance to do the same? You're damn right.

Welcome, one and all, to the Last Jack casino and resort. The doors will be locked at midnight. May the best one win.

Texorami is a frenetic blend of Las Vegas and the Wild West. The scenario will be fast and crazed — more action movie than intrigue. However, this game will be run LARP-style; player interaction and roleplaying will be heavily emphasized. Gambling metaphors will be in strong evidence, but you won't need familiarity with games of chance in order to play.

Last Jack Down is an Evil Hat production.

Setting: See the description, above, for particulars about Texorami. The characters will know little or nothing of the shadows outside of Texorami, and nothing of Amber. At what point in the canon's history are we? Beats you.

Character Instructions: The Characters: You play one of Random's many bastard children living in or near Texorami. The characters will be pregenerated; a roster will be presented to all players at game time. In advance of the game, the GMs ask that you email them your "top three" major arcana cards from the tarot — this will help determine which pregenerated character you are given.

Player Information: Minimum: 12 Maximum: 16

Players are requested to contact the GM(s) prior to the convention:
Please email stating your top three major arcana cards from the tarot. This will help determine which pregenerated character you are given. If you don't wish to provide this, just let us know to give you one at random.

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Narnia
 

GameMaster: Scott Acker

   
  Game Description: Adventure / Heroic — Non-Amber

You are street children in London during the bombing raids of WWII. You discover a way out of the terror. What do you do?

Setting: London during WWII, the Wood Between the Worlds and points beyond. Set in an addaption of CS Lewis' chronicles of Narnia.

Character Instructions: Players are all children 8 to 12 y/o. No powers.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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A Second Chance
 

GameMaster: Meera Barry & K.M. Lintz
9:30 am Start-Time

   
  Game Description: Exploration — Alternate Amber

"You wake up." You know that place in the beginning of the Amber series where Corwin wakes up and has no idea who or what he is? Hoo-boy, here we go again.

A little more seriously, you _do_ wake up. Part of you didn't expect it. Of course, that part isn't talking to you right now...

Setting: Some time (an unknown amount) after the Patternfall War...

Character Instructions: Pre-generated characters. You wake up with amnesia, and you will find out in play. Hopefully. Your inventory includes: a healthy sense of paranoia, awesome universe-shattering powers you'll figure out how to use any minute, a splitting headache, and no tea. Based loosely off of "The Bonesinger" as run at Courts of Chaos Con 2001.

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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The Worst of Times
 

GameMaster: Andy Ransom

   
  Game Description: Adventure / Heroic

Amidst the smoke and gloom the gutters run with blood - revolutionary Paris is a dangerous place, yet you have been offered both wealth and safety by a mysterious man dressed in black and red, of course first you have to do him a favour...

Setting: The year is 1793, Paris is in the grip of revolutionary fever and the innocent die just as often as the guilty.

Character Instructions: The characters are Shadow Dwellers who have the misfortune to find themselves in Paris at the time of the revolution and must:

  • Be unwilling or unable to leave Paris for some reason.
  • Have some skills or knowledge which would make them useful to an Amberite.
  • Have a desire for something that a Pattern Initiate could relatively easily provide, examples might be, wealth, safe passage out of France, or the chance to seek revenge on an enemy.
No knowledge of Amber of the Courts is allowed, and therefore Pattern and Logrus are not available. It is possible to have a character from an alternate world (shadow), or a character who is from Earth but has visited other worlds, however characters cannot currently have the ability to travel in shadow by any means.

Full character creation guidelines available at:

http://www.thelbane.net/wot_acnw.html

or from the GM on request.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Memento Mortis
 

GameMaster: Doyce Testerman

   
  Game Description: Horror — Alternate Amber

Dworkin is dying, and like him the world is ready for renewal. The ancient hunchback Chaos Lord wants your help to ascend to the next plane of existence. His request is a great honor, and the power vacuum that his departure will create is very... interesting.

Setting: Several years after a Patternfall war that saw many of the 'Elders' dead. Few now remain, and the PC's have shouldered much of the day-to-day responsibility of running Amber.

Character Instructions: Characters can be emailed to the GM, described in Amber DRPG terms (ballpark 150 points), though the game itself will use a different diceless system (rules to be taught). Alternately, a subjective description of the character can simply be sent in or presented at the beginning of the session, and I'll help with the conversion. Have an idea how your character would be contributing to the day-to-day business of ruling Amber.

Player Information: Players are requested to contact the GM(s) prior to the convention.

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Saturday, November 4, 2000 - 6pm to midnight

Tears of the Serpent
 

GameMaster: Irene Schwarting, Mike Schwarting, Cindy Henderson

   
  Game Description: Mystery — Traditional Amber

Moire, Queen of Rebma for as long as anyone can remember, lies dead. No one could forsee the ramifications this would cause, as the repercussions of her demise reverberate through everything that is, and is not, real. How did she die? Who will take her throne? And what will that mean for the rest of us?

Setting: Random has long since settled into his reign.

Character Instructions:
Available characters: Corwin
Random
Llewella
Mandor
Fiona
Martin
Merlin
Benedict
Flora

Contact GM for detailed character restrictions and abilities

Player Information: Minimum: 5 Maximum: 7

Players are requested to contact the GM(s) prior to the convention.

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The Black Freighter
 

GameMaster: Emma Sansone

   
  Game Description: From the first time you set eyes on the ocean, you heard stories about the Black Freighter. Mostly they contradict each other, and are clearly tales put about by landlubbers to try to keep the youngsters from running off to sea, because you never found any trace of that ship. But it seems there may be something to those tales after all. At least, you have heard there is a Map. The rumours say it leads to great wealth and great danger, but that strikes no fear in your heart, for what is wealth gained without danger?

"And the ship,
The Black Freighter,
Sails into the bay" (Bertold Brecht, Threepenny Opera)

Note: this game was run at ACUK 2001

Setting: the game aims for the piratical, swashbuckling genre with some darker overtones

Character Instructions: characters should be daring, dashing and flamboyant. You have 100 points + or -10 Stuff, no Advanced powers, partial powers including Broken Pattern are available by arrangement with me. You get 5 extra points for describing a Tragic Event that has marked your character's life; 5 extra points for describing who is your Great Enemy and why (a few lines of descriptions for each, don't send me 3-volume epicsplease).

There will be one ship available for the characters to sail on together (GM Device for Keeping Characters Together no. 257), you may bid points for it. The highest bidder spends the points and gets a ship of that point value as an Item. They also get to be Captain. The other bidders get their points back.

I have a couple of pages of background about the Golden Circle seas that you may like to look through before you create your character, I'll send them out to you.

This is a stand-alone game, set somewhere concurrent with Corwin's chronicles.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention:
Emma Sansone & Murray Writtle
Chandler, AZ 85226
Tel: +1 (480) 699 8471
http://www.campobianco.com

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Blackwell's Asylum
 

GameMaster: Kevin Clark, Pôl Jackson

   
  Game Description: Dark / Grim — Non-Amber

Looking back on it now, your life almost seems like a dream. You distantly remember leaving the opera, stepping up into the hansom when the gentleman in the greatcoat opened the door for you. It was only a few minutes later, rattling away down the darkened streets, that you recalled that you don't own a carriage... The other well-dressed gentleman across from you, hat on his lap, nods and smiles reassuringly. He must be a friend, someone you met at the opera or at the dinner? Strange that you can't recall his name now or where you were going... It must have slipped your mind — no doubt brought on by the fatigue of a long day and an excellent repast. Yes, that must be it — fatigue. Perhaps you'll just close your eyes for a moment...

Blackwell's Asylum is a somewhat /unusual/ game. This is not an Amber game, but will make use of the standard diceless rules format.

Setting: New York City, Blackwell's Asylum. November 16th, 1896.

Character Instructions: Characters can come from any level of Victorian society and almost any background. We're looking for a just quick sketch of your character here; nothing too elaborate. Every character will have a unique spooky power setting them apart from the masses; we require that this power must have been used by you at some time in the past such that it has somehow come to the attention of the public at large. Available powers include: Mesmirism, Mentalism, Od Force, Channeling, Psychometry, and one unnamed mystery power.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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A day in the Life
 

GameMaster: Drew Wood, Amy Wood
Game may run late into the evening.

   
  Game Description: Mystery — Other; N/A

Years of Diplomatic wrangling have finally led to a key Breakthrough. The Volatile Allance region nears stability, and a glorious state wedding of two of the Royal Houses should cement the peace. The sea palace of Reance shall host the festivities. Courtiers, nobles, young lovers, and agents of an entire region are gathered in one spot. Amber sends its young diplomats to ensure the treaty is signed and show its faith in the area's peace makers. The Church of the Unicorn is to preside. Surely good will shall flow like the riches to come from such a grand alliance. Right; and nothing could possibly go wrong.

Setting: Golden Circle. circa Patternfall War.

Character Instructions: Contact the GMs for a list of the games 'characters'. Backgrounds, motivations, and goals will be provided after 'roles' are chosen by the players. ie "The Priest", "The Bride to Be" etc. Characters may then be adjusted with discretionary points provided in the write ups. Characters, items, and final expenditures will have to be made and provided to the GMs at least 1 wk prior to the con. Contact GMs for a list of 'roles' and rules on development.

Player Information: Minimum: 6 Maximum: 12

Players are requested to contact the GM(s) prior to the convention.

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Flesh Caught in a Broken Machine
 

GameMaster: Jennifer Crice

   
  Game Description: Dark / Grim

In the years since the Patternfall War, there has been relative peace in Amber and with Chaos. On the evening of King Random's party celebrating the 50th year of his reign, a destructive act that mirrors the past will open the door to an unsuspected horror, a looming disaster, and a terrible choice for the children of the Elder Amberites.

Setting: Fifty years after the Patternfall War, King Random and Queen Vialle still rule in relative peace. Relations with Chaos are civil. Osric and Finndo are long dead; Brand and Deirdre are believed to be dead as well.

Character Instructions: Player characters should be the son or daughter of an Elder Amberite and be well-acquainted with Amber. Available parentage: Fiona, Brand, Bleys, Gerard, Julian, Caine, Deirdre, Corwin, Eric, Llewella, Benedict, Flora, Random. Half-Chaosians are acceptable with an explanation of ties to Chaos. You may choose to play Luke, Martin, or Merlin, if you send me a really good proposal! Please build characters with 120 points.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Flotsam & Jetsam
 

GameMaster: Kristen Gibbs
Game may run late into the evening.

   
  Game Description: Adventure / Heroic — Traditional Amber

"After the crow was eaten and the Pattern wrought;
After the battle, where family, friend, and foe were slain;
After the face in the sky portended a man's death,
And his dirge came soon after;
After the Unicorn appeared to choose the new King,
And he turned away the Storm.
What then, good family, comes of us?
A long trip home."

Setting: This game is set immediately after the Patternfall War ended, and will start at the Edge of the Abyss. Players will be one of these: Llewella, Flora, Fiona, Julian, Caine, Corwin, Bleys, Random.

Character Instructions: Email the GM in advance to reserve your favorite character, or bring 2 or 3 options to the game. 100 points max and subject to GM approval. No advanced powers, though you may take partial Pattern.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention.

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Free Trade!
 

GameMaster: Ameer Tavakoli

   
 

Game Description: Mystery — Amber with a Twist

It has been almost a hundred years since the Patternfall War, and to many, the thought of war is just an unpleasant nightmare. Negotiations with the Courts of Chaos have settled amicably into a cold war situation, with skirmishes always present ... but never have open hostilities ever broken out.

In this new era, trade between the shadows of the Golden Circle is going well and diplomatic staff and trade representatives are expanding the border looking for new ports, cities, and empires with which to engage in trade.

However, sometimes the expansion of the empire is met with resistance, but from which direction?

Setting: The players represent the best diplomats/bodyguard/spies that serve the throne and are sent to finalize the negotiations of a new shadow into the G.C.

Unfortunately, they are met with resistance ....

Character Instructions: Players have fifty points with which to make their characters. All powers are fair game with the exception of Logrus. Advanced powers are allowed. Everyone starts out with Amber Stats although you do not have to be OF Amber.

Please feel free to be creative with regards to home shadow, family background, etc., and what skills you bring to the team. Characters can be part of the royal family.

Please note: This is a team game, and all of you are going to have to work closely with each other if you want to survive ... let alone accomplish the mission parameters.

No bad stuff is allowed. If you can't make a character out of fifty points ... well, you will be punished.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention:
Please send me your character concept in advance for I will put together fairly extensive background materials for each of you. [ Top of Slot | Top of List ]


Skeletons in the Closet
 

GameMaster: Linda Cottrell

   
  Game Description: Other; N/A — Other; N/A

Why did Dworkin leave Chaos? Did he steal the Serpent's Eye and barely manage to escape with his family? Was he simply tired of politicking and back stabbing? Did the unicorn entice him with power?

Or are there skeletons in the closet royal?

Setting: Set in Chaosian history.

Character Instructions: Chaosians only. No Pattern powers of any sort. Contact GM for information on Logrus powers.

Player Information: Minimum: 3 Maximum: 7

Players are requested to contact the GM(s) prior to the convention:
Linda Cottrell: [ vorpal (at) execpc.com ]

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Target Amber II
 

GameMaster: Tim Hart

   
  Game Description: Exploration — Amber with a Twist

Last year, you gained the impression that the powers that be don't always tell you everything you need to know.

Nothing has changed much in the meantime. Even to the extent that you have not heard the slightest rumour about what your next mission might be. You've simply been ordered to show up for a briefing. Can you keep it all together for yet another trip to hell?

Setting: The real world. Now.

Character Instructions: Returning characters given priority.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention:
Tim Hart - [ tim (at) fugue.org ]

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Sunday, November 4, 2001 - 10am to 5pm

Blood Ties
 

GameMaster: Lydia Leong, Fred Hicks
10:30 am Start-Time

   
  Game Description: Tense / Real-time — Amber with a Twist

It is the dawn of Amber. Over the course of a decades-long war of conquest, a lord from foreign lands so far off they are unknown to all, has come, through blood and magic, to rule a vast kingdom. His name is Oberon.

The fragile peace he has forged has been threatened by a series of border skirmishes with the Outer Kingdoms. The three most powerful of these — Ghenesh, Kashfa, and Begma — have sent a delegation to the winter court, to try to avert another devastating war. The lords of Amber, called together in council, all have their own interests in this matter. Some call for war. Some want peace at any price. Others feed the fires of rebellion locked within their hearts. And still others have agendas that have little to do with the politics of the day, with goals personal or arcane.

This game will be run LARP-style, with a heavy emphasis upon roleplaying. It will primarily involve negotiations between characters, rather than investigation or action, though elements of both will available to those who search them out.

Details of the game will be available at http://www.black-knight.org/acnw/ prior to the convention.

Blood Ties is an Evil Hat production.

Setting: The game will be set at court, in Amber. It is less than a hundred years after the founding of the Kingdom of Amber.

Character Instructions: All characters will be pre-generated, with a list of goals that they are trying to achieve. You will play members of Oberon's court, lords of Amber, or representatives of the Outer Kingdoms.

Player Information: Minimum: 14 Maximum: 18

Players are requested to contact the GM(s) prior to the convention.

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eXcessive Force: The Tentacle Files
 

GameMaster: Meera Barry, Jeremy "Bolthy" Zimmerman

   
  Game Description: Humor / Spoof — Amber with a Twist

A serial game in the Katie Karnage universe, wherein you can expect demons aplenty, tentacles, silliness, and innuendo. This year's offering is expected to run to fairly adult themes and situations.
In this episode, the eXcessive Force team meets the result of Brand Wanting Babes...and other unusual tentacle situations.

Setting: King Random's reign, wherein the grandchildren of Oberon have been drafted into a superhero team to take care of incidents within the Golden Circle. Of course, this change reflects throughout Shadow...

Character Instructions: Returning characters welcome, new folks also appreciated. Adult players with childish senses of humour, only. Information (including new Character Sheets) will be available at: http://mabarry.kdmcs.com/amber/acnw01/tentacle/

Player Information: Minimum: 4 Maximum: 10

Players need not contact the GM(s) in advance of the convention.

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The House on the Hill....
 

GameMaster: Drew Wood

   
  Game Description: Humor / Spoof — Throne War

The House on the Hill has always been the center of stories and legends, and the inhabitants are the reason why. The Count has vanished once again and the old contacts, and spooks vie for control of the Mansion and its Desmense. So.... Which 30s to 50s horror Creature do you think best fits 'the family' Is Caine wolfman or the phantom of the opera? Who would Brand be? The house and all it holds is up for grabs so pick your enemies and your allies carefuly.

Setting: The setting: Shadow Amber ruled by the Universal Monsters.

Character Instructions: Characters must fit a movie archetype and one of 'the family'. I will attempt to have a few pre-gens as well. Amber powers from the first book, no Pattern or Logrus. 75 pts.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention.

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Pattern Paradox
 

GameMaster: Kat Lemmer

   
  Game Description: Dark / Grim — Amber with a Twist

You are Amber's last best hope for a future. If you fail, you and your universe shall cease. Try not to muck it!

NOTE: This is a game that Scott Acker has run at several GenCons and ACUS. Please, no returning players.

Setting: Chaos is hours away from razing the castle and gutting someone over the Pattern to destroy it. The jewel is missing and some of Amber's most prized sons and daughters have fallen victim to the hordes of Thelbane. Can you stop the tide? Is hope enough........maybe you can find some place to hide...where the Serpent can not see you.

Character Instructions: PC must have one Amberite parent they have a deep relationship with, love or hate, but no middle of the fence. A good knowledge of the first series is very important. Points are not an issue, but your history with your family is. Love them or hate them, but you have deep opinions and know them all. You may play your favourite pc, so long as it fits.

Player Information: Minimum: 5 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Please email Kat with your choice of parent, first come first serve. Oberon and Dworkin are not allowed as parental choices, but you certainly can have past relationships and knowledge of them. All Amber elders available, save for Sand, Delwin, Mirelle, Osric and Finndo.

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Roadmarks
 

GameMaster: Amber Cook, John Worsley, Simone Cooper, John Schleick

   
  Game Description: Adventure/Heroic — non-Amber, a different Zelazny universe

"We are on the Road. It traverses Time - Time past, Time to come and Time that could have been and Time that might yet be. It goes on forever, so far as I know and no one knows all its turnings." Leaves, p.89

"I have been up and down that damned Road from the Neolithic to C Thirty. I have followed every side road, footpath and rabbitrun along the way. I am known in a thousand lands by different names. Yet in none of them have I found what I sought, what we seek." Leila, p.35

Setting: The universe of Roger Zelazny's book Roadmarks. No previous knowledge of this setting is required, and new players are not only welcome, but are key to the scenario.

The Road is like any highway - endless miles of banal scenery dotted by the occasional service plaza or rest stop. What's extraordinary about it (and gives it the capital r) is where the exits lead and the people you meet along the way.

"(The people) are a strange breed. Exiles, refugees - people who can't go home and can't and won't adapt to a new land. Lost souls - people who can't find their ways home and are afraid to leave the Road. Jaded travelers - people who've been everywhere and now prefer a timeless, placeless place like this." Leaves, p. 134

Character Instructions: Contact Amber for a summary of the pre-generated characters.

Player Information: Minimum: 8 Maximum: 12

Players are requested to contact the GM(s) prior to the convention.
IMPORTANT: in the first email let us know whether you have read the book or not and if you have played in Roadmarks games before. If you haven't already read it, please do NOT do so before the con.

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Salty Tyrs of Sorrow
 

GameMaster: Guy Gascoigne-Piggford & Kristen Gibbs

   
  Mystery — Traditional Amber

"It is my sad duty to inform you of the death of Princess Llewella of Amber, by murder most foul in her Rebma home last night. The funeral has been arranged, and you are invited to attend, to pay tribute to this gentle lady. Though we do not expect trouble, please bear in mind the assassin has not yet been caught and may still be at large. Have a pleasant journey."

This game was written by Alan J. Wake and is being used with his permission.

Setting: Setting: A year after the last battle of the Patternfall War. Volunteers required for King Merlin and the Queen of Rebma. Second Series events have not occurred.

Character Instructions: Points/Powers: 150pts, Advanced Powers only with prior permission.

I really want to get this done before the game, though I do have some pre-gens available for anyone who doesn't have time.

Player Information: Minimum: 5 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Guy Gascoigne - Piggford, [ guy (at) wyrdrune.com ]

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Hell Hath No Fury
 

GameMaster: Sara Mueller

   
  Game Description: Adventure / Heroic — Traditional Amber

In the aftermath of the Black Road War, the fortunes of House Hendrake have fallen alarmingly. King Swayville has made them the scapegoat for the loss of the war. General Lintra, the new 'Lord' of the House, must make a politically advantageous marriage to restore Hendrake's status. Her chosen quarry is Benedict of Amber. You have been dispatched to bring the groom to the wedding. There is one little catch... no one has told him about it.

Setting: post Black Road War

Character Instructions: characters will be provided by the GM

Player Information: Minimum: 4 Maximum: 8

Players need not contact the GM(s) in advance of the convention.

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The Weakest Amberite
 

GameMaster: Andy Ransom

   
  Game Description: Other; N/A — Throne War

Dworkanne stands before the pedestal, the light of the Pattern casting strange blue shadows on the wall behind her. She speaks "These nine people are here to decide who will be crowned King in Amber. They know each other however so while they must work together during this period of unrest, only one person can wear the crown at the end. As each round passes they must vote to disenfranchise one of their siblings, until the last two battle it out head to head. Let's play ... the Weakest Amberite"

This game was designed by Rob Edwards and is being run with his permission.

Setting: Throne War with a voting system based around the TV show.

Despite some humorous references this is not a humor game, expect tactical voting, backstabbing, and a potential bloodbath if it goes badly.

Also note that even if you are "voted off" you're not out of the game, just no longer in the running for the Throne.

Character Instructions: Pregenerated Elders, submit 3 choices of Elder Amberite.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention.

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Game-related questions should be directed to Simone.
Last Modified: 09/19/00