Game Book - ACNW 2002

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Thursday, November 7, 2002 - 7pm to midnight

Big Trouble in Amber City
 

GameMaster: Randy Trimmer

   
  Game Description: Adventure / Heroic -- Traditional Amber

A palace coup unseats Prince Regent Gerard while the rest of the family is off fighting in Chaos. You, loyal ranger captains, crown agents and such in Amber City for R & R, really should do something about that, especially since there are warrants out for your arrest. Swashbuckling, knifing in the dark, infiltrating the castle via the the sewers, a frontal assault on the castle... the methods are up to you.

I'm using a version of the ADRPG variant used in BLAZE OF GLORY. Check http://btiac.blogspot.com/ for updates.

Setting: Amber City and environs. During the several years long time dilation between Oberon fixing the Pattern and the return of the Amberite expedition to Chaos.

Character Instructions: Characters provided, with a few points left over for tweaking. These will be cinematic action hero - level characters, most of them inspired by movies and books with the serial numbers haphazardly filed off. Suggestions are welcome. Low level magic. A little shapeshifting -- weres, or even Weir -- is OK.

Player Information: Minimum: 4 Maximum: 6

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

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Blood and Roses
 

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

   
  Game Description: Adventure / Heroic

It's a Throne War! You're Corwin's kids. You live in his universe. You hate each other. What more needs to be said? Oh, yeah. Corwin said that if he were ever missing and incommunicado for twenty years you were to appoint a regent. Well, it's been nineteen years and 363 days and your pesky (NPC) brother Kale has just declared himself King of Argent.

This game will end when only one player is left alive. So if you want to get to bed relatively early on Thursday night, just get yourself killed quickly.

Setting: Corwin's realm (let's call it "Argent" like everyone else has). No contact with the outside world. It's your basic Medieval/Fantasy world.

Character Instructions: Characters: Quick auction at beginning of game. PC's limited to 150 points, but Pattern is free and a requirement. Chaos powers allowed. Advanced powers allowed. No Shadow Knight Powers, Constructs, etc. Stuff limited to 5 points, good or bad. No Allies. No Shadows. Items: No 4-point armor. No Psychic Barrier. Combat Mastery creatures equal Amber level Warfare. Gunpowder doesn't work. Poison is not instantaneous on anyone with Amber level Strength or higher. Trump contact or skin to skin contact necessary for Psyche battles. If your stat is twice your opponent's stat, you win instantly in Psyche, Strength, Warfare battles. More rules if necessary.

Player Information: Minimum: 5 Maximum: 8

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

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Dworkin's Dungeon
 

GameMaster: Erik Florentz

   
  Game Description: Mystery -- Amber with a Twist

Oberon has recently disappeared without prior warning; a cabal of your siblings have recently placed Eric upon the throne of Amber as her Regent and charged him with holding the realm together in a strange time. What more could go wrong?! Now none of the doors in Castle Amber go where they ought, the entire place seems eerily Chaotic. What’s even stranger, that old mage Dworkin has resurfaced -- as a young man, claiming to be the King! Has the whole universe gone Mad?

Setting: Shortly after Oberon disappeared from Castle Amber and Eric was made Regent.

Character Instructions: Pick your favourite Elder! First come, first serve. It might be best to have three in mind, let me know what order you would prefer them in. Player Information: Minimum: 4 Maximum: 10

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

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Experimental Impromptu Gaming Fun
 

GameMaster: Eric Todd

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

This is more of a game format than a particular game.

In the first 10 minutes, we will:
* Brainstorm a list of genres and settings.
* Elect a genre and setting.

You'll then collaboratively create a cast of characters, while I furiously fish for ways to fit them all together.

Finally, when other groups are still filling out their name cards and stat-sheets, we'll jump straight into the action!

Setting: Only time will tell!

Character Instructions: Disclaimer: Although it hasn't happened yet, it's possible for this format to go completely wrong. Only sign up for this game if you're willing to live (a little) dangerously.

Player Information Minimum: 5 Maximum: 8

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

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Four Kings
 

GameMaster: Meera Barry

   
  Game Description: Tense / Real-time -- Traditional Amber

They are the Four Kings. King Merlin of Chaos. King Random of Amber. King Martin of Rebma. King Rinaldo of Kashfa. Friends, allies, heck, some of them have even dated the same women.

With the help of his friend Luke, Merlin has finally dismantled the entity known as Ghostwheel. This was the final condition of the comprehensive treaty between Amber and Chaos. The agreement is to be signed tomorrow, but in the meantime, the boys are staying up late, playing a hand or two of the dreaded five card stud.

Setting: Post-Second Series.

Character Instructions: LARP. Pregenerated characters, first come, first served, but I want the main four characters claimed first. The ladies of Amber are more than welcome, because behind every great man...you know. [wink]

More details will be found at: http://mabarry.kdmcs.com/amber/acnw02/fourking/

Player Information: Minimum: 4 Maximum: 7

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

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Fratricide
 

GameMaster: Paul Marshall

   
  Game Description: Mystery -- Traditional Amber

In the aftermath of the Patternfall war, Random took regency over Amber for almost six months before a battered old man limped out of shadow. That man was Oberon, previously believed to be dead. Albeit grudgingly, Random returned the Jewel of Judgement and gave up his throne to his father.

Many years passed and Oberon regained some of his former might but never quite seemed the unholy terror that his children remembered him to be.

One morning, Oberon declared that he was going to abdicate and that his eldest living son, Benedict, was to be his heir apparent. That was six days ago. Immediately after the announcements Oberon decided to take a week’s holiday and promptly disappeared into shadow leaving instructions that preparations for Benedict’s coronation should be made in his absence.

It is the evening before Oberon is due to return and preparations are in their final throes. All Benedict’s living brothers and sisters are in or around Castle Amber in anticipation of tomorrow’s coronation.

Setting: Around about the end of the first five books, give or take a few pages or so. The game will begin in Castle Amber and will likely remain heavily Amber-centric for the duration of the game.

The game is loosely based on Cluedo, the board game, or Clue, the film that was based on the board game. Suffice to say, there'll be a murder and it's something of a who-dunnit but the actual direction the game takes is pretty much entirely up to the players.

Character Instructions: The characters are all Elders from the first five books (those that survived the Patternfall War). They will be provided at the game - no character submissions are required beforehand. Just come with a vague idea of your favourite three Elders and perhaps the one or two you'd prefer not to play.

Player Information: Minimum: 6 Maximum: 9

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

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"...In Want of a Wife."
 

GameMaster: Jennifer Crice

   
  Game Description: Humor / Spoof -- Amber with a Twist As archly observed in Jane Austen's Pride and Prejudice, "A young man in possession of a fortune must be in want of a wife." This is no less true during Oberon's reign, when hundreds of young women of gentle birth seek to find just that young man and ensnare him in matrimony. This being Amber, those methods may range from subtle social manipulation to poison.

Players will be gentlewomen in the spirit of Austen's heroines, of marriageable age, variable social standing, and random personal circumstance (which will establish certain limitations on distribution of attribute points). The object: to capture an eligible bachelor with the greatest social connections, money, estate...or perhaps one that simply won't be too much of a nuisance!

Setting: Amber, well into Oberon's reign. All nine princes and four princesses are alive, well, and known royalty about town.

Character Instructions: Player characters are young, well-born ladies or marriageable age. Attributes are Inheritance, Accomplishment, Sense, and Temperament. Please email GM for detailed instructions.

Player Information: Minimum: 4 Maximum: 6

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

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Leader Of The Band
 

GameMaster: JLDecker

   
  Game Description: Dark / Grim -- Traditional Amber

Martin's long-time band, The Hellriders, have finally landed themselves a recording deal, and they're throwing a party to celebrate. But what starts out as a night of good-times turns ugly fast with murder, mystery, and magic. Twice playtested with positive feedback. Not a game for the squeamish, since the GM tends toward graphic descriptions.

Setting: Modern-day Shadow Earth : Hamtramck, Michigan

Character Instructions: Characters must be of the same age bracket as Martin, and have good history / relationship with him (otherwise, he wouldn't invite you to his party).

Player Information: Minimum: 3 Maximum: 4

Players are requested to contact the GM(s) prior to the convention: Contact the GM with character ideas, working common history between PC/NPCs, and questions concerning the game.

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Straight from the Heart
 

GameMaster: Irene Schwarting, Cindy Henderson

   
  Game Description: Mystery -- Throne War

The Patternfall war has come and gone. Young King Random, much to everyone's surprise, has settled into his job and has, over the decades, developed into a strong, responsible, well-respected monarch. Although there have been the usual sorts of minor matters and issues that every nation faces at any time, the realm is at peace and is poised on the brink of a new age of prosperity and good fortune.

It's obviously time for something to go wrong.

Setting: This is an elder's game set in Amber about 80 years after Patternfall.

Character Instructions: 350 point Elder Amberites. Choices are: Corwin, Benedict, Fiona, Flora, Bleys, Caine, Julian, Gerard, Llewella, Martin

Player Information: Minimum: 8 Maximum: 11

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

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What Ho! What Ho!
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Game Description: Humor / Spoof -- Amber with a Twist

Into every great society, every principality of great power and influence, there inevitably comes the first sign of decay. Amber is no exception, and the Butterfly Catchers' Society is a prime example of the decay. These young men are in the prime of their lives, will some day inherit the money, and sometimes titles, of their families, but are somewhat lacking in the wits department. They seem to be magnets for the absurd, and are constantly being preyed upon by horrible women who, while looking quite amazing in profile, insist upon the men reading books by Nietzsche.

Setting: This game is inspired by the works of P.G. Wodehouse, with Oberon's Amber being substituted for 1920s England. It revolves around the hijinks of The Butterfly Catchers' Society's members in their quest to (a) not become disinherited, (b) appease their horrid aunts, and (c) not marry some horrible woman who would force them to read Nietzsche.

Character Instructions: Characters will be created using a slightly modified version of Tim Ferguson's Gentlemen and Players Amber variant. All characters are expected to be single, eligible males, or at least appear to be so. Convincing women in drag, and the occasional sad and lonely shapeshifting demon from Chaos looking for kindred souls will be considered. Players will each be assigned some horrible plight to liven up their lives and create horrible plot devices.

Player Information: Minimum: 4 Maximum: 6

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

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www.grand-design.net
 

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

   
  Game Description: Exploration -- Non-Amber

This game is a stand-alone scenario set in the ongoing Grand Design universe after the Grand Design scenarios run at ACUK2002 and ACUS2002.

You do not need to have played in either scenario. If you did play before, you can continue to play your existing character. Otherwise:

You apply for a job having seen the following ad:

Grand Design, Inc.
==================
San Jose, CA. - Administrative & Computer Networking Staff required.

------------------------------------------------------------------------

Pioneering firm providing new media Internet infrastructure products and services seeks highly skilled, highly motivated staff.

The candidate must have strong inter-personal and communication skills and be capable of working closely with customers. Must have the ability to solve problems quickly and completely. Team-player attitude. Initiative.

The successful candidate must have 5+ years of relevant experience in startup to medium sized companies.

Multiple positions available across all departments.

----------------------------------------------------------------------

Additional Information
Salary: above industry average, signing bonus, completion bonus, stock options

For further information on our products and services see www.grand-design.net

Setting: The game is set in today's world and time. You will be playing employees of Grand Design, Inc. You are employed in San Jose, in either the Grand Design Center, or in Transmittor One.

For more information about the setting, see www.grand-design.net

Character Instructions: For a character, please write up a resume for the job you applied for. While you will be playing real people, you have been selected from amongst thousands of applicants, so you are very well qualified for your job.

Player Information: Minimum: 3 Maximum: 8

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

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Friday, November 8, 2002 - 9am to 1pm

10 Little Chaosites, Part I
 

GameMaster: Harvey Mills, Roy Grutchfield, Tim Hart, Trish Hart
(first of 2 slots)
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 3
9:30 am Start-Time

   
  Game Description: Mystery

This is a freeform game.

First run at Ambercon UK '02. Used with kind permission of Mike Royle.

Swayvill rules in the Courts and rumours of great events abound. You are a middling member of a moderate House, and you have been chosen by your house for an important mission. Only trouble is you can't remember what the mission is. You find yourself in a roomful of other Chaosites, and you can't remember how you got there. A table is laid with ten places, one of which bears your name.

* Please email the Gm's if interested in playing this game when submitting your game registrations. Due to all the GM's being UK based, and having different travel plans, character details are needed in advance of the due date for game registration. I leave on the 1st, others leave earlier, iirc.

Setting: The Courts

Character Instructions: Must be Chaosites, built on 50 points +/- 10 points of good stuff. No Shadowknight stuff, no Pattern, no Logrus, no advanced. There will be a character questionnaire for players. Bonus of 10 points for questionnaires received by 24th October

Player Information: Minimum: 4 Maximum: 9

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

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And Thus I Clothe My Naked Villainy
 

GameMaster: Irene Schwarting, Casey de Groof, Cindy Henderson and Carrie Bailey

   
  Game Description: Tense / Real-time

The annals of history are littered with turning points. Many of these points pass quietly by, noted only by scholars. Other points thunder on to the landscape with the fury of a supernova. Once in a long while, individuals have the opportunity to take a hand in their own destiny. King Swayvil has assembled his advising Council of Lords to decide if now is the time for the Hordes of Chaos to march on Amber. Destiny has called that you must decide the course of history.

Setting: Courts of Chaos, during the reign of King Swayvil. All players will be lords and ladies sitting on the King's advising Council of Lords.

Character Instructions: Players to contact Carrie before character generation.

Player Information: Minimum: 8 Maximum: 10

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

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Free Rebma!
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Game Description: Adventure / Heroic -- Traditional Amber

"I will not give you troops to assault Amber. As you know, the chaos would be reflected in my own realm."

-Moire, Nine Princes in Amber

During what later came to be called the Patternfall War, a Black Road stretched from the Courts of Chaos to Amber, bringing the Lords of Chaos to do battle with the royal family of Amber. However, during this struggle, few had time to notice that Rebma faced its own problems with a Black Current bringing Tritons against Rebma.

While Amber ultimately fought off the armies of Chaos, Rebma did not fare as well, and came under the dominion of King Lir. The Royal Court of Rebma fled to exile within Amber, and have spent many years living under the Regency of Prince Gerard, seeking a way to reclaim their lands from the Tritons.

And to this end, they seek out those who are willing to aid them...

Character Instructions: The setting is Rebma and Amber, during the Regency of Gerard.

Character Instructions: Players will portray those sympathetic to Rebma's plight, willing to aid the Royal Court in Exile in restoring Queen Moire to the throne. Players will be made using the standard Amber rules, with the Shadow Knight expansion. The primary restriction will be that no constructs will be allowed.

Also, the GM will provide info from the likely never-to-be-published Rebma Sourcebook by Jason Durall, so that players may create characters based off of those rules as well.

Further information will be provided to players once they have been confirmed in the game.

Player Information: Minimum: 3 Maximum: 10

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

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The Merry Wives of Oberon
 

GameMaster: Jennifer Crice

   
  Game Description: Exploration

Loved or despised, desired or cast aside, the women of Oberon each had a hand in shaping the future of the One True City. Each knew of the ones before her, and a few knew of the ones that came after - but years and circumstance kept them mostly apart - until something went wrong.

Join your fellow wives in an adventure to preserve the past so that the future might happen - or perhaps that YOUR particular view of the future might prevail...

Setting: Oberon's wives will be drawn out of their own timelines into the distant past.

Character Instructions: Characters will be pregenerated; players may contact GM with first choice of wife. Choose from Cymnea, Faiella, Clarissa, Moins, Rilga, Harla, Paulette, Dybele.

Player Information: Minimum: 4 Maximum: 8

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

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Ship of State, Part I
 

GameMaster: Camille Holthaus, Jim Holthaus
(first of 2 slots)
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 3

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

In the early years of Amber, things are precarious and difficult. Bandit raids and piracy are serious threats to the kingdom’s security and prosperity, the economy is underdeveloped, and the Golden Circle is hardly pliant. To compound matters, Oberon is often absent. Fortunately, Amber is blessed with vigorous noble families ready to assist His Royal Highness with the governance of Amber. The possibilities for the One True City are endless.

Play as the head of one of Amber’s noble families with your own objectives. Maybe you should become a member of Oberon’s cabinet to set Amber’s political and economic priorities, or maybe you should find another way to achieve your family’s goals. Negotiate, trade, politic and backstab to have it your way, or get revenge if you can’t.

This fast-paced, live-action game covers many years of Amber’s development and is inspired by the National Security Decision Making game.

Setting: Very early Amber.

Character Instructions: Characters will be provided at the event.

Player Information: Minimum: 8 Maximum: 15

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

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Shogun
 

GameMaster: Clare Sangster

   
  Game Description: Adventure / Heroic -- Alternate Amber

At the centre of the Empire lies the Majestic Isle, in its centre is the Imperial City. Within its walls, through the streets lined with cherry blossom and spires of gleaming gold, is the Imperial Court and seat of The Light of Heaven, Emperor Oberon - your grandfather.

By means of an Imperial Scribe, sent by Shogun Benedict himself, you are called to do your duty for the Empire ... to answer this call, as you surely must, you travel to the Majestic Isle to meet with the Shogun and to discover what Fate has chosen for you ...

The game opens as Shogun Benedict instructs you and your companions to undertake a journey across the Empire to conduct a discrete investigation into a possible threat to the life of The Light of Heaven and to report your findings only to him.

Setting: An Amber/Sengoku crossover game which draws flavour from Sengoku and elements of Amber into an Ancient Japan setting.

It stands apart from the events of Zelazny's books and draws only lightly on the DRPG.

Character Instructions: The characters are pre-generated. There are four characters in total, two female and two male, assigned the Sengoku character classes of Biku (Monk/Priest), Bushi (Warrior/Samuri) and Shugenja (Mage).

Please contact the GM for further details of characters and to express any preference for character assignment.

This game was originally run at AmberCon NW 2000 by Paul Marshall and is essentially unchanged - previous players, be advised.

Player Information: Minimum: 4 Maximum: 4

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

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We Happy Few, Part I
 

GameMaster: Rob Donoghue, Lydia Leong, Fred Hicks
First of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 3

   
  Game Description: Adventure / Heroic -- Traditional Amber

Before going off to battle the unknown in Chaos, the Elders have drawn their children out of hiding and into the safety of Amber. Now, under the Regency of Gerard, these children have the opportunity to prove their mettle against Amber's enemies, within and without.

The game will begin with an interactive history that includes character generation. The tone of the game will be strongly influenced by the choices of history. Expect a combination of teamwork and infighting, politics and action.

We Happy Few is an Evil Hat Production.

For more information, see http://www.evilhat.com/projects/games/cons/happy/

Setting: The time of Gerard's Regency, during Patternfall.

Character Instructions: Character generation will be handled at game time as indicated above. Our goal is to create rich, shared histories, focusing on player interaction and participation, not numbers. There will not be an auction; this is narrative.

There is no need to contact us in advance.

Player Information: Minimum: 12 Maximum: 16

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

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X-Treme Archeology : Orbital Drop
 

GameMaster: Pôl Jackson

   
  Game Description: Adventure / Heroic -- Non-Amber

Meet the women and men of the X-Treme Archeology League. Part scientist. Part celebrity. All hero.

Welcome to the future! With the advent of the zero-point stardrive, humanity has spread across the galaxy like a fungus. Megacorporation ships rule the trade routes, mining entire planets for resources. Every other week, someone discovers yet another ancient alien tomb - and when they do, the X-Treme Archeology League is there.

As a member of the XAL, your mission is to infiltrate the alien ruins before grave robbers, megacorp ships, or rival teams can beat you to the prize. You'll have to be quick, you'll have to be smart, but above all else, you'll have to be entertaining - because this show is broadcast live. Billions of viewers on thousands of planets are watching your team, and it's your job to keep them entertained. Good ratings mean that you go home in style. Bad ratings mean that you don't go home at all.

So watch your step, stay alert, and keep those cameras rolling!

Setting: You're in a company ship, racing to Anubis II, a dreary little backwater world you'd never even heard about until just a few hours ago. That's when an XAL drone first discovered the alien structure on the surface. Unfortunately, the XAL aren't the only ones who know about the artifact...

Character Instructions: Pre-generated characters will be available at the game.

Audience members are welcome. Feel free to stop on by, even if you're not registered for the game. You get to be one of the billions of viewers watching the XAL broadcast. Remember, it'll be the players' job to keep you entertained. :)

Player Information: Minimum: 3 Maximum: 6

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

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Friday, November 8, 2002 - 2pm to 6:30pm

10 Little Chaosites, Part II
 

GameMaster: Harvey Mills, Roy Grutchfield, Tim Hart, Trish Hart
(second of 2 slots)
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 1 is in Slot 2
9:30 am Start-Time

   
  Game Description: Mystery

This is a freeform game.

First run at Ambercon UK '02. Used with kind permission of Mike Royle.

Swayvill rules in the Courts and rumours of great events abound. You are a middling member of a moderate House, and you have been chosen by your house for an important mission. Only trouble is you can't remember what the mission is. You find yourself in a roomful of other Chaosites, and you can't remember how you got there. A table is laid with ten places, one of which bears your name.

* Please email the Gm's if interested in playing this game when submitting your game registrations. Due to all the GM's being UK based, and having different travel plans, character details are needed in advance of the due date for game registration. I leave on the 1st, others leave earlier, iirc.

Setting: The Courts Character Instructions: Must be Chaosites, built on 50 points +/- 10 points of good stuff. No Shadowknight stuff, no Pattern, no Logrus, no advanced. There will be a character questionnaire for players. Bonus of 10 points for questionnaires received by 24th October

Player Information: Minimum: 4 Maximum: 9

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

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The Amber Counter-Gambit (The Queen's Gambit Part II), Part I
 

GameMaster: Dashing Ameer Tavakoli
Magnanimous Kevin Clark
Todd "The bod" Worrell

For further information: http://home.europa.com/~mandrake/tac/
(first of 2 slots)
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 4

   
  Game Description: Adventure / Heroic -- Amber with a Twist

The Battle has already Begun...
The Pieces are on the Chessboard...
And the Stakes cannot get any Higher...

In the last exciting episode, the Queen's Guard, in a heroic struggle, overwhelmed the forces arrayed against them and rescued Queen Vialle --held in durance vile upon the Isle of Cabra. But even as victory was nigh and liberty had been secured for their beloved Queen, their enemies were on the move. A sinister plan had already been set in motion to deliver the Kingdom into the hands of His Holiness, Anselm I -- Archbishop of the Unicorn.

Now shockwaves course through the Kingdom: for King Random and the royal family lie dead, victims of a terrible explosion within the halls of Castle Amber. The Pattern itself now lies buried forever beneath tons of rubble.

And who, demands the Church, could have been responsible for this Crime of Highest Treason?

Who, but the Queen's Guard?

Setting: Twenty years past Patternfall. Random and the royal family are all dead, with the exception of Vialle. The players are all members of her personal guard - composed of warriors, bards, spies, and rogues, but they have all sworn fealty to the Queen Vialle of Amber and to no one else. While things look dark, the Queen is even now recruiting allies to counter the Archbishop's forces. The players must give it their All to buy Her a fighting chance at success.

Character Instructions: Characters are not of the royal family. Rather, they are members of the famous (some would say infamous) Queen's Guard... They care for her safety, her well-being, look out for her interests, and speak with her voice throughout the Golden Circle.

Characters will have eighty points with which to create a member of this force. Pattern is not allowed. Broken pattern and all other powers/items are permitted if you come up with a backstory... Think of a tale that would make for a good evening at the bar involving rousing derring-do to enchant your friends or get a date, and you are on the right track.

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

Characters start out with Amber stats. Also, pick some skill/area of knowledge that your character is particularly adept at. Examples would include: acrobatics, pugilism, debate, singing, sailing, horseback riding, etc. While it! is expected that any character can perform any of these actions well, this is a skill in which you particularly excel - and you have no equal. Selling down to human and/or getting bad stuff is not allowed. No personal shadows.

Note I: If we get your character a week or more before the con, you will receive +10 points to spend.

Note II: Players from last year's game are encouraged to return for Part II (Karrin, this means you!) and will receive +10 points to spend. We also welcome new members of the Guard; don't worry about having missed out on the backstory, you were probably just in your cups at the time...

Note III: This is a 100% Royal Family Free game (remember the game description? We've already off'd them for you.)

Player Information: Minimum: 5 Maximum: 8

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

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Dude, Where's the Jewel?
 

GameMaster: Jeremy J. Zimmerman, Esq.

   
  Game Description: Humor / Spoof -- Amber with a Twist

Luke R. Reynard, Esq. and Merlin "Merle" Corey managed to obtain the Jewel of Judgement, and in a burst of insight, they thought to put it where no one from Amber or Chaos could get to it. Unfortunately: they can't get to it either.

Here's where the players come in...

Setting: This is the stunning sequel to the spectacular [yet short] "Luke and Merle's Excellent Adventure" and the not so spectacular [but still short] "Luke and Merle's Bogus Journey". Players will be sent to the dire and fell shadow of Suburbia to battle against agents of other Amberites and Chaosians in order to retrieve the Jewel of Judgement. This time with complex, well-thought out plot!

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 Apollo, 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 Napoleons, Emperor Norton, Sherlock Holmes, and a pouty Elric of Melnibone' works just fine.

Character proposals must be emailed to the GM 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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The Horsemen
 

GameMaster: Meera Barry

   
  Game Description: You are a descendant of the gods of Amber. The special powers that have always belonged to that Family flow in your veins, and although the details of their lives have faded into history, the deeds that defined them live on in your worship.

It is rumoured that there are older gods, gods from a darker time, without form and void. It is said in the Book that they were jealous gods, and many wars were fought against them, pitting brother against brother in the quest for power. They have names like Ob-Eron, Borr'el, and Nyarlintra.

It's time for some new gods.

Influences include (but are not limited to) Bone Dance by Emma Bull, Neverwhere by Neil Gaiman, a healthy mix of C'thulhuesque drama, The Long Dark Tea Time of the Soul by the late Douglas Adams, Tribe 8, and it's rumoured that there will be a Discworld cameo, but I wouldn't swear to it.

Setting: Thousands of years after the reign of King Random, in the broken landscape of a tarnished Golden Circle. Kingdoms have risen and fallen in the meantime, but all you know of the first series is true... just changed in history.

Game is intended as fairly standard Amber, with a twist of apocalyptic amusement. There's a fairly good horror/humor mix intended.

Character Instructions: Characters begin at 50 points for attributes and items. If you get your character in by NOVEMBER 1st, you may have items from the series (first come, first served, no cost "heirlooms") associated with your devotee, as well as an additional 25 points.

Attributes include: Warfare, Strength, Psyche, and Endurance. You will be assigned powers by your choice of devotee. Special backgrounds to be worked out ahead of time.

Devotees and additional details will be listed at: http://mabarry.kdmcs.com/amber/acnw02/horsemen/

Additional details on design can be found occasionally on my blog: http://alkime.org/mtfierce/amber/

Player Information: Minimum: 5 Maximum: 8

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

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The Lion in Winter, Part I
 

GameMaster: Eric Todd
(first of 2 slots)
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 2 is in Slot 4

   
  Game Description: Tense / Real-time -- Traditional Amber King Oberon has declared this year's Winter Court, and the entire noble family will be in residence for the duration of the festival. Even Queen Clarissa will be freed from her imprisonment to join this noble celebration of duty, honor and familial love.

Setting: This game is based loosely on the movie of the same name, and occurs during Oberon's yearly Winter Court.

Character Instructions: NOTE: I ran this game at AmberCon NW 2000. Players from that session are encouraged to return, and will have first dibs on the character they played.

Available characters are:
Oberon
Clarissa
Rilga (Gramble's half-sister, Clarissa's foster daughter)
Gramble (heir to the throne in Chaos)
Benedict
Eric
Corwin
Dierdre
Fiona
Bleys
Brand
Random

Player Information: Minimum: 8 Maximum: 12

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

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Out of the Frying Pan (Out of the Woods 2), Part I
 

GameMaster: Sara Mueller
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:

Luke of Kashfa and Valentine of Eregnor are to be married, cementing an alliance that might well alter the balance of power in the Golden Circle. Not only is Luke on of the foster-sibs, but your elders have very seriously 'suggested' that you attend. It's only a wedding, after all. What could possibly go wrong?

Setting: Game is set one month after the conclusion of 'Out of the Woods'.

Character Instructions: Characters that have played in 'Out of the Woods' at ACNW will have first preference.

Characters from other runs of 'Out of the Woods' acceptable if there are any slots left.

Please add 50 pts to the established characters.

Player Information: Minimum: 2 Maximum: 8

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

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Ship of State, Part II
 

GameMaster: Camille Holthaus, Jim Holthaus
Second of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 1 is in Slot 2

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

In the early years of Amber, things are precarious and difficult. Bandit raids and piracy are serious threats to the kingdom’s security and prosperity, the economy is underdeveloped, and the Golden Circle is hardly pliant. To compound matters, Oberon is often absent. Fortunately, Amber is blessed with vigorous noble families ready to assist His Royal Highness with the governance of Amber. The possibilities for the One True City are endless.

Play as the head of one of Amber’s noble families with your own objectives. Maybe you should become a member of Oberon’s cabinet to set Amber’s political and economic priorities, or maybe you should find another way to achieve your family’s goals. Negotiate, trade, politic and backstab to have it your way, or get revenge if you can’t.

This fast-paced, live-action game covers many years of Amber’s development and is inspired by the National Security Decision Making game.

Setting: Very early Amber.

Character Instructions: Characters will be provided at the event.

Player Information: Minimum: 8 Maximum: 15

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

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We Happy Few, Part II
 

GameMaster: Rob Donoghue, Lydia Leong, Fred Hicks
Second of 2 slots.
REMEMBER TO SIGN UP FOR BOTH SLOTS. Part 1 is in Slot 2

   
  Game Description: Adventure / Heroic -- Traditional Amber

Before going off to battle the unknown in Chaos, the Elders have drawn their children out of hiding and into the safety of Amber. Now, under the Regency of Gerard, these children have the opportunity to prove their mettle against Amber's enemies, within and without.

The game will begin with an interactive history that includes character generation. The tone of the game will be strongly influenced by the choices of history. Expect a combination of teamwork and infighting, politics and action.

We Happy Few is an Evil Hat Production.

For more information, see http://www.evilhat.com/projects/games/cons/happy/

Setting: The time of Gerard's Regency, during Patternfall.

Character Instructions: Character generation will be handled at game time as indicated above. Our goal is to create rich, shared histories, focusing on player interaction and participation, not numbers. There will not be an auction; this is narrative.

There is no need to contact us in advance.

Player Information: Minimum: 12 Maximum: 16

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

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Friday, November 8, 2002 - 8pm to midnight

The Amber Counter-Gambit (The Queen's Gambit Part II), Part II
 

GameMaster: Dashing Ameer Tavakoli, Magnanimous Kevin Clark, Todd "The bod" Worrell
For further information: http://home.europa.com/~mandrake/tac/
(second of 2 slots)
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 1 is in Slot 3

   
  Game Description: Adventure / Heroic -- Amber with a Twist

The Battle has already Begun...
The Pieces are on the Chessboard...
And the Stakes cannot get any Higher...

In the last exciting episode, the Queen's Guard, in a heroic struggle, overwhelmed the forces arrayed against them and rescued Queen Vialle --held in durance vile upon the Isle of Cabra. But even as victory was nigh and liberty had been secured for their beloved Queen, their enemies were on the move. A sinister plan had already been set in motion to deliver the Kingdom into the hands of His Holiness, Anselm I -- Archbishop of the Unicorn.

Now shockwaves course through the Kingdom: for King Random and the royal family lie dead, victims of a terrible explosion within the halls of Castle Amber. The Pattern itself now lies buried forever beneath tons of rubble.

And who, demands the Church, could have been responsible for this Crime of Highest Treason?

Who, but the Queen's Guard?

Setting: Twenty years past Patternfall. Random and the royal family are all dead, with the exception of Vialle. The players are all members of her personal guard - composed of warriors, bards, spies, and rogues, but they have all sworn fealty to the Queen Vialle of Amber and to no one else. While things look dark, the Queen is even now recruiting allies to counter the Archbishop's forces. The players must give it their All to buy Her a fighting chance at success.

Character Instructions: Characters are not of the royal family. Rather, they are members of the famous (some would say infamous) Queen's Guard... They care for her safety, her well-being, look out for her interests, and speak with her voice throughout the Golden Circle.

Characters will have eighty points with which to create a member of this force. Pattern is not allowed. Broken pattern and all other powers/items are permitted if you come up with a backstory... Think of a tale that would make for a good evening at the bar involving rousing derring-do to enchant your friends or get a date, and you are on the right track.

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

Characters start out with Amber stats. Also, pick some skill/area of knowledge that your character is particularly adept at. Examples would include: acrobatics, pugilism, debate, singing, sailing, horseback riding, etc. While it! is expected that any character can perform any of these actions well, this is a skill in which you particularly excel - and you have no equal. Selling down to human and/or getting bad stuff is not allowed. No personal shadows.

Note I: If we get your character a week or more before the con, you will receive +10 points to spend.

Note II: Players from last year's game are encouraged to return for Part II (Karrin, this means you!) and will receive +10 points to spend. We also welcome new members of the Guard; don't worry about having missed out on the backstory, you were probably just in your cups at the time...

Note III: This is a 100% Royal Family Free game (remember the game description? We've already off'd them for you.)

Player Information: Minimum: 5 Maximum: 8

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

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A Comfy Nights Stay at the Happy Crossroads Inn
 

GameMaster: Cort Odekirk

   
  Game Description: Humor / Spoof

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 beers 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.

This will be the final year for this game, so get your abuse now, while you still can!

Setting: It's own little world, a happy place where a medieval bar can serve microwaved chicken nuggets and no one wonders why.

Character Instructions: Players 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.

This is a fun game for extroverted players, the demure will be crushed ruthlessly underfoot.

Player Information: Minimum: 6 Maximum: 8

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

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In Silence comes but a Whisper
 

GameMaster: Dana Bayer

   
  Game Description: Mystery -- Amber with a Twist

Breakfast began quite unfavorably, the news spreading that King Oberon was found dead in his room. But as strangeness creeps into the castle as the day continues, it becomes just one more mystery to add to the list.

Wish I could say more, but it would ruin the game.

Setting: Castle Amber

Character Instructions: While we will start with pregenerated elders, everyone needs to bring their favorite retired amber character for the second half of the game. Don't worry about points or powers, we work that out before the game starts.

Player Information: Minimum: 2 Maximum: 6

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

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The Lion in Winter, Part II
 

GameMaster: Eric Todd
(second of 2 slots)
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 1 is in Slot 3

   
  Game Description: Tense / Real-time -- Traditional Amber

King Oberon has declared this year's Winter Court, and the entire noble family will be in residence for the duration of the festival. Even Queen Clarissa will be freed from her imprisonment to join this noble celebration of duty, honor and familial love.

Setting: This game is based loosely on the movie of the same name, and occurs during Oberon's yearly Winter Court.

Character Instructions: NOTE: I ran this game at AmberCon NW 2000. Players from that session are encouraged to return, and will have first dibs on the character they played.

Available characters are:
Oberon
Clarissa
Rilga (Gramble's half-sister, Clarissa's foster daughter)
Gramble (heir to the throne in Chaos)
Benedict
Eric
Corwin
Dierdre
Fiona
Bleys
Brand
Random

Player Information: Minimum: 8 Maximum: 12

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

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Out of the Frying Pan (Out of the Woods 2), Part II
 

GameMaster: Sara Mueller
Second of 2 slots.
Game may run late into the evening.
REMEMBER TO SIGN UP FOR BOTH SLOTS.
Part 1 is in Slot 3

   
  Game Description: Adventure / Heroic -- Alternate Amber

Luke of Kashfa and Valentine of Eregnor are to be married, cementing an alliance that might well alter the balance of power in the Golden Circle. Not only is Luke on of the foster-sibs, but your elders have very seriously 'suggested' that you attend. It's only a wedding, after all. What could possibly go wrong?

Setting: Game is set one month after the conclusion of 'Out of the Woods'.

Character Instructions: Characters that have played in 'Out of the Woods' at ACNW will have first preference.

Characters from other runs of 'Out of the Woods' acceptable if there are any slots left.

Please add 50 pts to the established characters.

Player Information: Minimum: 2 Maximum: 8

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

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Pieces of the Pattern
 

GameMaster: Kevin Seeber, Dan Christensen, Irene Schwarting

   
  Game Description: Adventure / Heroic -- Amber with a Twist

Pieces Of The Pattern

Brothers and Sisters:

I, King Oberon of Amber, do hereby summon you to our father’s Prime realm to discuss with you the foul happenstance that is upon us.

One of my offspring, an upstart young pup by name of Brand, has caused a desecration upon the Pattern which is our father. I fear that in his weakened state, our father is unable to repair the damage done him. I therefore ask your assistance in this endeavor.

I dare not provide details, as enemies of old have found new eyes and ears.

Please use all haste.

Your Brother,
Oberon

Setting: This game runs parallel to Corwin's experience as written in The Chronicles Of Amber.

Character Instructions: Pre-Gen characters will be embellished at the beginning of the game.

Player Information: Minimum: 4 Maximum: 9

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

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Sign of the Hunny Pot
 

GameMaster: Jeremy-chan!

   
  Game Description: Humor / Spoof -- Alternate Amber

Just when the Denizens of the Hundred Acre Wood thought they were safe from the Depredations of an Unjust World, terror strikes again. Not only are the woods beset with Strange Bees, but something has gone Awry with the Pogrus! Oh, the Horrors!

Is this a ploy to increase the popularity of Haycorns? Who can these mysterious Bees be? How will this affect Queen Florimel's mood?!

Sign up and find out.

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: Jeremy Zimmerman at [ Top of Slot | Top of List ]


Super Heroes
 

GameMaster: John R. Williamson
Game may run late into the evening.

   
  Game Description: Adventure / Heroic -- Non-Amber

You are all super powered protectors of Portland, when one morning something goes horribly awry (go figure). Your team is supported by a trusty staff that keeps you updated when a crisis occurs. Your headquartes is filled with all manner of equipment, gadgets, and vehicles you can make up during play.

Game System: Modified Amber, you rate your attributes and powers as you see fit.

Setting: Slightly alternate Portland, Oregon, U.S.A.

Character Instructions: Character creation done at game, with every one giving suggestions. Come with an open mind, and a creative idea or two to base your super powers on. Power level based on group consensus as we make characters.

Player Information: Minimum: 4 Maximum: 8

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

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Who Has Not Sinned
 

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

   
  Game Description: Humor / Spoof -- Throne War

Thousands of times, in thousands of universes, Brand has pulled Deirdre into the depths of the Abyss. Sometimes the fall has been metaphorical. Sometimes it has been because Brand panicked, reaching out for the first thing near, sometimes it was a falling out between conspirators. The tale of bodies and the cold depths is a moral in modern Amber, a red-headed Lucifer and his Lilith, how pride goes before the fall...

In the Tir, however, a critical mass makes for an interesting play toy. Urania, Queen of the Tir wishes a show, and for puppets, she has chosen Brands and Deirdres to entertain her. The best performance will be granted a boon: she will give them back their life.

Let the show begin!

Setting: It was late when it all began...and it was a full moon, in a cloudless sky. Sometime after the Patternfall War, before Tir-na Nog'th was adequately explored.

Character Instructions: You have 250 points to create your version of Deirdre or Brand as they were in their last living minutes of _The Courts of Chaos_.

Subtitles (such as "Brand: Misunderstood Bystander", or "Deirdre: Warrior-Princess With Kung Fu Grip") are worth an additional 5 points.

Additional character information (such as it is) will be found at: http://mabarry.kdmcs.com/amber/acnw02/xtaltirs/

Player Information: Minimum: 4 Maximum: 10

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

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The Secret War
 

GameMaster: Simone Cooper

   
  Game Description: Dark / Grim -- Traditional Amber

You are the elite of shadow, so outstanding in your place of origin that General Benedict of Amber took notice of you and trained you himself. You are his spies, his agents, long arms of the Crown of Amber. Your loyalty is unquestioned and your skill, unrivaled outside of the blood of the royal

You are part of the consummate team, your connection to one another, your coordination, and your execution of plans is as near to flawless as humanity allows. That the mission in Kashfa turned up some... irregularities was sobering, but in the end your success speaks for itself.

Now, Benedict has called you to meet with the King in secret to receive your next assignment...

This game was originally developed by Scott Acker and run at GenCon 2000.

Setting: A game set in Amber in the 30th year of King Random's solid reign.

Character Instructions: Characters are military specialists, experts in warfare at many levels of technology. They might be silent assassins, communications specialists, battle sorcerers, shape-shifters or tacticians, experts in demolitions, infiltration, or any number of useful skills for the secret SECRET service to the Crown. You get dirty to keep Amber's hands clean. So far, as a team you've never failed. The only people you trust more than Benedict and the King are your teammates -- and your psychic link to them has ensured and reinforced this in life-and-death situations over and over again.

We will need to coordinate character creation so that the team has a balance of skills. To start, list 3 special areas of expertise... they can be as narrow (more expert) or as broad (more general) as you like, and I will try to send this info out in advance.

For the day you will need a BRIEF background and description, a ranking of the 4 Amber stats in order of importance to your character, and a final list of the 3 skills in which you are the nigh-unchallenged expert in the field.

Player Information: Minimum: 4 Maximum: 6

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

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Saturday, November 9, 2002 - 9am to 4:30pm

The Devil's Playground
 

GameMaster: Meera Barry

   
  Game Description: Adventure / Heroic -- Traditional Amber

A Two-Part Adventure:

Part One: As students of Flamekeep, and scions of Chaos or Amber, you are expected to learn from the best magicians from the combined Kingdoms. Your work sets a standard by which other students are chosen. So who is your substitute, Professor Delwin, and why is he so incensed about your latest homework?

Part Two: In the tower of Flamekeep, a messenger has arrived with five golden rings of power. As a course of independent study, you have been chosen to investigate these rings, to determine their magic, and their limitations. Where did they come from? Who made them, and why?

Setting: Random's reign has been a fruitful and prosperous one, a new golden age for the two Kingdoms of Power. One of the most obvious signs of prosperity are the number of marriages for the once reclusive lords and ladies of Amber. Most celebrated was the match of Mandor Sawall and Princess Fiona of the Golden City.

Years have passed since the fairy tale wedding. They have combined their talents to create a home for wizards and scholars of magical theory. Their home is called the Ways of Shiva. Their school is Flamekeep.

Character Instructions: Characters are built on 150 points, and advanced powers are expected but not required. All powers are available to players who get their characters approved by November 1st. Players submitting characters past the deadline may not have any partial powers, personal shadows, Broken Pattern, constructs, or any sold-down attributes.

Additional character creation information (including my preference for partial powers, etc.) will be found at: http://mabarry.kdmcs.com/amber/acnw02/flamekeep/

Additional details on design can be found occasionally on my blog: http://alkime.org/mtfierce/amber/

Player Information: Minimum: 4 Maximum: 8

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

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Greenwood
 

GameMaster: Rob Donoghue, Fred Hicks, Lydia Leong

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

"Then the fogs were slowly were slowly broken, and some of that which is called memory returned to me. I recalled nights and nurses and needles. Every time things would begin to clear a bit, someone would come in and jab me with something. That's how it had been. Yes. Now, though, I was feeling halfway decent. They'd have to stop."

"Wouldn't they?"

Greenwood Private Hospital, located in rural upstate New York, has had its share of unpleasant inmate-- er, patients, pass through its walls. But things have been kept under control by their courteous, helpful staff... until now.

Greenwood, an Evil Hat Production, is a rollicking, high-octane, character-driven game in the spirit of last year's Last Jack Down. Prior knowledge of that game is not needed, and both "repeat" and new players are most welcome!

For more information, see http://www.evilhat.com/projects/games/cons/greenwood/

Setting: Early in Corwin's chronicles, Shadow Earth

Character Instructions: We will provided pregenerated characters.

Player Information: Minimum: 14 Maximum: 18

Players are requested to contact the GM(s) prior to the convention: Email us an answer to the questions:

1) "What is your secret animal?" Your answer will guide our assignment of the pregenerated characters.
2) Please also tell the GMs how familiar you are with Corwin's chronicles (Unread, Read Once, Fan, Scholar)!

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It's Crazy What You Could Have Had
 

GameMaster: Simone Cooper

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

Seven years into Random's post-war reign, Amber and the Golden Circle prosper, yet life for those of the blood remains hard. Remnants of the Black Road and damage from the Shadow Storms of Corwin's and Oberon's works with the Jewel still bring danger to Amber's borders, while the townfolk, merchants and nobility sleep peacefully. The role of you, the younger generation, now admitted and openly accepted in Amber, is perhaps even more difficult, as you tread the lines between your own futures and the cold wars of your parents. At least you live in the sure knowledge that opportunity will always come to those like you who are blood-bound to the Grand City and her reflections, so long as you have the vision to see.

Setting: In Amber early in the reign of King Random I. Some events from the Merlin series have happened or are starting to happen, but mostly Chaos is just "the enemy."

Character Instructions: Please e-mail Simone by November 1 with your 100-point, young adult Amber character, a child of the major Elders of Corwin's chronicles with no advanced powers. Your character can have been in Amber for a maximum of 14 years, including the 7 years of Gerard's regency and 7 years of Random's reign up to the present, and should have a reason to care about Amber and having a role in it. Also, having an idea of your character's ideals of parenting and leadership is helpful.

Player Information: Minimum: 4 Maximum: 6

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

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Out of the Woods
 

GameMaster: Sara Mueller

   
  Game Description: Mystery -- Alternate Amber

King Eric’s reign has been long and prosperous, but now there have been a series of gruesome murders around the Golden Circle. He is giving the younger generation their first chance to prove themselves. Bring in this criminal and earn the gratitude of your king, the Golden Circle, and prove yourselves 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. Brand and Deirdre are very, very dead.

Character Instructions: 150 pts. Advanced Powers fine.

Chose a parent (not Julian). Sometime before the age of 10 you were given into your Uncle Julian’s care. Oh, they might trot you out for holidays and state occasions, 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 16 and 18 he saw to your higher education in whatever field and Shadows you found interesting. When he comes to see you it is clearly not to spy or keep track of you, he just wants to know how you are and spend some time with you. 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: 2 Maximum: 6

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

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The Road Less Travelled
 

GameMaster: Emma Sansone

   
  Game Description: Sci-Fi / Futuristic -- Alternate Amber

When news reaches the Imperial System that an obscure archaeologist has stumbled upon some rather interesting ruins on an even more obscure planet orbiting a dying sun, His Imperial Glory orders an expedition to delve deeper, and bring back anything that might appeal to His exquisite taste. And you are part of that expedition.

Setting: In a far distant future, the Empire spans the Universe and the Emperor (may His glorious name blaze for ever among the stars) owns everything.

Character Instructions: All characters are human or humanoid, and can be drawn from any reasonably well-known SF universe (e.g. Star Wars, Star Trek, Farscape, Babylon 5), preferably TV or cinema but books are OK (e.g. Frank Herbert's Dune series, CJ Cherry's Chanur series, David Weber's Honor series, etc.) as long as you're prepared to give me extra explanations for things I'm not familiar with.

Tech level includes jump gates and hyperspace, phasers and assorted beam weapons, but not warp drive, Star Trek style transporter technology, or replicators. Psionic powers exist, they occur with varying degrees of rarity in different races, and replace ADRP magic. Shapeshifters are rumoured to have existed a long time ago. No knowledge of Pattern or Logrus exists.

All characters need a reason to be in the expedition (you can be anything from an archaeologist, a xenolinguist, a maintenance tech on the ship, whatever. You cannot be one of the ship's commanding officers, as they will not be going planetside! :)

Characters have 200 points to spend, with 0 being Human average. Suitably SF artifacts are encouraged. Further info on character creation, details of Psi powers, available races, the Empire, and anything else that occurs to me at:
http://games.campobianco.com

I reserve the right to veto anything that would unbalance the game, or that offends my exquisite sense of taste - such as any character even vaguely resembling Jar Jar Binks.

Characters are expected to be worked out with the GM prior to the con.

Player Information: Minimum: 4 Maximum: 6

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

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Shadow Walk: Beyond the Brambles continued
 

GameMaster: Eric Todd

   
  Game Description: Exploration -- Traditional Amber

Catherine, your mother, cried noble tears the day you and your siblings stepped beyond the sheltered shoal of your youth. Wandering through the labyrinth into the wider world, you strummed the strings of shadow and found Amber; found hints of your father, Corwin; found strange reflections of your childhood realm. What truths will you find, when you next walk the shadows?

Setting: All players are children of Corwin, raised in an isolated realm near Corwin's pattern. You had very little contact with your father while growing up, instead you developed close bonds with your siblings (other player characters) and with your mother, Catherine.

The action of the game consists of the player's adventures upon claiming their birthright and learning the ways of walking shadow.

Character Instructions: Returning players are requested to send me any information, notes or hazy recollections they have from past sessions. In return, I'll send out a summary, prior to this year's game.

New players are quite welcome, and will generate characters as a part of this year's session.

Player Information: Minimum: 4 Maximum: 10

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

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Through A Dark Wood
 

GameMaster: Ameer Tavakoli

   
  Game Description: Adventure / Heroic -- Amber with a Twist

Confidential:

Intelligence has yielded a possible location for the headquarters of chaosian forces operating in Arden. It is believed that a small force can infiltrate the region and obtain tactical superiority.

Your unit has been chosen to scout the territory, determine the location of, and obtain any and all plans.

Agents of Fiona believe that one of the generals of the chaosian army, and the possible architect of the Black Road, is co-ordinating operations from here. Obtain whatever information you can as to its abilities, and if possible, assassinate him.

I am counting on you to return safely,
-Julian-
Earl of Arden

Setting: It is the height of Patternfall. The Black Road has broken through Arden and the forces of chaos have begun their siege of Amber. Arden, once a place of beauty and grace, has become stained with blood as agents and animals of chaos slowly spread out and gain territory.

Albion, the capital of Arden, has not yet been located by the chaosians but it is only a matter of time. Julian has left a majority of his forces to its defense, and has taken his best units with him to run gorilla operations on every unit he can safely attack.

Character Instructions: All of the players are rangers of one unit in the Arden Guard, The Silver Oak. You have all worked together as a team for years and trust one another.

Players will have 70 points with which to make their characters. All powers and items are allowed with the exception of Pattern and Logrus. Broken Pattern is allowed. For every item or power that you have, please have a back-story.

Furthermore, all characters must pick a specialty that they bring to the team: examples: tracking, herbalism, medicine/first aid, animal mimicry, concealment. While all of the characters are assumed to be skilled in woodsmanship, this is a field that your character excels in and you have no known equal.

Lastly, all rangers will have an animal assistant: example, Julian's hounds, eagles, etc. These animals are not token items for show, but have skills and abilities they confer to their master.

For instance, characters who choose a hound, have an enhanced sense of smell, characters who choose an eagle have better sight, owls will have enhanced hearing. Please choose an animal type, and a characteristic you would like to have it bestowed upon you.

Do not spend points on these animals, as I will be making them up and assigning a number of points to each.

Players who send me their character at least a week before the con will have an extra +10 points to make their character.

Player Information: Minimum: 4 Maximum: 5

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

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Trial and Tribulations
 

GameMaster: Murray Writtle, Andy Ransom
9:30 am Start-Time

   
  Game Description: Mystery

Julian is dead allegedly murdered by Corwin, and with an important Chaos delegation in town justice must be seen to be done...

So Random (advised by Dworkin) orders a trial using the guidelines set down by Oberon centuries before.

This game was originally run at ACUK under the title "OJ Corwin Trial" and was designed by John Davies, it is being run at ACNW with his permission.

Setting: Post-PatternFall Amber, Random is King.

Character Instructions: Pre-generated Elder Amberites and Chaosians. Players to provide top three choices to the GMs prior to the Con.

Player Information: Minimum: 6 Maximum: 12

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

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Use of Weapons
 

GameMaster: Robert Haight

   
  Game Description: Dark / Grim -- Amber with a Twist

Description: While you have all respected and feared Benedict's passion for military science, no one of you has really understood his relentless drive to master all things martial. However, when Benedict is ordered by Oberon to attack Chaos, you detect a frightening change in his demeanor. With great trepidation, you feel you might soon learn more about Benedict that one might wish.

Setting: Game begins after Ganelon reveals himself as Oberon and resumes rulership of Amber

Character Instructions: Options for elders: Corwin, Caine, Gerard, Eric, Bleys, Random, Julian, Fiona, Flora, Deirdre. 200 Points, +/- 10 stuff, no restrictions on powers.

Player Information: Minimum: 4 Maximum: 6 Players need not contact the GM(s) in advance of the convention.

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Xmas in Amber
 

GameMaster: Linda Cottrell, Erik Florentz
10:30 am Start-Time

   
  Game Description: Humor / Spoof -- Amber with a Twist

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. 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?

Setting: A remote village that looks like it was the model for a Currier & Ives piece.

Character Instructions: This is an elders (kids) game with pregenerated characters.

Player Information: Minimum: 3 Maximum: 13 Players need not contact the GM(s) in advance of the convention.

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Saturday, November 9, 2000 - 6pm to midnight

Amberleigh : Day's End
 

GameMaster: K. 'Habeeb' (aka DM Nefer-Ma'at, Nexus City)

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

You don't live in the One True City, but you'd think you did, the way you fight for this place. You and that other band of hacks have been at a standoff for months for control of the little district of Amberleigh, an all-out turf war-- one of you for profit (and status, too, but let's just admit it's the gold)-- the other to keep your streets and what's below them safe from those no good dirty scum. Dawn breaks, and the word is out: day's end will see the matter done.

Players will be split into two teams of pregenerated characters-- members of the local thieves' guild (the Silver Hand) and an amateurish but dedicated vigilante group set on opposing them (the Copper Fist). The genre will be varied-- strategy, roleplaying, action, impromptu philosophy, debilitating comedy, whatever-- players may use any combination of tactics and styles in their effort to wrest control of the 'turf' from the other team. Creativity and thinking outside the box is highly encouraged.

IMPORTANT NOTE: This game will be played via Habeeb's own brand of ***character intensive*** AD&D (No rulebooks!, no numbers!, no rules! Dice used sparingly and only for luck!)

Setting: Amberleigh is a district of the cosmopolitan and diverse City of Nexus, a place riddled with doors into other worlds, and people of all times and places. Amberleigh is one of the economically challenged areas of the city (ie, a slum) but with loads of development potential and a small core population that has been there since the good days, and won't be bought out or intimidated away. For more information, see www.nexuscity.net/districts/amberleigh.

Play will focus on the very detailed, contained district, and will not go into the rest of the city.

Character Instructions:
Players may choose from a list of fabulous, detailed premade characters on a first come -first served basis. Maps and locale descriptions will be handed out at the game, but are available in advance for any player who request it. No dice are required. Sense of humor and competitive team spirit very useful! Chips and coke entirely optional:)

Player Information: Minimum: 4 Maximum: 8

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

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And Justice For All
 

GameMaster: Lee O. Short, Melissa K. Kocher

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

* Note -- this game ran last year under the title "Loyalty & Obligation." * 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. 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 room to customize. We should have add'l info online at www.holthaus.com/justice. Please contact GM's for character selection. For best results, send e-mail to both GM's. Because the game relies heavily on character interaction, it will not run with less than 8 players. Start time: 7pm.

Player Information: Minimum: 10 Maximum: 15

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

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Be Not Afraid of Greatness
 

GameMaster: Casey de Groof, Cindy Henderson, Irene Schwarting and Carrie Bailey

   
  Game Description: Strategy

A wise man once said that there were only four things which motivate men. He referred to these as the “Four ‘F’s”: Food, Fame, Faith and Women. Such is true of Saladin Yusuf, Richard Coeur de Lion VI, Philip XII of France and those who follow them during these turbulent times of the Thirtieth Crusade. It is shortly after the siege of Acre (1989-1991). Saladin, the superior statesmen, commands one side in this conflict, with Richard the preeminent warrior commanding the other. Philip XII, an old friend and rival of Richard’s, commands half of the forces on Richard’s side of the battlefield. Add to the equation the Royal Air Force of King Guy, Geoffery De Lusignan, and the armies of Conrad de Montferrat, Lord of Tyre.

Saladin comes to the battlefield with his own fractious allies. Saphadin al-Adil, his brother, provides Saladin’s best support, although they do not always agree on policy. Saladin’s ally the Byzantine Emperor Isaac Angelus Comnena offers him military support, but must balance this with his family’s debt to the Roman Pope.

Watching everything with great interest is His Holiness, Pope Clement XIV.

Setting: The game takes place in a shadow quite similar to Earth, but where history took a much different path after the Second Crusade.

Character Instructions: PCs to contact GMS by email before character generation.

Player Information: Minimum: 8 Maximum: 10

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

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Blue blood
 

GameMaster: Ameer Tavakoli

   
  Game Description: Mystery

"I am sorry, my lord, I failed you. She is dead."

The guard sighed heavily and placed his head in hands and began to cry softly. He had served the family well for over a hundred years, as his father did before him.

In other days, and other times, you would have given him a moment to compose himself, but time was of the essence, and the dull ache of loss you felt at losing your wife, was wearing down your self-control.

"Tell me what you saw." You tried to be gentle, but the old man flinched as if struck by a whip.

"I ... awoke at my post. At first I was shocked that I could have fallen asleep at my post, and then I heard the scream. Oh blessed Unicorn, I will never forget that horrifying scream."

"I beat down her door and rushed in to find a nightmare. The furniture was turned over and the place was a shambles. I saw the curtain to the verandah swaying and ran as quickly as I could."

"I knew that it was too late for her, but I was hoping to find her killer, but there was nothing there. Looking over the railing, I saw her body on the cobblestones below."

The guardsman reached out, trembling, and gently took your hand in his.

"I wish I could find this killer, my lord, and avenge you."

With a firm gesture, you let him go.

"Do not worry, old friend. When I find the killer, I will revenge both of us."

Setting: It is before Patternfall.

There is a serial killer loose in Amber, striking down the members of one noble house after another.

Character Instructions: Characters are all members of noble houses and are also officers in the constabulary.

Players will have 70 points to make up their character and all characters start out with Amber stats. The only powers allowed are sorcery, conjuration, and power words. All items/allies are allowed.

Please specify a background for your noble family: Are they military? Do they engage in trade (legal or criminal)? Are they large or small land-owners?

The background of your family will provide you with information at the beginning of and throughout the game, and will provide you with a contact network.

If characters send me their characters in advance, they will receive +10 points to make their character, their characters will also receive an applicable family heirloom.

Player Information: Minimum: 3 Maximum: 5

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

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Dreams of the Many, and the One
 

GameMaster: Cort Odekirk

   
  Game Description: Mystery

Amber decays and the Shadows boil, the One Boy comes and has made his intentions clear. Can you, as the Elder Amberites, solve the mystery and face the choices that must be made?

Setting: Can be treated as classical Amber.

Character Instructions: Elder characters will be provided at game time, trading for preference is fine until game begins.

Player Information: Minimum: 6 Maximum: 8

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

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Mine Fill of Blood and Glory
 

GameMaster: Murray Writtle

   
  Game Description: Dark / Grim -- Traditional Amber

Pride, ruthless ambition, passion. Such are the meat and mead of Amber. But can your excesses have finally gone to far? Following one last indignity, the Pattern has seemed to withdraw from your appetites and pettiness, leaving your world to be torn apart by your baser instincts. Unable to escape, it looks that you are about to be called to task, unless ... maybe ... you can find a scape-goat. Drama for ruthless artists in politics and perception, and those interested in exploring our imperfections and vulnerabilities. Created and previously run at ACUS 2000, ACN 2001 and ACUS 2002 by David de Jong and at ACUK02 by Murray Writtle and Simone Cooper.

Setting: In Amber after Patternfall.

Character Instructions: Manipulative, ambitious, tragically flawed elder Amberites only. Callous ruthlessness paired with well developed weakness is required. Virtuous siblings with a mind to oppose their darker twins will also be considered. Generation at the Con based on 150 to 250 points. No advanced powers, Pattern Imprint required. Items and various magics discouraged. Character creation will involve an attribute auction for the seven deadly sins.

Player Information: Minimum: 3 Maximum: 5

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

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Marty Mnemonic
 

GameMaster: JLDecker

   
  Game Description: Strategy -- Traditional Amber

Previously run at AmberCon 8 in Livonia. This is a thinking / strategy game pitting player(s) against player(s) in a race to see who survives. Familiarity with the film "Johnny Mnemonic" is helpful.

Setting: Shadow Earth, 2025 A.D. : Topeka, Kansas

Character Instructions: Characters are pre-generated, and will be drawn by players at random.

Player Information: Minimum: 4 Maximum: 5

Players need not contact the GM(s) in advance of the convention. [ Top of Slot | Top of List ]


A Night at the Theatre
 

GameMaster: Trish Hart
Game may run late into the evening.

   
  Game Description: Adventure / Heroic -- Traditional Amber

It is five years after Patternfall, and negotiations are under way to enter into a diplomatic exchange with the Courts.

"The Two Princes" is about to open at the Rebma Emporium. It is a theatrical interpretation of the last few days of the lives of the doomed princes Osric and Finndo, who died in battle many years ago in forces led by Severin, a Lord of Chaos.

Random has decided that he would like a family presence at the first night, to make sure it ought to be allowed to go on to a second night. After all, the deaths of Osric and Finndo are the kind of family skeletons that should only be let out of the cupboard under controlled circumstances. Therefore, he asks the cousins if they will accompany their Aunt Llewella on a quiet trip to the theatre...

Setting: Five years after Patternfall, Amber

Character Instructions: Standard 100pt characters, no contributions. Amber backgrounds.

(This is quite an old scenario, which has been run a couple of times before, around 1995-96ish)

Player Information: Minimum: 5 Maximum: 6

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

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Sent for
 

GameMaster: Dan Christensen AKA Ben Mardukas

   
  Game Description: Adventure / Heroic -- Amber with a Twist

You have all been sent for.

Time is short and you have to act fast.

History is not what it is cracked up to be.

You have received a note. "It is your time please come soon"

Setting: Could be the future or it could be the past.

Character Instructions: Develope a character idea that lacks all Amber relation but one that would fit in the Amber multiverse structure. One that would not have developed contact with Amber or Chaos.

Think of a character that is the center of their universe. You pick the tech-level or type. Put your self at the center and that is all you have to do.

None of you know of Amber but you share one thing. The Master, A kindly old man who was your tutor in your early life. You learned much that is wise from this old man but you have not seen him in years.

The better your characters story the more you will get for your character by way of attributes and powers. Please have a complete idea in your mind when you come to the game.

Player Information: Minimum: 5 Maximum: 6

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

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Semper Fi
 

GameMaster: Linda Cottrell

   
  Game Description: Mystery -- Traditional Amber

Random had entrusted Gerard with the defense of Amber, Julian with Arden, and Fiona with...the Navy? Now, strange things are happening on the seas. Fiona's creatures have dispersed through shadow and the news they bring back has been worrisome.

And that was before Random disappeared. Fiona may have been the last to see him & she's not talking. Is Fiona serving Amber with Amber's best interests in mind? Or plotting to further her own agenda? A suspicious Gerard has asked you to investigate.

Setting: Amber & environs, well into Random's reign.

Character Instructions: 150 pt characters. No exalted anything. Alternate powers & artifacts must be explained or justified. Please submit characters prior to the game.

Player Information: Minimum: 3 Maximum: 7

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

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Target Amber 2 continued
 

GameMaster: Tim Hart
Game may run late into the evening.

   
  Game Description: Exploration -- Amber with a Twist

Further toil and trouble in the real world, which has discovered just how many other real worlds there are out there, and just how much more real some of them are than here.

Setting: Real world, right now.

Character Instructions: Returning players very welcome. Non standard character construction - contact with the GM before the con will be essential, and will be via email, up to to the 30th of October. Beyond that we are already travelling in the states, and email access will be variable.

Player Information: Minimum: 6 Maximum: 8

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

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Sunday, November 10, 2002 - 10am to 5pm

Any Means Necessary
 

GameMaster: Michael

   
  Game Description: For the past ten years, the people of Amber have breathed the clean air of freedom.

For the past ten years, the inhuman masters of Amber have been gone.

For the past ten years, humans have been in control of their own destinies.

For the past ten years, and forever more!

The Royal Family has clutched Amber in its fist for blood-drenched centuries. But then they went to fight their wars in some unfathomable other place. For ten years, the only Royal presence has been dull Gerard and sympathetic Martin, and the humans of Amber have been given a taste of freedom. You want more than a taste.

You are the best that humanity (not the Royal Family) has to offer, charged with one task and one task only: Keep the Royal Family out of Amber, by Any Means Necessary.

(Any Means Necessary is not part of a campaign or any other multi-shot. All players are welcome. It may get bloody and vicious -- some dark themes. Proactive players are absolutely required! For more information, visit the website at http://www.twiceshy.com/campaigns/amber/anymeans)

Setting: Directly after the Corwin Chronicles. The Merlin Chronicles are non-canonical.

Character Instructions: Characters are human, with only minor if any supernatural abilities! If you want to create your own character, visit the website. If not, pre-gen characters will be available.

Player Information: Minimum: 4 Maximum: 8

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

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Death Be Not Proud
 

GameMaster: Eric Todd

   
  Game Description: Other; N/A

Your immortality was etched on your bones when you walked the pattern at the core of the Eternal City... or so your guide said, before you set foot upon it, lo these many years ago.

Come journey into the dimming realm of old age and infirmity. Will you struggle against your doom or spend your last days in service to the realm?

Setting: A significant part of this game's point is unearthing the details of the setting! Let it suffice to say that the game will address issues of situational morality, old age and death.

Character Instructions: This is a Amber cross-over. As such, you'll be playing a favorite character from another Amber campaign setting. Nearly any character can work, but you'll fit best if you play a character that is (by Amber standards) not yet completely jaded. Please no psycho-loners or masters-of-the-universe.

WARNING: I have run this game at several AmberCon NW conventions. Additionally, in years past I've run this game at Gencon and AmberCon US. If you know me, the chances are good that you've played in this game already!

Player Information: Minimum: 4 Maximum: 8

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

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The Hidden Valley
 

GameMaster: Roy Grutchfield

   
  Game Description: Crossover Amber(Kids)/Narnia

(This game was run last year at ACNW 2001.)

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: 5

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

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Neither Interested Nor Fit
 

GameMaster: Sara Mueller

   
  Game Description: Mystery -- Alternate Amber

...but the Jewel of Judgement was shattered in the repair of the Pattern, and there was no hope that the children of Oberon would survive the massive storm which swept down on them through Shadow; but Princesses Fiona, Llewella, and Flora joined their efforts together and parted the world storm. In the aftermath, Fiona became Queen of Chaos, and Flora was made Queen of Amber. Llewella walked the worlds between, and kept the peace.

One hundred and fifty years have passed since Patternfall. You are the Speakers of The Law, sworn to no country, no queen. Some call you Llewella’s Hounds. You ride the Between Lands from Black Zone to Golden Circle, and you keep peace. Llewella has summoned you to headquarters. She has a special assignment for you.

Setting: See Game Description

Character Instructions: 150 pts, advanced and non-standard powers fine. Characters from Amber and Chaos must be able to work together.

Player Information: Minimum: 3 Maximum: 6

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

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Nine Princes on Olympus
 

GameMaster: James Mueller

   
  Game Description: Adventure / Heroic

Amber as myth, characters as gods. The sons and daughters of Oberon are the divine subjects of legend. From high on the sacred mountain, they indulge in their rivalries and wars, their celebrations and secrets, their romances and tragedies. To be immortal is to be larger than life...

This game will attempt to create an epic feel. Players should expect action on a grand scale, and personal stories with mythic overtones.

Setting: The setting is part Amber, part Greek myth, with strict faithfulness to neither so flexible expectations are recommended.

Character Instructions: Characters will be provided somewhat reminiscent of the Elder Amberites. There will be some small rules variations to promote the genre and mix things up a bit.

Player Information: Minimum: 4 Maximum: 10

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

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Roadmarks
 

GameMaster: Amber Cook, John Worsley, Simone Cooper, Emma Sansone, Trish Hart

   
  (This game was run last year at ACNW 2001.)

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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Underworld
 

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

   
  Game Description: Adventure / Heroic The characters are operators of The Circle, a well-connected, secret organization of psionics, sent on a mission in today's world. For more information, see http://www.voskamp.org/hobbies/rpg/underworld/.

Setting: Underworld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctness and 'reality' there is an Underworld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public.

Character Instructions: Non-Amber character creation. New Characters have 8 points for Character Creation. For more info, see http://www.voskamp.org/hobbies/rpg/underworld/

Player Information: Minimum: 3 Maximum: 8

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

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Women and Children
 

GameMaster: Lydia Leong, Fred Hicks, Rob Donoghue

   
  Game Description: Tense / Real-time -- Traditional Amber

"Moire has quite a kingdom, and there is talk that Eric is even considering asking her to be his queen. All gossip, of course. But interesting." -- Rein to an imprisoned Corwin, _Nine Princes in Amber_

When a party of travellers flying the banner of Queen Moire emerged from the steps of Faiella-Bionin, Eric anticipated the arrival of Random's wife, here to appeal his sentence. Instead, he received a full royal delegation that included Llewella and Deirdre. Eric's young court was thrown into disarray. The princes of the realm are busy with their own pursuits, and the addition of these political complications does not improve their mood. Mood, however, is not an excuse to give insult, and so all have assembled.

This game will be heavily focused upon character interaction, in the spirit of last year's "Blood Ties" (though the games are not connected). Players will receive detailed character backgrounds and goals which they must strive to accomplish.

Women and Children is an Evil Hat Production.

Setting: The beginning of Eric's reign, at Castle Amber.

Character Instructions: A list of characters will be provided at our website for this game (http://www.evilhat.com/projects/games/cons/wnc/). Characters will be Elders and persons of import. .

Player Information: Minimum: 12 Maximum: 18

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

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The Zelazny Affair
 

GameMaster: Jennifer Crice

   
  Game Description: Humor / Spoof

In the very near future, the world turns away from its myriad concerns to bury itself in the enveloping pleasure of sci fi and fantasy. People change their names to mimic their favorite characters, create clubs to hang out with their fellow "trolls" or the like, and immerse themselves in fantasy cultures. But with the new pleasures of living in the fantastical manner of choice comes the new evolution of crime. Paul Atreides number 10459 may try to pin his criminal activity on his rival, Paul Atreides number 36102; gangs of "elves" fight with gangs of "dwarves" in the streets; slave girls of Gor are picked up for prostitution on street corners...not to mention the thousands of forgery cases of "rare" or "autographed" manuscripts.

Of course, in this world, Zelazny and his Amberites are the new gods.

You are the power that makes sense of this crazy world; you are the best, the brightest: you are the men and women of the Literature Detection Force. Join your fellow officers in an adventure to foil the villain and protect Amber for generations to come!

Setting: Just a few years in the future in Seattle, Washington.

Character Instructions: PCs will be human beings, officers of the Literature Detection Force. Further details will be shared in future emails.

Player Information: Minimum: 4 Maximum: 6

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