Game Book - ACNW 2004

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Thursday, November 11, 2004 - 7pm to midnight

Adventures in Babysitting
 

GameMaster: Simone Cooper, Drew Wood, Anneke Floor, Penny Feltham, Rob Haight
** Game may run late into the evening **

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

You and your dearest cousins are on your way to Aunt Flora's for her biannual party. She does so enjoy keeping up with your . . . activities. Doesn't that sound fun?

This game is the first part of a three part serial. The whole series was originally conceived and developed by Joe Saul, John Davies, and Simone Cooper, and has been run through at the main AmberCon in Detroit, AmberCon UK, and GenCon.

Setting: On Florimel's Shadow Earth, during Random's reign after Patternfall.

Character Instructions: Developed on 100 pts. No advanced Powers, no Pattern, no Logrus; Amber characters only. Any parent alive and known at the start of Patternfall. Characters are between 18 and 30 years old and have mostly grown up on Shadow Earth under Flora's watchful eye.

Player Information: Minimum: 5 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Given the short time-slot for the game, players are required to contact Simone Cooper, simone [at] wyrdrune [dot] com to develop characters in advance of the convention. This will probably take a few rounds of emails to finish completely.

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Amber Noir II: Judgment's Hand
 

GameMaster: Kath Nyborg
** Game may run late into the evening **

   
  Game Description: Mystery -- Alternate Amber

This game takes place one year after the events of last year's Amber Noir session. For our purposes, the first "Chronicles of Amber" are reflected only in part … like images in a broken mirror; some anecdotes are whole, while the rest are but a sliver of their recorded selves. The so-called "Merlin Chronicles" never happened at all.

You're in a city that never really was. It's an Amber more aligned, technologically, with the shadow-Earth post-WWII era than anything remotely courtly or noble. Industry is burgeoning, and magic is on the decline.

Power is the stock-in-trade, though Julian and his coterie have cornered the market, leaving most of the other Elders out in the cold. Dierdre died under mysterious circumstances almost a year ago to the day, and the details are still being hushed up. Savvy observers have noticed that the string of grisly murders stopped at the same time as Dierdre's death. Coincidence? No one's saying. With Dierdre gone, the populace has little recourse to the Elders. Gerard, the Chief of Police, all but hides in his office, letting his lieutenants do the work of interfacing carrying on with the public side of the department. And nobody gets in to see Julian, unless he wants them to... a situation devoutly to be avoided.

Corruption eats away at the very soul of Amber City; some say (in hushed tones) that it's trickle down politics at its worst. Suicides are noted in every morning paper. Hate crimes against the Chaosians are openly encouraged by some of the administration. Dissenters tend to disappear, and the kind-hearted wither.

As always, something's rotten in the city of Amber. What are you, a normal Joe, going to do about it?

Setting: Amber City

Character Instructions: All characters are normal humans who live in this '40s-style Amber City. Those who played last year have first dibs at playing again this year with the same character, if they like. Please contact me and I'll send character creation sheets to those who need/want them once the game registration dust has settled.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Kath Nyborg; knyborg [at] earthlink [dot] net [ Top of Slot | Top of List ]


Disconnected
 

GameMaster: Meera Barry
** Game may run late into the evening **

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

The cards are warm. The Thelbane Empire lies in darkness. The shadows are growing.

There was a messenger.

You are the message.

Setting: Post-Patternfall, events of the Merlin Chronicles have not happened, but some of the settings and neat ideas (which in this GM's opinion does NOT include Ghostwheel) still apply. There is no Logrus.

These are not the droids you're looking for...and this may not be the Amber you know.

Character Instructions: Choose your Court. You have 80 points. The scions of the Thelbane are allowed strict shapeshifting for free, no Logrus available, Amberites will start with basic Pattern imprint. Each individual has one unique minor ability, power, or signature item as a freebie. (This is ala the "zero-point power" as described at http://www.whiterose.org/houseofcards/rules/zeroptpowers.html).

Allies/contacts and friends are strongly encouraged. Please feel free to make suggestions/backgrounds for these individuals that you want and how you know them. Stuff has a three point limit either negative or positive.

Player Information: Minimum: 4 Maximum: 6

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

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The House at Pooh Corner: Chapter XI
 

GameMaster: James Arnoldi

   
  Game Description: Dark / Grim -- Non-Amber

IN WHICH Sir Pooh de Bear, Tigger, Owl and the rest of Christopher Robin's friends in the Hundred Acre Woods realize that Christopher Robin is not going to return. The Hundred Acre Woods gets smaller. Rabbit organizes a search party and Piglet meets a Heffalump. Growing up can be a scary thing, especially when your best friend grows up and leaves you behind. Will the Hundred Acre Woods survive without the very special boy who brought it to life?

Setting: The Hundred Acre Woods, a little while after Christipher Robin left for school.

Character Instructions: Players will choose from pregenerated characters at the con based on the characters from Winnie the Pooh and The House at Pooh Corner.

Player Information: Minimum: 3 Maximum: 5

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

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Land Grab
 

GameMaster: Randy Trimmer

   
  Game Description: Adventure / Heroic

Reliable information reaches you that the Keep of Four Worlds may be vulnerable to a takeover. Its mistress, Jasra, has been turned into a coatrack by a talented (and lucky) but inexperienced apprentice. Speed is vital in order to beat out the competition and strike before the Keep's new mistress can fully master the Fount's power.

Setting: Shadow, the Keep of Four Worlds.
During the Merlin series.

Character Instructions: Characters are 100 point shadow sorcerers with a strong interest in acquiring a citadel with its own power source.

I'll provide characters based on Zelazny or Brust characters such as Jack of Shadows, Dilvish, Vramin, Semirama, Morrolan, Tazendra, etc.

You can also design your own characters *before the game*. Contact me for specifics and approval. Artifact-lite, please, outside of things like Blackwand which are treated as powers. Designer powers are limited to Broken Pattern level power and usefulness, or less. No Trump, (unBroken) Pattern or Logrus. Partial/designer Shapeshifting (weres, dopplegangers, etc.) is possible. Vampirism, Shadowjackery, Beloved of Tualua... You must take Sorcery; there's not much point to owning the Fount of Power otherwise.

Shadow travel powers are not strictly necessary. Shadow paths can get you to the Keep and Sorcery lets you find and use them.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Randy Trimmer, via email.

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The Lion In Winter
 

GameMaster: Eric Todd

   
  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, in her fourth year of imprisonment, will attend this noble celebration of duty, honor and familial love. Perhaps some of the previous winter's indiscretions have been forgiven by your beneficent King?

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 2001, 2002 & 2003. Players from those sessions 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 (now defacto ruler in the courts)
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: erictodd [at] gmail [dot] com

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The Tale of the Sinister School
 

GameMaster: Kristen Gibbs Schleick, John Schleick
** Game may run late into the evening **

   
  Game Description: Horror -- Non-Amber

Dulwich Preparatory School has been home to many generations of students. Nestled in the countryside outside of Tunbridge Wells in Kent, the buildings are old and full of whispers of the past. During the day, the place is lively and bright. But at night, the students and teachers keep to their rooms, pretending they don't hear the creaks that come from unseen feet, that there aren't menacing shadows outside among the trees. Then one day the unthinkable happens... someone disappears. Mr. Cotchford, the odd English teacher who was known for being an easy grader and on the cusp of retirement, doesn't show up for class. The headmaster makes vague motions of looking into it, but you know he won't do much. It's up to the Mystery Club to find out what has happened, and why.

Setting: Cthulhu game in modern England.

Character Instructions: Characters are upper school students, a group of friends who fancy themselves detectives. The game will be diceless, and characters will be made quickly at the start of game.

Player Information: Minimum: 3 Maximum: 6

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

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www.grand-design.net
 

GameMaster: Edwin Voskamp, Andy Ransom
** Game may run late into the evening **

   
  Game Description: Exploration -- Amber with a Twist

Grand Design is a pioneering firm researching, developing and providing new media Internet products and services, using advanced alternate technologies for wireless products. The website at http://www.grand-design.net will give you more of an idea about life and work at Grand Design.

Setting: Earth, more or less. Current day.

Character Instructions: Non-Amber, no points, no rules 'system'. Characters are all Grand Design permanent employees, returning characters welcome. New players also welcome, but new character to be generated before the Con. Players must contact the GMs prior to the game!

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Corey.Lukas [at] grand-design [dot] net

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Why Are You Sitting Here With Me Instead of Running a Game?
 

GameMaster: Andy Blija
** Game may run late into the evening **

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

There's a lack of games for ACNW every year -- what’s your excuse? This open forum explores the reason why we feel we can't or won't run games at conventions, and the general roadblocks in gamemastering. This is a very free-form conversation. There may be some improv exercises or small game RP warmup. Who the hell knows? We may just BS.

Setting: A bar at McMenamins.

Character Instructions: Show up with an excuse.

Player Information: Minimum: 2 Maximum: 20+

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

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Friday, November 12, 2004 - 9am to 1pm

Amber Apples
 

GameMaster: Ann Sasahara
**Game begins one hour later at 10am**

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

The One True Apples-to-Apples card game, of which all others are but a pale shadow.

Setting: N/A

Character Instructions: N/A

Player Information: Minimum: 6 Maximum: 8

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

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Aurellis - The Experiment Continues
 

GameMaster: Tim Hart

   
  Game Description: Exploration -- Other; N/A

Some have found that there is more to the world than they previously though. Interesting but radically different alternatives exist and can impinge upon the mundane.

But what happens when some of those alternatives decide you've got something they want - can you keep your heads, and your sense of perspective?

Setting: Real world, and the other stuff.

Character Instructions: Open to returning characters from either last year at ANCW or this year at ACUS, or characters from the email Aurellis universe, or new players.

New characters will be generated in advance of the con, using a customised system involving a quiz and a fudge based attribute/skill assignment method. After that, forget points and just play.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention:
email: tim [at] fugue [dot] org.
phone: +44 20 8578 1206

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Caine the Sailor
 

GameMaster: Leslie Lightfoot, Chris Lightfoot

   
  Game Description: Adventure / Heroic -- Traditional Amber

Ever since his Eminence, King Oberon's, marriage to the genteel Queen Rilga, things just haven't been the same in the brawling Port of Amber. The good Queen seems set on taming the wild docks and their wilder men into a respectable mercantile enterprise. And King Oberon isn't doing anything about it!

Even money say it's because the Queen has given him two sons in the last twenty years -- Prince Julian, an aesthetic and serious young man well on his way to becoming a true pain in the ass. And the whelp, Prince Gerard, who toddles around the castle getting his amazingly destructive hands into all sorts of things a man shouldn't have to lock up. It's enough to drive a man to sea!

Of course, for Prince Caine, scoundrel of the sea, wastrel of the waves and privateer of Port Amber, it doesn't take much. No surprise then that the Prince's private gulet, the Bold Venture, has been provisioned, crewed, and is ready to set sail upon the Shadow Seas -- seas that promise to be as varied and mysterious as the Venture's crew and passengers.

Character Instructions: Caine the Sailor is a Chronicles of Corwin canon game set centuries before the Patternfall War, the attack of the Moonriders of Ghenesh and the invasion of the Weir. The game has a general Sinbad/Arabian Nights/Atlantis tone.

Character Instructions: Players will be given a list of loose, non-gender specific roles to choose from on a first-come-first-serve basis. Examples include trusty first mate, plucky stowaway, mystic/sorceror, etc. (Note: Due to the milieu, male characters are preferred but not required.)

Characters will be built on 100 pts and must be the child of any of Oberon's children alive before the birth of Julian. No Chaosians, no Merlin Chronicles-based characters.

In addition, no Logrus and items / artifacts will be limited to 16 points. (Note: The GM's been known to be pretty stingy about Trump, so consider that power with care.)

Further information may be found at: www.lightfootonline [dot] com/Leslie/Ambercon/CainetheSailorNW/Intro.html

(This game was played at ACUS 2004 - if you were a player in that game, we ask that you do not play in this incarnation. Thank you.)

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Leslie Lightfoot - llightfoot [at] gmail [dot] com

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Dworkin's Funeral
 

GameMaster: Jennifer Zimmerman

   
  Game Description: Mystery

He's been the subject of legend, the object of wonder and fear. He's been a rebel, artist, teacher, madman. And now, finally, Dworkin is dead.

Really.

Join the family in laying to rest its patriarch, the progenitor of the Pattern. Better bring the big guns - you know how these family gatherings can be...

Setting: Character Instructions:

Character Instructions: Pregenerated characters.

Player Information: Minimum: 4 Maximum: 6

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

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Eat at Joes
 

GameMaster: Jeremy "Bolthy" Zimmerman

   
  Game Description: Mystery -- Other; N/A

The menu says you’re at some place called “Joe’s Diner”. It serves mostly food that will clog your heart in a second, you’re sure: burgers, French fries, and whatever they can convince people to eat after it’s been stewing in boiling grease. The whole place appears to be a big smoking section, and outside there are a lot of semis cruising past on the freeway.

Now, if you knew who you were and why you were at this cesspool, life would be much simpler.

Setting: This game was originally run at ACUS 2003. If you played in this game, don't sign up. Returning players not welcome. This game explores some of the seedier aspects of humanity. If you are likely to be made uncomfortable by playing a rather worthless specimen of humanity, you may not want to play.

Character Instructions: Pregens will be provided at the con.

Player Information: Minimum: 4 Maximum: 6

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

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Once Upon a Time
 

GameMaster: Meera Barry
**Game begins a half hour later at 9:30am**

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

Once Upon A Time in a land of green and golden spires and sweeping terraces, wide promenades and decks of flowers, golden and red. A place of temples, palaces, and pleasances...and straw roofs?

I turned over onto my left side and saw the golden visage of a woman in the small bed across from me. I shook my head as she opened her eyes and smiled at me. "That was just right, Corwin. Just right..." she purred, closing her eyes with a satisfied sigh. I reached with my paw to smooth her...wait a second. Paw?

Oh no. It had finally happened. I was a talking bear.

A lighthearted romp between fairy tales and tales of Faerie in a changed Amber. Setting: This is a post-Patternfall game with the very most liberal aspects of 1st series canon implied, and the second series pretty much ignored except for possibly the cool stuff.

Character Instructions: This is primarily an Elders game; characters will be pregenerated, but I would like to have a list of 3 top choices for Elders a player would like to portray. Merlin, Martin, and Dara are included, but Dworkin, Oberon, and the Unicorn are specifically excluded.

Player Information: Minimum: 5 Maximum: 7

Players are requested to contact the GM(s) prior to the convention. I may be posting details on my blog at http://www.alkime.org/mtfierce/amber

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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, none 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 setting: Game begins after Ganelon reveals himself as Oberon and resumes rulership of Amber.

Character Instructions: Character Generation: 200 Points, +/- 10 stuff. All powers up to advanced acceptable, exalted powers with GM consultation

Options for elders: Corwin, Caine, Gerard, Eric, Bleys, Random, Julian, Fiona, Flora, Deidire, Llewella

Player Information: Minimum: 4 Maximum: 6

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

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The Wonderful Pattern of OZ
 

GameMaster: Amber Cook, Melissa Kocher

   
  Game Description: Crossover; Humor/Adventure

~*+^

We’re off to walk the Pattern, the Wonderful Pattern of Oz, You'll find it is an emerald one! If ever a prettier one there was. If ever a One True Realm there was, the Realm of Oz is one because, Because, because, because, because, because, Because of the marvelous place it is. Oh, we’re off to walk the Pattern, the Wonderful Pattern of Oz!

~*+^

The Magical Land of Oz, which exists at one End of the Rainbow. Of which all other realms are mere Black and White Shadows.

Pastorkin and his fairies flew over Oz and turned it into the one True Fairy Realm, leaving his daughter Ozmeron behind to rule it. But catastrophe has struck the Wonderful Land, and its True Ruler has vanished. Only a journey to Emerald City to confront your Wicked sister Erica can put things to right. Braving Shadowstorms, and Poppies, and Witches, (Oh my!), our Intrepid Adventurers must find and restore the Rightful Ruler.

~*+^

We're off to see our sister, The Hated Tyrant of Oz. You'll find she is a usurper! If ever a usurper there was. If ever a sibling should be cursed, Erica is the one because, Because, because, because, because, because. Because of the Wicked things she does. We're off to see our Erica, the Hated Tyrant of Oz!

~*+^

Setting: A quirky blend of Zelazny’s Amberverse and Baum’s Land of Oz. (Specifically pooling from the first books of each series.) (Will be more heavily weighted towards the light-hearted spirit of Oz.)

Players are encouraged to reread the first Corwin book, the first Oz book and/or rewatch the Wizard of Oz before the con. I know we’re all crazy busy, but it’ll be fun! While not necessary, it’ll enhance your enjoyment of the game, too.

Follow, follow, follow, follow, follow the Black Brick Road!

Character Instructions: Select from such pregenerated characters as Dorwin, Todom, Flowers, Deedee, Blaze Crow, Jules (also called Tin Julia), Ben the Kitten-hearted, and Llewis.

Characters will come with some points set, and then you can tailor her or him from there.

Stats and powers

There are 12 Points to put into four stats (and maybe Stuff or Trump):

Heart
Brains
Courage
Pluck

Trump - - costs 4 points (to use only, sorry, no trump artists in this game)

Stuff - - You’re all Good, but some of you might do Wicked things sometimes. You will, of course, in the end, be guided by Good and give up your Wicked ways and live happily ever after! If you have a point or two of Good Stuff, then things will fall out of the sky and kill a Witch and make you a local hero - - I mean, Good Things will happen to you in the Darkest Times!

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Email Amber for a quick pre-gen pick at changeling [at] hevanet [dot] com

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The Dogs of War
 

GameMaster: Carrie Bailey and Casey de Groof

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

"Cry ‘Havoc,’ and let slip the dogs of war". (Julius Caesar, Act III, Scene I).

"The first thing we do, let's kill all the lawyers". (King Henry VI, Part II, Act IV, Scene II).

Game Description:
Humor/Let’s-Get-the-Con-Started-Right-with-Some-Laughs-and-a-Little-Bloodshed

Coffee. Hot, steaming, and lots of it. That’s what you will need to get through the morning. The day started out just fine. No one had threatened, attacked, insulted or snubbed you. But then you got out of bed to head down for breakfast. You found the soldiers of your bastard Uncle Dalt occupying the castle, and a list of Dalt’s demands (pinned with a very nice dagger) to the forehead of King Random’s official royal portrait. And the bastard in question had made himself quite comfortable on the King’s throne. This might normally fall under the category of “SEP” (Someone Else’s Problem). Trick is, you and your cousins are the ranking members of the Royal Family in residence just now. All the Elders, accustomed to drifting in and out of Amber at will, haven’t been seen in over a year. It wasn’t all that unusual for the King to absent himself from Amber, but he usually left someone in charge.

Setting: This game is a loosely inspired follow-up to a game run at ACNW 2003 (“Real Bad Guys Wear Mauve”). There is absolutely no need to have played in last years’ game; in fact, we’re changing most of the history, therefore knowledge from that game won’t help. Bring a sense of humor and an attitude. This game is intended for people who like to immerse themselves in the fun character of their choice, and will be heavy on the role-playing and light on the use of stats since Carrie doesn’t Do Math Before Noon. (All math attempted before noon will be carefully supervised by Casey.)

Character Instructions: Players will be children of Elders. Players are requested to make a character for 75 points using rules from the first rulebook, and find a picture and choose a parent from the Usual Suspects in Amber. Don’t bother with Stuff; make your own luck. People who have their character and picture to the GMs before 9 November can add another 10 points (and you can thank Casey for this one).

Player Information: Minimum: 6 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: cfbailey [at] bossig [dot] com OR carrie.bailey [at] pnl.gov See character instructions for, well, instructions.

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Friday, November 12, 2004 - 2pm to 6:30pm

The Enigma Society
 

GameMaster: John Schleick

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

The year 1894…The place London, England.

A royal request for your unique talents… The safety of the British Empire (if not the World) is at stake… Scotland Yard powerless… The Crown has nowhere else to turn… Excessive compensation offered… Your reputation may prove to be your undoing…

Setting: (see above)

Character Instructions: Characters are historical or fictional personalities (examples: Sir Arthur Conan Doyle or Sherlock Holmes), which were alive around 1894 and would be initially willing to offer their services (their motives and actions may be suspect though). This is not intended to be a very historically accurate game; the truth can be stretched for dramatic effect, therefore almost any person is possible (with a few exceptions). The characters involved will primarily determine the tone and flavor of the game.

Please contact GM prior to convention.

Player Information: Minimum: 3 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: e-mail John Schleick at j.skellington [at] juno [dot] com

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In At the Deep End
 

GameMaster: Randy Trimmer

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

You've been drafted, empowered and EnNobled. Dive right in.

An introductory scenario for Nobilis.

Setting: Earth, Mythic Earth, Yggdrasil...

Character Instructions: Base characters provided and then tweaked by the players.

Player Information: Minimum: 3 Maximum: 6

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

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King Benedict I
 

GameMaster: Erik Florentz

   
  Game Description: Strategy -- Traditional Amber

"Benedict has the Mark of Doom upon him." Dworkin said to Corwin. It's been a brief few decades since the latest round of civil wars ended. King Random was deposed and slain in a coup attempt, and the family's Great Game for the Throne resumed. In the ensuing carnage most of Oberon’s brood has fallen to one plot or another. The festivities, speculation, and plotting all came to an abrupt end when one man decided to act. With brutal efficiency the traitors were dealt with, the realm stabilized, and a Pax Benedictus descended as an iron curtain. You are a Prince of the realm, you are a child of the King!

Setting: After PatternFall and second series of books. Players are young Amberite children of King Benedict caught up in the aftermath of their father's actions.

Character Instructions: Create a 100 point character, with Basic Pattern for free. There will be an auction for such things as birth order, so you may want to save some points until after those things are decided.

Player Information: Minimum: 4 Maximum: 10

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

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Knights & Pawns
 

GameMaster: Kristen Gibbs Schleick

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

“Watch for the Student, the Seeker of Paths. He will lead us out of sorrow, out of ignorance, into the New World. He will be guided by The Teacher, the one who Knows but cannot see the Path; together they will change the fate of us all.” – Abu Veshutra Fahmed, 1134 B.W.

A Golden Circle shadow isn’t always glamorous, or wealthy, or the vacation destination of the Royals of Amber. Sometimes a place becomes part of the Circle by mere convenience. Often the place possesses certain materials, skills, or resources that cannot be found elsewhere. Such was the history of Metari. A once peaceful agricultural country, the forests were taken for ships, the coal for fire, the metal for swords, the men for war. In its place, a culture warped by the tampering of outside forces into a strict caste society, a place of haves and have-nots. The new system brought hatred, suspicion, and death - until the Uprising. Now there is only civil war, as the tribal leaders strive for their own piece of the decaying pie.

As often happens in places of little hope, rumors arise of a Savior, someone who can give hope to people just trying to get by in an unfriendly world. But can you, as leaders of your various tribes, believe this rumor? And what happens to you if it comes true?

Setting: This is a political game of non-Amberites in an Amber-centric universe. The setting is post-Patternfall, and Random has just returned to Amber as King. This game is part one of a serial game, but it is not necessary to sign up for both games. The story is continued in ‘Emperors & Fools' (next slot).

Character Instructions: Characters are pre-generated and given out at the con. This game was run previously at ACUS 2003 and 2004.

Player Information: Minimum: 3 Maximum: 6

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

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Masters of Their Fate
 

GameMaster: Carrie Bailey

   
  Game Description: Other; N/A -- Throne War

"As he was valiant, I honor him; but, as he was ambitious, I slew him". - Julius Caesar (Act III, Scene II)

"Cowards die many times before their deaths; The valiant never taste of death but once. Of all the wonders that I yet have heard, it seems to me most strange that men should fear; Seeing that death, a necessary end, will come when it will come". - Julius Caesar (Act II, Scene II)

"Men at some time are masters of their fates: The fault, dear Brutus, is not in our stars, but in ourselves, that we are underlings". - Julius Caesar (Act I, Scene II)

A few years ago, King Oberon announced that anyone who wanted to be considered eligible to inherit the throne, or at least acquire a regency, must reside in Amber Castle for the next five years. He wanted to evaluate his children, both sons and daughters. Not unlike observing a rat in a laboratory maze, one might think. Despite misgivings about spending too much quality time with family, most of his children agreed. If nothing else, perhaps it would be amusing.

You and your siblings have been in residence at Amber Castle for almost five years. Indications are that your Lord Father will be announcing his choice for succession, as he has called a Family Meeting.

Setting: The game will take place in Amber Castle, at some point before the beginning of the novels.

Character Instructions: Players are requested to send in their top three choices of characters. You will have 150 points with which to create your character. Please contact the GM with any questions, concerns, issues, good jokes, cool pictures, etc.

Player Information: Minimum: 5 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: carrie.bailey [at] pnl [dot] gov OR cfbailey [at] bossig [dot] com

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On the Scent
 

GameMaster: Linda Cottrell

   
  Game Description:

Adventure / Heroic -- Traditional Amber

One of the Great Houses has been beggared with the loss of its jewels, gold, silver, and even its signet and coronet. The robbers were swift and clever and left no clues. Except that with them, apparently, went one of the youngsters of the house, Edric, third son of the Baron Kilmannen. Princess Fiona suspects that he disturbed the robbers at their crime and they took him hostage. That, she gleaned, only from the faint traces of distress he left behind.

Now, a pendant bearing Edric’s coat of arms has come home on the collar of one of the king’s hunting dogs.

King Random has asked you to hunt down these thieves on his behalf. It is likely that both Kilmannen and the King will reward you should you succeed.

Setting: Amber city & surrounding area during King Random's reign.

Character Instructions: 50-point characters may be younger Amberites or experienced city or shadow dwellers. They must have a reason to be in Amber at the start of play.

Player Information: Minimum: 3 Maximum: 9

Players are requested to contact the GM(s) prior to the convention: GM at ************ [at] btopenworld [dot] com or linda.cottrell [at] cnh [dot] com

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Out of Heaven's Hands, Part 1
 

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

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

Knowledge hath uncurtained heaven;
On the uttermost shores of darkness there is light;
Midnight hath sent forth a beam!
The blind that stumbled in darkness without light
Behold a new day!
In the obscurity gleams the star of Thought;
Imagination hath a luminous eye,
And the mind hath a glorious vision.

From Helen Keller’s ‘Chant to Darkness’

Setting: Follows the events of 'Out of Darkness'.

Character Instructions: 300 points, 10 pts good/bad stuff maximum, non-canon powers okay.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Sara Mueller - stiletto [at] spiritone [dot] com

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Pools of Red, Flashes of Amber
 

GameMaster: James Arnoldi

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

There is a pool of blood on the floor and the night has just begun. What started as a joy-ride through shadow to escape your overbearing family turns into a life-or-death struggle. The elders warned of dangers that could be found in deep shadow. If only you had listened.....

Setting: The second century after the coronation of King Random.

Character Instructions: Characters will be created using the innovative Pool RPG by writing down a paragraph or two describing your character. All rules will be taught at con.

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Nuadha_Silverhand [at] yahoo [dot] com

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The Sable Game - A Gallery of Intrigue
 

GameMaster: Trish Hart

   
  Game Description: Adventure / Heroic -- Alternate Amber

In Sable City, the Princess Cerian - one of the Royal Family's more gifted artists - is preparing her first exhibition at the Goldsmith's Hall.

Meanwhile, out in the field, the recent capture of a Reich fortress has revealed certain communications which indicate that there may be a new Reich agent in Sable.

Setting: The Sable game is based on the Amber Diceless RPG, but is set within a Pattern-based realm other than Amber itself.

Character Instructions: The PCs will be the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators, etc: the most talented of the mortals, chosen by His Majesty to help in the smooth running of the Kingdom.

Most Powers are available - although not full Pattern or Logrus - and an alternate form of magic is available as well as the Wujcik book version. No constructs. Other items will need to be cleared with the GM.

Players are requested to contact the GM in advance.

New-made characters should be built on 70pts, but with all stats starting at Chaos. Partial buy ups and buy downs are possible. Returning characters from any iteration of the Sable game at ACNW are welcome, and can add points to reach the 70pt total if they so desire.

The (somewhat updated, finally!) game website is available at:
http://www.fugue.org/Sable/.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: sable [at] fugue [dot] org

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Symptoms of the Black Road
 

GameMaster: Meera Barry

   
  Game Description: Adventure / Heroic

Luke: "What do you think is going on, anyway?"
Frakir: "Some horrible Wagnerian thing, full of blood, thunder, and death for us all."
"Oh, the usual," Luke said.
"Exactly."

-- Coming To A Cord by Roger Zelazny

Just another day in paradise, eh? Well, the good thing is, you start the game by waking up. We don't promise that you'll live to fall asleep.

Setting: Five years after the terrible words spoken on the night of the coronation of King Eric. (Long Live!)

You were a guest, seeing what Mad Prince Corwin did not: the silence afterwards. This is a Kingdom of Peace, not of the pain of war. Things have settled out...well, except for the strange rumours of things that come from the creeping dark.

Character Instructions: Characters are citizens of the City of Amber at 35 points. There can be no more than three points allocated to Stuff, nor can there be more than four points allocated to Items. Each character should have a skill they could potentially challenge an Elder Amberite in, but otherwise, you are merely the Head of the City Watch, the Dean of the University, Royal Stablemaster, a Fortune Teller, the Ex-Captain of HMS Impetuous (OK, you can choose your own ship name), or the Owner of a Tavern, in a first-come, first served basis.

Player Information: Minimum: 5 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Bonus character abilities and/or items available to those who contact the GM with choice of position (as above) in this short time before the convention. E-mail (mtfierce [at] alkime [dot] org) or phone (number, um, available through e-mail.)

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Friday, November 12, 2004 - 8pm to midnight

Along Came Harimel
 

GameMaster: Drew Wood

   
  Game Description: Adventure / Heroic

*This is a sequel of sorts* Players from 'The Trouble with Harry' are welcome to play and will be given preference in slots. However, players have no need to have played the preceding adventure.

Well into the Reign of King Random a mysterious figure was noticed in Shadow. This personage was mysterious, unknown, and quite definitely 'real'. A select group of Family members was sent to investigate. They returned with no 'real' answers.

Now a few short years later, Harimel has made his way to Amber, unannounced, uninvited, and absolutely unexpected. Can one man turn an Empire on its Ear? Why is it that everybody almost recognizes Harimel? and what does he want?

Setting: Late in the Reign of Random, Chaos is no longer a threat, but has had time to rebuild. In all the Universe is a pretty boring place on the surface.

Character Instructions: Characters will be provided. Suggestions, preferences, attitudes, and so on will be considered and acted upon in some way. ;)

Returning Players will have a chance to update and alter their characters.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Drew Wood woodsonwater [at] elltel [dot] net

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The Courts of Tigger
 

GameMaster: Jeremy "Bolthy" Zimmerman

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

The wonderful thing about Tiggers,
Is Tiggers are Wonderful Things.
Their tops are made out of rubber,
their bottoms are made out of springs!

They're bouncy-flouncy-touncy-pouncy,
fun-fun-fun-fun-fun!

But the most wonderful thing about Tiggers is...
I'm the only-- Hey, who are you guys?

Setting: The Poohniverse

Character Instructions: Character Instructions: All characters will be created with the ever creative "Nine Princes in the Hundred Acre Wood" attribute system, starting with 100 points. 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 (again) still looking for everyone's character sheets from last year. There will be another food related contribution. Any Tiger/Tigger related foods will suffice.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Contact your lord and master at bolthy [at] bolthy [dot] com.

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Emperors & Fools
 

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

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

“Do not think that I have come to abolish the tribal law or the prophets; I have come not to abolish but to fulfill. I see to the farthest reaches of possibility, into the vale of the unknowable, and the Path is clear before me. This, do not doubt.” – Abrindu Balal Khaifa

Balal, the Walker of Worlds, has not only become popular in Kashva, but also in Zarbel and Metari, two neighboring islands. The people follow him and are fed. Their numbers grow daily; soon his power will be total. The tribal leaders, even, have seen his leadership and follow him.

But those of Amber are not so pleased by the United Worlds, and the threat of this prophet/savior. Messengers have been sent, and an army is on their way…

Setting: This is a political game of non-Amberites in an Amber-centric universe. The setting is post-Patternfall, and Random has just returned to Amber as King. This game is part two of a serial game, but it is not necessary to sign up for both games. The story is continued from ‘Knights & Pawns'.

Character Instructions: Characters are pre-generated and will be given out at the con.

Player Information: Minimum: 3 Maximum: 6

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

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The Fall of the House of Amber
 

GameMaster: Thaddeus Rice
** Game may run late into the evening. **

   
  Game Description: Dark / Grim -- Throne War

Oh the Horror! In the musty old manse of Amber Hall, the aging patriarch Oberon has died at last, and the family gathers for a funeral. Gothic Horror meets Amber as illicit love, haunted mansions, strange sounds, blood feuds, and passionate, twisted relatives collide! And of course, there's a Will to be found...

Setting: A gothic shadow steeped in purple prose as innumerable horrors and unspeakable outrages unfold in the moonlight night.

Character Instructions: Characters provided, give me your top 2 royal family members

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: thaddeusrice [at] comcast [dot] net

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Men in Amber II: A Pair of Kings
 

GameMaster: Chris R. Lightfoot

   
  Game Description: Humor / Spoof -- Alternate Amber

"Okay, kids, listen up. Sport, you'd better put that thing down before you blow your fool head off. Right. Here's the brief. We need to retrieve a rock. A red jewel, codename: judgement. After that unpleasantness with Agent O - I mean, Osric of Chaos - the jewel has gone missing again. Agent R had it right in the center of the Pattern when he disappeared. He hasn't reported back, so we may have a very dangerous rogue Agent on our hands. All right, *another* rogue agent.

We're not the only ones after it. Emporer Swayville of Chaos wants the jewel. Intelligence indicates that he's planning an all-out invasion. Here at home, a radical group of Royalists want to restore the bad old days of the Monarchy. They think the power of the jewel is just the ticket.

What *is* the jewel's power? Well, here's where it get interesting..."

Setting: These are the Men in Amber. No longer part of the System, they are above the System. Over it. Beyond it. They protect Amber from the scum of Shadow.

The game is set in an alternate Amber that blends Amber with the "Men in Black" movies. This is a continuation of last year's "Men in Amber I: O Positive Blood." Participation or knowledge of last year's game is not required.

System is Amber diceless. Props will be provided. :)

Character Instructions: Pregenerated characters, pictures viewable at http://www.lightfootonline [dot] com/Chris/Amber/MiA/MiA.htm. Agent Omega (Oberon) is not available as a player character. Requests for character assignments may be submitted to GM prior to the game. Returning players have first choice of character.

Player Information: Minimum: 2 Maximum: 6

Players are requested to contact the GM(s) prior to the convention:
If you have a character preference you wish to submit before the game, please e-mail Chris Lightfoot:
chris [at] lightfootonline [dot] com

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The 9th Warrior
 

GameMaster: Clare Sangster, Paul Marshall

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

You are fighting for your life, the minions of hell ranged against you, your limbs aching, head pounding, throat cloyed with the smell of blood and death. Determination and nausea hold back unconsciousness as you battle the evil that threatens to take your life, your land, your world. On the brink of death, you land the blow which sends another hell-beast into the abyss. Your gaze locked to its lifeless stare, you feel the skein of your own life unravelling. Trembling, tottering, tumbling, you fall … into a pre-generated characters 13th Warrior/Amber cross-over game.

If you have seen the film “The 13th Warrior” this will give you a good idea of the atmosphere and events that might happen in the course of the game. If you haven’t seen the film, do!

If you are wanting to play traditional/“throne war” style Amber, you won’t find it in this game. The background for this game is such that the characters will trust one another and work together to fight agents of Evil – not each other!

Characters will be expected to follow the story arc as it unfolds – character freedom/opportunities for “free role-play” will be sacrificed for a rip-snorting, roller-coaster ride cram-packed with blood, mayhem, carnage, heroism and sacrifice.

If you’ve always wanted a good excuse to transform yourself into a brave, loyal, heroic, ruggedly handsome warrior, prepared to lay down your life in service to your King and to vanquish Evil and save the world – well, this is your chance. Want to throw in some mighty thews? Go ahead! Improbably large weapons? Take two!

Setting: This game stands apart from the events of Zelazny's books and draws only lightly on the DRPG.

Character Instructions: Characters will be pre-generated and will be allocated by single transferrable vote in a closed e-mail ballot prior to the convention.

Player Information: Minimum: 8 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Please contact Clare Sangster at clare [at] bionicworlds [dot] co [dot] uk.

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Out of Heaven's Hands, Part 2
 

GameMaster: Sara Mueller

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

Knowledge hath uncurtained heaven;
On the uttermost shores of darkness there is light;
Midnight hath sent forth a beam!
The blind that stumbled in darkness without light
Behold a new day!
In the obscurity gleams the star of Thought;
Imagination hath a luminous eye,
And the mind hath a glorious vision.

From Helen Keller’s ‘Chant to Darkness’

Setting: Follows the events of 'Out of Darkness'.

Character Instructions: 300 points, 10 pts good/bad stuff maximum, non-cannon powers okay.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Sara Mueller - >stiletto [at] spiritone [dot] com

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Random’s Regular Game
 

GameMaster: Todd "Stoneface" Worrell

   
  Game Description: Strategy -- Traditional Amber

This game is one step removed from Jason Durall's "Drinking and Talking" Amber game. You get to pretend to be an elder playing in Random's regular card game. Emphasis will be on fun, character development, and playing cards. There is no other 'plot' to the game. Jet lagged and semi-inebriated people are especially encouraged to sign up.

We will be playing poker--specifically "Texorami Hold 'Em."

This is the poker game currently seen on most of the TV Poker Shows (commonly called "Texas Hold 'Em.")

EACH PLAYER IS FIRST DEALT TWO CARDS DOWN.

A ROUND OF BETTING OCCURS AS PLAYERS DECIDE FOR THE FIRST TIME IF THEY ARE IN OR THEY'RE OUT.

THEN FIVE COMMUNITY CARDS FOLLOW WITH BETTING AFTER THE FLOP (3 CARDS), THE TURN (1 CARD), AND THE RIVER (1 CARD).

IN THE END, THE BEST FIVE CARD COMBINATION WINS THE HAND AND TAKES THE POT.

MAXIMUM OF 3 RAISES ON ANY ROUND. MAXIMUM RAISE: 50 , UNLESS YOU GO "ALL IN" AND BET ALL YOUR CHIPS ON ONE HAND. YOU CANNOT BET ANYONE OUT OF THE GAME THIS WAY, BUT IF YOU GO "ALL IN" AND LOSE, YOU'RE OUT.

If you don't know how to play poker, please don't sign up.

Setting: Random is King.

All of the elders alive at the end of the Corwin chronicles are still alive.

The game takes place in a back room of a seedy tavern in Texorami. All powers work here, but with a twist. Based on your elder, you will have a _very_ limited ability to affect the cards and/or chips. However, if you change a card in some way and the same 'real' card is later revealed, you have been caught cheating. For example, your power allows you to change the suit, so you change an 8 of spades to an 8 of diamonds. However, another player reveals that she has the 8 of diamonds as one of her down cards. You are caught and probably get to have a 'special roleplaying experience' with your fellow players..

Character Instructions: Elders with Advanced Powers (Fiona: Advanced Pattern; Caine: Advanced Trump; Suhuy: Advanced Logrus) begin the game with fewer chips than the rest of the elders.

The GM will be playing Random. Everyone else is available.

Please bring your choice(s) of an elder from the Corwin Chronicles. Available elders are listed below:

Benedict, Corwin, Bleys, Fiona, Caine, Julian, Gerard, Flora, Llewella, Martin, Merlin, Mandor, Dara, Suhuy.

Player Information: Minimum: 4 Maximum: 10

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

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ShadowWorld 1
 

GameMaster: Edwin Voskamp
** Game WILL run late into the evening. **

   
  Game Description: Exploration -- Non-Amber

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is an Underworld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are psionically gifted operators of a secret organization sent on a mission.

Though an ongoing world setting, it is an episodic campaign.

Setting: The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba and Ecuador, formed a Commonwealth). For (much) more detail, see http://www.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

Character Instructions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization.

Your character will have one or more psionic powers. You can find the rules for these at http://www.shadowworld.org/rules/currentversion.html. You have nine (9) points to create your character's powers.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: gm [at] shadowworld [dot] org

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Saturday, November 13, 2004 - 9am to 4:30pm

Last Breath
 

GameMaster: Simone Cooper, Todd Worrell, Mike Sullivan and Don Ide
** Game starts one hour later at 10:00 am **

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

The Courts thought you were harmless and had left you alone -- until now. Some bungling idiot has demonstrated that you are a threat again, and the hunt is on. Pray that threat still has something behind it, and that you can find it in what's left of shadow before someone else flushes your last advantage away...

Not, as they say, "A festive romp in Castle Amber."

(This game was previously run at AmberCon US and AmberCon NW in 2000.)

Setting: Long after Patternfall, in the multiverse run by a victorious Chaos.

Character Instructions: Bitter, pissed-off characters from both ends of the multiverse will be provided.

Player Information: Minimum: 6 Maximum: 11

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

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Mars Ascending
 

GameMaster: Kristen Gibbs Schleick & John Schleick

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

The corporations run the schools. They own the militaries. They are the governments of the Inner Planets. They can buy and sell people like cattle, controlling every aspect of their lives.

In the Outer Rings it is a different story. A lucky few escape the corporations. These are thieves, rogues, pirates. They live on the edge of the territory, picking the bones of those less fortunate, getting by any way they can. Most of the time, the corporations don't care.

They do now. One unlucky crew has found something the corporations want, bad. They only question now is what the crew does with it. Will it be honor among thieves? or will the rule of honor become more of a guideline?

Setting: This is a far future game in which humanity has traveled and is now living far beyond the planet of Old Earth. Similar in feel to the television show Firefly. This is not an Amber game.

Character Instructions: Characters will be about 150 points, generated at the game using our Pit of Vipers (TM) system. Live auctions will be conducted so please be on time! Lunch will be eaten at the game room. Player Information: Minimum: 4 Maximum: 9

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

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My Brother, Unforgiven : Vendetta
 

GameMaster: Lee O Short, Melissa K Kocher, Camille Holthaus, Jim Hlothaus

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

This is a LARP style game, with the Elders and Chaosias as PC's. A sequel to last year's game, play takes off where the last game left off. Participation in last year's game is not necessary to sign up for this game, altho returning players will have first choice of continuing to play the same character. A game of intrigue and war, as the Elders must fight off the assult of the beings from the mysterious Black Road, recover the Jewel of Judgement from Chaos, and repair the damaged Pattern -- amidst sworn vendettas, and intrigues for the Throne of Amber itself.

Setting: Eric is Regent, Finndo has returned to claim the throne, Gerard has just found the missing Corwin, altho Corwin remembers nothing of his past. Julian and Caine have reported a massive force following a magical black road attacking Golden Circle shadows. Brand is attacked while at the Keep of the Four Worlds. His wife, Jasra Hendrake, rescues him and takes him to the House of Hendrake in Chaos. Gerard and Fiona attempt to reclaim him. When Jasra refuses to yield him, Gerard kills her. Gerard and Fiona are now being held in the Courts of Chaos on murder charges. The Chaosians also have the Jewel of Judgement, as Gerard had it in his possession. Meanwhile, Amber itself is assaulted by the Black Road forces. Eric is frantic to reclaim the Jewel. Benedict, his wife Lintra Hendrake, and their daughter Dara have assumed guardianship over Brand. Brand tells them that he and Jasra were fighting off the forces of the Black Road at the Keep. He claims that he was attacked by Eric via Trump, and subsequently lost the battle of the Keep. The Black Road forces now have possession of the Keep and access to a tremendous source of Power. He believes that Amber will lose unless the Keep is reclaimed. Meanwhile, meanwhile Llewella and Fiona have discovered that the Primal Pattern is damaged, and must be repaired. Coral has walked the Pattern, and claims that the Unicorn has given her the task to repair it. Then, the truth comes out that Finndo is responsible for both Oberon and Corwin's disappearance -- and that he tricked Corwin into damaging the Pattern. But he denies responsibility for the Black Road forces. Who really controls the Black Road forces? What is their connection to the Keep? Can the Jewel be reclaimed, the Pattern repaired, and the Forces of the Black Road defeated?

Character Instructions: The Elders and some Chaosians are available as characters. We will provide basic stats, etc. along with some discretionary points so that players may customize their chars.

Player Information: Minimum: 10 Maximum: 18

Players are requested to contact the GM(s) prior to the convention: Melissa K Kocher honeybee [at] pro-ns [dot] net

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Nine Princes in Juniper
 

GameMaster: Jeremy "The Blasphemer" Zimmerman

   
  Game Description: Dark / Grim -- Throne War

You are descendants of an eternal realm, born from the line of Dworkin, initiates into an icon of Power and ruling as princes and princesses in a kingdom he’s created. The minions of Chaos plot for your downfall and it’s only a matter of time before they catch you as they have your siblings.

Welcome to Juniper, a small kingdom out in shadow ruled over by Dworkin, Prince of Chaos, you bold initiates of the Logrus.

Setting: Based on John Gregory Betancourt’s controversial prequel to Zelazny’s canon, this game takes place in the months prior to Oberon’s arrival in Dawn of Amber. Players are advised to come armed in order to fight off the lynch mobs.

Character Instructions: Pre-gens will be provided at the game. Players can contact the GM before the game to select their character. Additional info about the setting may be found at:

http://www.bolthy [dot] com/npij/

This is a game of plotting and intrigue. Anyone could be the villain. If you do not feel comfortable with playing a potential villain, this may not be the game for you.

Player Information: Minimum: 5 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: bolthy [at] bolthy [dot] com

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Out of Darkness
 

GameMaster: Sara Mueller, Cindy Henderson

   
  Game Description: Mystery -- Alternate Amber

The timid soul, fear-driven, shuns the dark;
But upon the cheeks of him who must abide in shadow
Breathes the wind of rushing angel-wings,
And round him falls a light from unseen fires.
Magical beams glow athwart the darkness;
Paths of beauty wind through his black world
To another world of light,
Where no veil of sense shuts him out from Paradise.
Out of the uncharted, unthinkable dark we came,
And in a little time we shall return again
Into the vast, unanswering dark.

From "Chant to Darkness" by Helen Keller

Setting: Follows the events of 'Out of the Frying Pan'.

Character Instructions: 250 points. Non-canon powers fine. Ten points good/bad stuff maximum.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: please contact Sara Mueller - stiletto [at] spiritone [dot] com or sara [at] sff [dot] net

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The Second Corey Family Reunion
 

GameMaster: Andy Ransom

   
  Game Description: The year is 1937 and you have been invited to New York by the wealthy American Eric Barimen to take part in a Corey family gathering. Included with your invitation was a ticket for transatlantic travel on the airship Hindenburg...

Setting: (see above)

Character Instructions: Characters: Partially pre-generated with some room for player tweaking.

Character will be shadow earth dwellers who are (unbeknownst to them) descendants of Corwin.

Note: This game was inspired by Matthew Richardson's game "The Corey Family Reunion" run at ACUS some years ago, but is not a sequel, no knowledge of the previous game is required.

Player Information: Minimum: 4 Maximum: 6

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

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Shadow Walk: Jeweled Thorns
 

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 labryinth into the wider world, you strummed the strings of shadow and found Amber; found strange reflections of your childhood realm; found jewel- imprisioned, tormented fragments of your father, Corwin; What threads will you pull, when you next walk the shadows?

Setting: All players are children of Corwin, raised in a 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 they have from past sessions. In return, I'll send out a set of notes, prior to this year's game.

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

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: erictodd [at] gmail [dot] com

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Zelazny Affair 2
 

GameMaster: Jennifer Zimmerman

   
  Game Description: Adventure / Heroic

In the sequel to last year's "The Zelazny Affair," the intrepid Literature Detectives are on the case once more! This time, the heavily guarded original manuscripts of Corwin's Chronicles show some peculiar properties. Strange occurences lead the LiteraTech force around Seattle, hinting at the possibilities of literature that no one has yet guessed...

Setting: Near-future Seattle, Washington. Literature Detectives are the stars of law enforcement, especially since they single-handedly saved Corwin and his Chronicles from the depraved intentions of madman Ramses Osiris. The world continues to worship at the altar of sci-fi and fantasy, leading to all sorts of new and unusual crimes that keep the Literature Detectives ever on their toes. Based upon Jasper Fforde's "The Eyre Affair" and subsequent books.

Character Instructions: Player characters are all human detectives. I will send out character creation guidelines later. It is not necessary to have played in last year's game to make sense of this one. Returning players may create new characters or resume last year's with a promotion to lieutenant detective.

Player Information: Minimum: 3 Maximum: 4

Players are requested to contact the GM(s) prior to the convention: Jennifer Zimmerman - devilwoman [at] bolthy [dot] com or (206) 367-2339 before 10 pm PST

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Saturday, November 13, 2004 - 7pm to midnight

Amberites in the Vineyard
 

GameMaster: Michael Sullivan

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

This game uses a modified version of Vincent Baker's DOGS IN THE VINEYARD system to present a game of intrigue and conspiracy after Oberon's disappearance (before Corwin recovers from his amnesia -- and the backstory of the Chronicles may not be canonical).

WARNING: This game uses dice! No experience with Dogs in the Vineyard is needed to play.

Setting: One year after Oberon vanishes for the last time -- slightly before the events of the Corwin Chronicles. Based in Amber, Chaos is (mostly) unknown.

Character Instructions: PC's will be Elders, who will be pregenerated with a small amount of discretionary points available for customization at the start of play. First come, first served in terms of claiming the Elder you want (either email me before the con (e [at] apparentlynot [dot] com), or take your chances showing up at the time of the game).

Available Elders are: Benedict, Eric, Deirdre, Caine, Llewella, Flora, Julian, Gerard, Random. The redheads are off intriguing, Corwin is amnesiac, Martin is in self-exile from the family, the others are acanonical. Social mechanics in the system ensure that Flora, Llewella, and other more socially oriented characters are neither useless nor unexpected physical/magical badasses.

Player Information: Minimum: 5 Maximum: 7

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

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Brave New Krypton
 

GameMaster: James Arnoldi

   
  Game Description: Adventure / Heroic -- Non-Amber

It has been almost 20 years since the aliens arrived. A few hundred survivors of a doomed planet many light-years away, they escaped the destruction of their planet in giant space arks. At first these aliens, who looked so much like ourselves, seemed to be a blessing as they shared advanced scientific knowledge with humanity, but it soon became a nightmare. The Earth's environment made the newcomers exceptionally powerful. Under the leadership of General Zod, they set themselves up as Earth's new masters and began changing the planet into a replica of the world they had left, a planet named Krypton. Recently, the resistance has learned that the Kryptonians have a weakness: radioactive crystals from their homeworld. Can the resistance use this information to finally end the alien occupation?

Setting: Occupied Earth. 2004.

Character Instructions: Characters will be created by the GM using the diceless Marvel Universe RPG. Players may play almost any character from DC or Marvel comic books in this "Elseworlds" story. Please e-mail your character choice to the GM before the con or be prepared to choose a pregenerated character.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: If you wish to play a particular character, email James Arnoldi at Nuadha_Silverhand [at] yahoo [dot] com.

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A Day Late and a Dollar Short
 

GameMaster: Randy Trimmer

   
  Game Description: Adventure / Heroic -- Traditional Amber

The background is straight out of The Guns of Avalon, chapter 9, with two differences. One, Ganelon is not Oberon. Two, Corwin and his 300 Ri'ikan riflemen are still in the foothills while battle rages between Amber's defenders and hordes of Chaos from the Black Road. So when Eric dies, and with him the air cover, the battle is lost.

Regroup, counterattack before Amber City is leveled and its people all eaten, decide minor details like, "Who's in charge?"

Setting: Amber and the elders' personal shadows, mostly.

Character Instructions: You play elders, characters provided but tweakable to varying degrees. Corwin and Benedict, for instance, are pretty solidly defined in the novels. Deirdre is not.

Select from Benedict, Gerard, Julian and Caine, who are definitely at the battle, Deirdre who could be, Corwin who is nearby, Bleys and Fiona who are monitoring events via spies. Llewella I could be talked into. Brand is out, what with being chained up in a tower in Shadow and all.

First contact, first choice.

Some characters, Bleys and Fiona in particular, have secrets that could be changed around so as to actually BE secrets in the game. Suggestions welcome.

Powers are set to first series canon -- no 'Editing', no Pattern Lens, no living steel forms, etc. Magic, outside of some local alchemy, barely works at all in Amber. Power Words are Pattern tricks and Benedict taught each of his sibs a basic set back when he was teaching them how to fight.

Player Information: Minimum: 4 Maximum: 6

Players are requested to contact the GM(s) prior to the convention: Me, Randy Trimmer, rtrimmer [at] comcast [dot] net

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House of Amber
 

GameMaster: Pôl Jackson

   
  Game Description: Adventure / Heroic -- Traditional Amber

A new royal Amberite has been formally recognized by the Crown. As is customary, the scion has been granted titles and lands within Amber, and beyond. But something's amiss at one of those estates; strange tales and missing servants. A more thorough investigation is in order...

Setting: An estate some miles from Amber city, ten years into King Random's reign.

Character Instructions: Ideally, I'd like to have one or two royal Amberites, built on 100 points each. Everyone else would be a member of the investigative team (courtiers, soldiers, sorcerers, Chaosian ambassadors, what-have-you) built on 50 points each. If everyone wants to play a royal Amberite, though, then that works, too. Just build a character willing to accompany an Amberite on a jaunt through the countryside.

Within your point limit, anything from the main Amber book or Shadow Knight is available to you. There is no limit on good or bad stuff. Feel free to make up new or innovative powers; more than likely, I'll approve them.

Warning! If I get eight or more players, at least one of you will be pressed into co-GMing!

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Please send your character to pjack [at] secretdoors [dot] com. Twenty extra character points if I get your character before November 1st!

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Ill Met by Moonlight
 

GameMaster: Ameer Tavakoli, Irene Schwarting, and Todd Worrell

   
  Game Description: Adventure / Heroic -- Alternate Amber

Behold!

There upon the ridgeline they await, the armies of impenetrable sinew and steel. Their chargers valiant and bold in the gusting wind which whips throughout the manes and the Unicorn banners, causing them to crack like whips in the chill evening air. The sounds of the army drift across the plain: hoof-beats against the shallow soil rumble through the ranks as the riders comfort the nervous horses, the jingle of armor, of stirrups, and of tack and saddle. All are prepared for this moment, their weapons shining in the brittle light of the full moon – lances, spears, and swords held ready for the moment when they come. The commander glances at his second and silently reads the fear written behind his eyes. The army stirs restlessly like a bear in hibernation about to wake. Morale is disastrously low, the commander thinks to himself. If they break through it will be bad. Very, very bad.

Listen, can you hear it?

There’s a sound coming from the opposite ridgeline; a great and powerful rumbling. More movement through the ranks now, the commander notes from on high. The great host sways on the ridge-top as the armored beasts of the enemy surmount the opposite ridge, their brazen multi-colored hides shining in a hideous radiance of glory and damnation. The roaring beasts come to a halt with exultant screeches of triumph.

The commander licks his lips, the ashes of defeat already on them.

Then, THEY appear – emerging from within the great beasts – like some sort of sorcerous parasites opening great sections of its hide to emerge in the moonlight. What spawn of hell are these … these THINGS? The commander is ashen, almost as ashen as these demons from hills on the ridge opposite. Their faces are so pasty white, he cannot think but that they come from hell. And they continue to emerge, humanoid, dressed in gaudy cloaks that only make the commander wonder what they concealed beneath. Truly a hideous evil born of the fires of hell… What army could stand against them?

The host sways again, weapons are lowered as the demonic things continue to amass on the hilltop – impossibly many of them have managed to emerge from the bodies of their transports. The commander glanced at his men, then back towards the enemy.

Silently saying a prayer beneath his breath, he then raised his sword, and mustering all of his fear and anger, barked out what he knew would be his final order.

“ATTACK!”

Setting: Setting: Early in the history of Amber, before the birth of Gerard and Random. Julian is quite young and has only recently moved to Arden and started his operations there. Amber was recently assaulted by an army from creatures out of shadow that the broadsheets call the Moonriders. Shortly after the assault on the city, the Moonriders began invading shadows throughout the Golden Circle. The broadsheets are filled with names of the dead, wounded, territories, and armies that have been fallen to the Moonriders as they continue their assaults. The cities that have survived the original waves of assault are filled with refugees from those that were less fortunate.

The fickle fortunes of war continue to turn against Amber as news has hit the streets that the hotheaded, but beloved, Prince Brand and his forces were defeated and captured while on patrol. The second and seventh Fleets under the direction of Prince Caine patrol the seas, but little is known of their current disposition. Morale is disastrously low and Amber forces have been spread thin to harass and gain intelligence about the enemy in an effort to buy time for General Benedict and Prince Corwin to shore up the defenses of Amber. While Oberon was seen fighting valiantly on the castle walls, he has not been seen since. Castle Staff and family remain silent as to his whereabouts and activities.

At this time, the streets of Amber are filled with refugees from throughout the Golden Circle. Recently, refugees from Rebma have arrived and they talk of a bitter betrayal of Prince Eric who left them for dead. No one is currently aware of the status of Queen Moire or the Royal Palace, but rumors persist of a desperate siege.

The fate of the Realm lies at a crossroads. Depending on the decisions and actions taken in the next few days by Amber’s most trusted servants, Amber may rise like a phoenix from its ashes, or drown in its own blood.

Character Instructions: Characters are highly skilled and experienced servants in the service of the Amber Navy, Army, or Royal Guard. Each character is also a trusted friend/pawn (depending on how realistic you view your relationship) of an elder of your choice and all elders currently alive are considered viable mentors/allies for this purpose. You have all served with one another for years and have saved each others lives many times. If you cannot trust each other, who can you trust?

Players have 75 points with which to make their character. Also, all characters may pick one skill at which you excel and have no known equal, examples include but are not limited to: horse riding, dirty fighting, ranged weapons (please be specific), singing, dancing, climbing, night fighting. Note: Your special skill may or may not be relevant to the game. Choose carefully.

Note: Characters may NOT be secret children of Oberon or any of the Royal Family. You are the best at what you do, and many of the elders have learned the skills necessary to survive from your teaching and tutoring.

Powers:

Sorcery and conjuration are allowed with some modifications.

Hermetic Sorcery (15)
All sorcery is required to have a specific theme and needs some sort of physical element or focus to be present in order to cast your spells (examples might include alchemy, a crystal ball, or a source of flame). Sorcery in this era is more an art than a science, and theories as to how and why the art functions are the subject of intense debate in the Mystic Colleges.

(As if by) Conjuration (20)
This is not really a power at all – you are always picking things up on the odd chance that they'll come in useful later on. Per game mechanics: if you want an object, you just need to come up with a good story (at least weakly plausible) of where you happened to pick it up.

Trump Clairvoyance (30)
While real trump artistry does exist, the trump power available to the characters is slightly different in that all trump calls must be made via a reflective surface (e.g. a bowl of water, mirror). The adept concentrates on the desired target -- contacting them through any reflective surface in their vicinity, although no true psychic or physical connection is actually made. Scrying can also be accomplished in like manner.

Items: Items are allowed, but in general, no item may have more than 5 points invested within it. The GMs are slightly flexible on this front. If you would like a waver on this limitation, please write us what you specifically have in mind.

Not so important note: This is a dark, but heroic, game. The forces of Amber have met their greatest match to date, and have just been dealt several bitter defeats in quick succession. If you are expecting a fun, light-hearted walk in the park, you will be disappointed.

Player Information: Minimum: 5 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Please send your characters (with as much back-story as you like) to all of the GMs: ameer.tavakoli [at] gmail [dot] com, irene_s [at] verizon.net, bluemonsta [at] comcast.net

We apologize if this is a problem, but all characters must be submitted to the GMs before the game. If you do not send us your character a minimum of two weeks before the Con, we will make one for you.

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The Serpent Underneath, in Two Acts
 

GameMaster: Carrie Bailey and Casey de Groof
** Game may run late into the evening.**

   
  Game Description: Mystery -- Traditional Amber

"Look like the innocent flower, but be the serpent under 't."

-MacBeth

It is the twentieth Chaosian year of the reign of his Majesty, King Flynn, who ascended the throne following the still unexplained abdication of King Merlin. King Flynn, determined to make Chaos stronger, offered each of the twelve major Houses of Chaos an opportunity to send one or two of their children for formal study at the Palace. During this twelve-year course of study, each student learned skills of diplomacy and management, useful for their Houses, for Chaos, and especially for those few students who might be chosen to represent Chaos in ambassadorial duties. All Houses were eager and honored to send their best and brightest, as it was obvious that having someone close to the King would be beneficial for the House.

Just as the first of the Scholars graduated from the Program, rumors of Logrus troubles circulated about the cafes and parlors of Chaos. Flynn’s Scholars were called to a secret, undisclosed location for a private audience with King Flynn. He charged them with investigating this disturbance.

Setting: The game takes place in Chaos, post-Patternfall War, and following the relatively short reign of King Merlin. There are about a dozen major Houses of Chaos with varying agendas and power levels; some will be familiar, some will not. Players will have the opportunity to chose a House from which to hail, design their character and jump right in to trouble.

Character Instructions: As much as possible, we would like to have characters created by the beginning of November, so that we finish plot details in time to start the game without too much ado. You’ll have 125 points with which to create your character, and give you a list of Houses from which to choose. We’d like to have no more than two characters from any given House, so we’ll be asking for the top three choices, just in case. And we WILL be using good/bad stuff. The really, truly brave people have the option of letting the GMs create your character and chose your House (insert evil laugh and hand wringing here).

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: We will contact you after we receive the names of the players. We'll send character instructions along with the House descriptions. We're also happy to answer general questions about our setting to help you create characters and choose a House

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Target Amber II
 

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

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

The epic struggle continues - how can one small shadow survive the discoveries it has made.

This game has now officially diverged from the one that was running as a series at ACUK. However, thanks still go to Patrick Brady, the GM of the UK game, without whom none of this series would have happened. Setting: Real world, present day - honest - well perhaps there's more to it than that. Character Instructions: Characters are created by a custom system - contact with the GM before the con is necessary.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention:
email: tim [at] fugue [dot] org
phone: +44 20 8578 1206

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Trading Shadows
 

GameMaster: Leslie Lightfoot
** Game may run late into the evening.**

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

Two Shadows... Two Designers... One Carpenter... Two Sets of Shadow-Owners... 4.8 Hours... and a Budget.

Tonight on TRC (The Reality Channel) Trading Shadows reinvents design with two Shadows from the opposite ends of Reality.

Game will be semi-LARP with heavy prop useage.

Setting: Characters, locations and situations will be based on a loose 'feel' of Amber without being *strictly* linked to a particular time and place in either the Corwin Chronicles or the Merlin Saga. We're looking at Amber-flavored Trading Spaces here, as opposed to Trading Spaces-flavored Amber.

Character Instructions: Players will choose from the following pre-generated characters, assigned on a first-come, first-served basis: Amberite Shadow-Owner; Male / Amberite Shadow-Owner; Female / Chaosian Shadow-Owner; Male / Chaosian Shadow-Owner; Female / Amber Designer; Female / Chaosian Designer; Male / Carpenter; Male. Once characters have been assigned, I will email players information concerning their characters.

Familiarity with TLC's "Trading Spaces" is a must for potential players.

Player Information: Minimum: 6 Maximum: 7

Players are requested to contact the GM(s) prior to the convention: Leslie Lightfoot - leslie [at] lightfootonline [dot] com [ Top of Slot | Top of List ]


"When Others Quaver"
 

GameMaster: Drew Wood

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

For over a century the Corps of the Ebon Blade has been the elite, never fail force of the Commonwealth. They do what others will not; living and dying by the oft whispered and sometimes shouted motto "When Others Quaver". They are 'the first'. The first to battle, first to face the cannon, and first to die. The corps is feared by its enemies, revered by its comrades, and used by the Lord Marshal.

The Corps is trained in all arts and techniques of War known, and each Corpsman, is a master of them all. It is said that one of the Ebon Blade is equal to ten of any other unit ever faced.

You are a member of that force, a hand-picked volunteer for what is whispered to be the greatest mission the Corps has ever undertaken. You will succeed.

Setting: Somewhere in Shadow. The Commonwealth and Corps are not aware of their place in the Universe, as anything but the world they know. Magic, Technology, (19th century), and more are known and used by the Commonwealth.

Character Instructions: Characters are to be built on 60 pts. using the Amber system. The Major Powers are all unavailable. NO Trump, No Pattern, No Logrus. Partial Powers can be discussed prior to the game. The Corps is an elite fighting unit. Warfare should be a primary consideration; But someone needs to be able to think. Likewise, the commonwealth outfits its soldiers with the best equipment available. Item, creature points should be spent to provide signature, personalized, unique, and unexpected abilities.

The unit chosen, should be capable of all aspects of a top-secret, commando mission. Specialties which should be considered, are Sniper, Medic, Communications, 'Heavy Weapon', Scout, and of course Team Leader. Players are encouraged to communicate with each other prior to game. Roles, if any will be assigned according to submitted characters, and expressed preferences.

The Commonwealth exists in a state of advanced 19th Century technology with 'steam punk' and magic thrown in. Mad Scientists are active in providing the equipment of the Corps.

Player Information: Minimum: 4 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Drew Wood woodsonwater [at] elltel [dot] net

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Sunday, November 14, 2004 - 10am to 4:30pm

The Butterfly Catcher's Society: A Meeting of the Minds!
 

GameMaster: Jeremy "Sir Reginald" Zimmerman

   
  Game Description: Humor / Spoof -- Other; N/A

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.

The members of the Society are meeting for a First Annual Meeting of the Minds, in which they enjoy food and wine and share tales of their mighty exploits.

Setting: This takes place in Amber during the reign of King Oberon. Like it really matters.

Character Instructions: Looking for an excuse to run a game involving the Baron Munchausen Roleplaying Game rules, Jeremy Zimmerman (aka Sir Reginald Bayle, Bart.) has come upon the ultimate in gaming.

Designed as a wind-down before the official wind-down, this game will involve members of the Butterfly Catchers Society meeting to tell tall tales and consume fine victuals. (Which is to say, we'll buy a few bottles of vino at the winery and smuggle in some cheese, meats, crackers, breads and other fine foods from a local grocery store.) Then we will tell grand tales. For example, Reggie will recount how he managed to escape from the prisons of Kashfa using only a shoelace and a wheel of cheese. Huzzah!

Player Information: Minimum: 3 Maximum: 15

Players are requested to contact the GM(s) prior to the convention: Players wishing to help provide for the spread may contact bolthy [at] bolthy [dot] com to coordinate the food buying.

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Infernal Desires
 

GameMaster: Jennifer Zimmerman

   
  Game Description: Mystery

With the end of the Patternfall War, a great many Chaosian refugees turned to Amber for a new homeland. With the treaties signed, King Random accepted many thousands into Amber, granting them full citizenship. With this development, the Weir petitioned for citizenship of their own, bringing a second feared minority amidst Amber natives. Every faction has its goals, its dreams, and its desires.

Setting: Twenty years after the Patternfall War.

Character Instructions: Pre-generated characters.

Player Information: Minimum: 3 Maximum: 5

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

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NINF: Chaotic Thorns
 

GameMaster: Sara Mueller

   
  Game Description: Mystery -- Alternate Amber

Neither Interested Nor Fit – Chaotic Thorns

...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 her camp. She has a special assignment for you.

Please note that this game is independent of the previous NINF.

Setting: post Patternfall. See above.

Character Instructions: Speakers come from all walks of life, all places, all social circles. Characters 130 pts, plus 10 for character questionnaire, plus 10 points for picture (You need not be an artist. Torn out of a magazine is fine as long as it can give the other players a grip on your character.) You must possess a power which allows Shadow travel.

Player Information: Minimum: 2 Maximum: 6

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

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Of Kinship and Tears
 

GameMaster: Eric Todd

   
  Game Description: Adventure / Heroic -- Alternate Amber

Of the twelve patrician lines, House Benedictus is the oldest, the most revered and the poorest. In a time where nearly every noble household in the golden circle claimed to possess the blood of Amber, yours was the family that lead the land out of the reign of Kings and into the long Summer of splendor.

While some hold that the recent exoneration of your house's honor as a sign that all is well in the republic, the oracles claim that this stability cannot be maintained. By the end, will the serpent have its due?

Setting: Your characters will be children of the the Benedictus lineage, during a time when Amber is mighty...and fragile. Although some of the action of the game will focus on the politics of the time, the majority will focus on the interactions and relationships between the young scions of your generation.

Character Instructions: This is a continuation of last years game, wherein your generation will step to the fore of Amber's government and where matters may well come to a head.

Returning players are requested to send me any information / notes they have from last year's session. In return, I'll send out a set of notes, prior to this year's game.

New players are quite welcome, but will want to contact me before the game so I we can work out background and where you fit into the story.

Player Information: Minimum: 6 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: erictodd [at] gmail [dot] com

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Son of a B---- Must Pay
 

GameMaster: Madeline Ferwerda

   
  Other; N/A

Things are unsettled in Amber. Stories of how King Random would shoot an unarmed fleeing man in the back are gaining currency. The scent of blood is in the water... And it occurs to you that there are any number of things that could happen, in times like these, to that son of a bitch who done you wrong.

Setting: Amber, post Merlin series. Any requested elders will be alive at the start of the game.

Character Instructions: There's an Amberite you want dead. Or maybe just driven insane, or maybe just acknowledging that you're not the putz they thought. Are you suffering under the iron heel of some NPC you can't bump off in your regular campaign? Have you always wanted to make Merlin bleed? Are you just sick of Fiona's smirk? I got yer therapy right here.

I'll be sending out a quiz-- whose grave would you like to dance on? What is it they do that pisses you off? Would you rather your character was Fortinbras, or Iago? That sort of thing. The earlier you get it back to me, the more points you'll get to delineate your character. Those who wait until the last minute may have to settle for watching their ancient nemesis get run over by a cab.

Player Information: Minimum: 3 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Madeline Ferwerda (for the next few months: acnw2004 [at] z-amber [dot] com)

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Sci-Fi Double Feature
 

GameMaster: Harvey Mills

   
  Game Description: Bleys has decided to hold a birthday party. A fancy dress party at that. The theme of choice is Sci Fi movies. Everyone has arrived and is awaiting Bleys's grand entrance.

Blurb - - Warning Last minute addition, may be subject to lack of preparation, and enough plot to last the slot.

Setting: Set sometime after Patternfall this is Bleys' great 'getting to know you' idea, and has invited everyone of import he can think of from both ends.

Character Instructions: 300 points Elders or People of Import (have a description of who and why), with costume names.

First come, first served.

Sample 'Costume' Names: Mandor the Merciless, Flash Corwin, Frankendworkin, Dr Fiona Jackson, Julian Deckard

Player Information: Minimum: 4 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: Email stuff to:
rvdammit [at] tiscali [dot] co [dot] uk,
include [SFDF] in the subject

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Tithes
 

GameMaster: Meera Barry
** Game will start a half hour later at 10:30 am. **

   
  Game Description: Dark / Grim -- Traditional Amber

The Unicorn is a creature shrouded in mystery. In Her name are done charitable works, and it is to Her many have built great devotions. The Unicorn is seen as standing for truth, righteousness, light, beauty, and high virtue.

The King of Amber is considered the head of the Church of the Unicorn. When he speaks "ex cathedra," he is invested with the traits of the Unicorn.

What does that make you, Amber's royal sons and daughters? And why should it matter?

That's the mystery, isn't it?

Setting: This game is set post-Patternfall with many aspects of the second series guiding it, but with none of that silly Ghostwheel stuff.

Character Instructions: Average Amberite Characters, 100 points, Pattern already included (so yes, you did have 150 points to start), no Chaosians, no sentient or danger-sensing artifacts, or anything over four points, no Stuff, and I'll let you decide where your Amber parentage hails from, but no same-generation incest, please.

Player Information: Minimum: 4 Maximum: 10

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

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The Truth is Out There
 

GameMaster: Amber Cook, John Worsley, Kevin Kuehne-Seeber, Habeeb Kuehne-Seeber

   
  Game Description: Investigation/Mystery; Traditional Amber

Your name is George Hansen. You grew up in a small town in upstate New York where the most interesting thing was all the gossip about one of your neighbors who travelled a good deal and kept strange company. The childhood incident with his compost pile was exciting, but nothing compared to losing a couple of days of your life and ending up in the hospital. You couldn’t believe it when, a year later, you read some books in which the main character is an immortal prince from a fantastic multiverse - - who lives for a time in upstate New York and had buried a powerful artifact in his backyard. Even ol’ Mr. Roth is in it. As you keep reading the sequels, you find *yourself* mentioned! and the story claims that you were possessed by a demon trying to protect Carl’s son. That *would* explain why Mom said this Merle guy - who you never met - called asking after you while you were recovering, but didn’t leave a message...

Your name is Meg Devlin. There was this crazy night several years ago when you suddenly found yourself standing barely clothed in your bedroom while a strange man ran out your apartment; James, your husband, came home just a minute later. You cannot remember the few hours before then, but you have these vivid memories - - the thoughts of an alien creature from another world. A neighbor told your husband he had seen the man running down the stairs, and it didn’t look good when James found your discarded wedding ring in the parking lot the same day. While you and he were separated you each made a startling discovery: he, being into sci-fi, picked up the new Roger Zelazny to read on the john; you took one of those tests with the stick. Now you’re back together, and have a strapping, healthy seven year old daughter, Drea. You wanted to just move on with your lives, but if these books are *not* fiction then you can’t ignore the disturbing implications - and the experience of those lost few hours and the alien thoughts just won’t go away. And there *is* something unusual about Drea...

Your name is Ron Georgetti. One day you caught the eye of San Francisco’s most glamourous woman, and the next day found yourself rolling in her satin sheets. It was going great until she pushed you aside and started talking to herself. Her being crazy you could handle, but when a young man stepped into the room out of thin air, it was your sanity you doubted. You fled. But a few years later you ran into her again and suddenly there you were, caught up in her world, dallying the days away. When you asked her about that day she laughed and took pleasure in not answering. She’s since moved on to younger men, but you still have the keys to a choice apartment in the city and several credit cards at your disposal. You want to know who she really is and where she meets all those ‘interesting’ people at her parties. These days you mostly sit at home and live through chat groups. The other day you stumbled upon one of them discussing *Evelyn*. You read on and discover there’s this book called ‘Blood of Amber’...

What happens when a shadow-Earth dweller finds out out that the bizarre, life-changing experiences they had are only minor subplots chronicled in a series of fantasy novels? How far will they go to find the truth?

This is an open-ended game for self-directed players who have read the Merlin books (the more times the better), though there are a few characters who can be played even if you haven’t read them.

[Run at ACNW 1999; this is a significantly reworked version.]

Setting: Present day shadow Earth, November 14th, 2004, in a version of the Amberverse in which Roger Zelazny wrote all the Amber books.

You have all connected with each other over the last couple of years via a Yahoo group called ‘AMBER is real’. Now you’ve finally gotten serious as a group - for the first time you are meeting face-to-face, in San Francisco, where you’re going to pool all your information and resources and seek out the Truth. Is this some intricate con, a bizarre series of co-incidences, or is there really one true place called AMBER - and if so, what does that mean for each of you?

[Game is not an X-Files crossover, we just found the title particularly fitting.]

Character Instructions: The full character list will be emailed when we get our player list. It will include, among others:

George Hansen
Dan Martinez
Ron
Rick Kinsky
Meg Devlin

Then, once you’ve selected a character from the full list, we’ll send you excerpts from the books pertaining to your character and a little blurb about life after their little (or not so little) encounters with ty’igas or Amberites. You can personalize them to your (and our) satisfaction - we want you to like your character and enjoy roleplaying them at the game.

No stats or powers for this one, you are plain jane humans!

Player Information: Minimum: 6 Maximum: 10

Players are requested to contact the GM(s) prior to the convention: Email John (iban [at] hevanet [dot] com)

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ShadowWorld 2
 

GameMaster: Edwin Voskamp

   
  Game Description: Exploration -- Non-Amber

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctnes and 'reality' there is an Underworld where strange things happen: psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are psionically gifted operators of a secret organization sent on a mission.

Though an ongoing world setting, it is an episodic campaign.

Setting: The real world in the current day, with a few changes (e.g. Quebec, Ontario the provinces east of it became a country and, with Cuba and Ecuador, formed a Commonwealth). For (much) more detail, see http://www.shadowworld.org/forums/ and read the 'Public Knowledge' forum.

Character Instructions: You can play any character with regards to background, skills, etcetera, as long as your background makes you suitable to be recruited by a US-based organization.

Your character will have one or more psionic powers. You can find the rules for these at http://www.shadowworld.org/rules/currentversion.html. You have nine (9) points to create your character's powers.

Player Information: Minimum: 3 Maximum: 8

Players are requested to contact the GM(s) prior to the convention: gm [at] shadowworld [dot] org

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Game-related questions should be directed to Simone.
Last Modified: 10/15/04