Gamebook 2016

Slot 1

1/1 Implausible Deniability
GM: Vivek Dasmohapatra

[This is not exactly a continuing game – characters may return and the events that happened in previous games have happened, but may have no direct causal link with what happens in this episode.]
Description: It is a perfectly ordinary day on planet Earth. People are going about their business-as-usual. There is nothing to see here. Please move along. There is definitely not a larger than usual outbreak of demons in a major urban centre. It’s probably just a gas leak. Not that there are outbreaks of demons.
And it certainly isn’t your job, as a member of the Special Incidents Directorate, to suppress and investigate such events, which certainly haven’t been occurring with alarming and increasing frequency in the last decade.
An Amber game for [mostly] human characters.
Characters: 50 points, no more than 1 or 2 points of stuff, either way.
Powers available:

  • Sorcery (comes with side effects)
  • Shapeshifting (even more side effects)
  • Conjuration (hardly any side effects at all)

If you wish to take any powers, we can discuss them before the con (or before the game) but be prepared for them to be unreliable.
Items worth a few points may also be available, they will be devices you have, ah, salvaged from previous incidents that for some reason your superiors have not confiscated [yet]: Bear that in mind when designing them.
Returning characters may purchase up to 5 extra points of stats or items.
Players: 8

1/2 Things that Lie Beneath
GM: Tym Norris
The tunnels under Amber Castle are vast. No-one knows exactly how big they are or where they lead to. There’s a rumour that they lead from the dungeons to the caves at the foot of Kolvir, there’s another rumour that says they lead all the way to Rebma. Dare you find out the truth?
Characters: 150 points
Players: 4 – 6

1/3 Hostile Territory
GM: Simone Pharoah-Metcalf
You hope that Amber’s law-abiding citizens are all hiding in their homes until the current crisis has passed. Otherwise the city is going to be very empty.
Between the plague, the stabbings, and the poisonings disguised as plague, the bodies are piling up. Random has declared martial law, the harbour has been blockaded, and nasty rumours have surfaced about the fate of those found trying to flee through Arden. Reports of Prince Gerard being seen lying dead in a tavern have been swiftly quashed; citizens are assured that Prince Gerard is unharmed, and was suffering from nothing more than being drunk.
Fortunately, Random has you, his proven agents, ready to identify Amber’s enemies and foil their evil plans.
Characters: Whether you got here on your own merits, or because someone else engineered it, you are now right in the middle of Amber’s biggest crisis since Patternfall.
Characters could be career military, explorers, sneaky bastards or other interested parties. Some minor powers and abilities available. Character creation details will be sent out later.
This is a sequel to last year’s game, but new players are welcome.
Players: 6 – 8

Slot 2

2/1 Black Chamber: Life on the Streets
GM: Pete Marshall
It’s now September 2010 and the world, except for the Americas & the Pacific countries is going to hell in a hand basket, but then it’s always doing that. Russia’s descended into anarchy. China seems be either rerunning the Cultural Revolution or losing the Mandate of Heaven, no-one least of all the Chinese, seems to be sure. The Euro is collapsing, properly this time and as for the Free Nation of Scotland, you just don’t want to go there. Sadly that’s where the Chamber is sending you, the last trip to Scotland was to undo the terrorist Carl Corey’s portal to some star’s core, but this time it’s not so obvious.
Characters: PCs are humans, with 20 points for stats starting from human, further 15 points for skills (mods to the underlying stats in suitable cases) and 15 for powers. Players will be sent notes describing character generation & other alterations to the rules.
Current time setting for this game is mid September 2010
Players: 6 – 7

2/2 Into Perils Unknown
GM: Jason Pickering
It is 1923. Following in the wake of a great Evil, a group of intrepid heroes and heroines have overcome otherworldly threats, first in London, then in Hamburg and yet their work is not complete. The trail now leads them onwards into the Arctic Circle, to the mysterious Bear Island.
This game follows on from ‘For King and Country’ and ‘On the Trail of Darkness’ of previous years.
Characters: Characters are exceptional Shadow dwellers, heroes and heroines typical of those found in action pulp fiction. A modified character system is being used and I will send details to players once the games have been allocated.
Returning and new characters welcomed alike.
Players: 5 – 7

2/3 A dream of adventure
GM: Richard Urwin
Life at the Carlos Cory School for Gifted Orphans is not a bed of roses; the academic regimen is punishing and the discipline is worse, but it never used to be boring. Few other schools even have a stable-block, and none of them have a Spectrum SPV parked in it, even if it is a little worse for wear. And yet with the Eternal Society gone to Amber with Corwin, the school and everyone it protects is safe. Maybe one day Chaos or Amber might look your way but right now they are content to fight each other.  It all seems very quiet after the last few years. So an unexpected request brings a welcome chance to break the monotony and to meet someone new.
Characters: Characters comprising teenagers of between 14 and 18 years to be created by the players before the con.
This is a continuation game; new and returning characters are welcome.
Further details and character design instructions, see
Players: 6

Slot 3

3/1 The Hall of Mirrors
GMs: Jonathan & Sarah Amery
Since last year’s revelation that Osric had been alive, well, and plotting against the Throne for years, relations at court have been more than usually strained. Throw a murder into the mix and stir…
Characters: This is a loose continuation from last year’s game The Golden Circle. New players and characters are welcome.
The characters will be divided into two teams, and there will be some competition between those teams.
Characters MUST be created before the con and a trump image is required.
Players of new characters will select their character’s grandparent.
It would be helpful to receive the choice of grandparent and the trump image ASAP for new characters.
All the books are to be considered loosely canonical.
Characters will be Amber +50 with some partial powers. See for further details.
Returning players will get 10 additional points to spend.
Players: 6 – 14

3/2 Tinker, Tailor…
GM: Herman Duyker
It is spring, the sun still weak, the days growing warmer slowly. In the great City of Amber, a rumour, a tale, a whisper was making the rounds. Something was being sold, something rare, something precious, something hidden. Some said it was a gem, a jewel, bright and valued. Others said it was a weapon, brought home from the Black Road war, years back. But none were certain.
One thing is certain, in seven days time there will be an auction, on the evening of the Vernal Equinox. The night of the great Carnaval, when many celebrate in the streets, dancing, wearing masks.
Will you be there? Will you make merry? Or will you try to find what price is being auctioned, and perhaps take your advantage…
NOTE: This will be an Amber City story. This story plays on the same “stage” as my earlier games “Fear itself”, “Soul of the City”, “The Sleeping City”, “What lies beneath… “, “Ill-met in Moonlight”, “Sung in Shadow” and “Through a Glass, Darkly”, though it is not (strictly) a continuation. The game is essentially a horror-mystery, the style tends towards “lighthearted horror”, if something like that exists.
All players (new and old) are certainly welcome.
Characters: You will be playing “normal” people living in the City or Castle of Amber. 50 points, no Pattern or Logrus, no exalted powers, no constructs, “0” point level for stats is Human.
More info will be sent out before the ‘Con.
Players: 4 – 6

3/3 The Julia Morgue
GM: Alan Wake
“On many occasions the curious atmospheric effects enchanted me vastly; these including a strikingly vivid mirage – the first I had ever seen – in which distant bergs became the battlements of unimaginable cosmic castles.”  (HP Lovecraft)
Saving the world is your job. There are a surprising number of meetings involved.
Characters: Characters are humans from Shadow Earth with specialised skills tasked with protecting the world from Ancient Evils. Details from the GM.
Background based (loosely) on the “Laundry” novels of Charles Stross.
No points necessary, only a description of your character and where your expertise might lie.
Players: 6 – 8

Slot 4

4/1 Black Chamber: ArcLight
GM: Pete Marshall
Sorcerers, they think a fireball is impressive. You know better, you’ve learnt the ArcLight incantation and you don’t even need to know anything about magic, all you need is the right phone.
The mess that just occurred in Scotland revealed some … ah … worrying features. Someone needs to go have a look at these features, and that someone would be you. Having looked at the feature you then need to decide the correct type of hell to rain down on the it, or not as the case may be.
Characters: PCs are humans, with 20 points for stats starting from human, further 15 points for skills (mods to the underlying stats in suitable cases) and 15 for powers. Players will be sent notes describing character generation & other alterations to the rules.
Current time setting for this game is end Sept 2010
Players: 6 – 7

4/2 Stiff Upper Lip, Amber!
GM: Mel Mason
This game is in part a continuation of Nine Princes in Blandings and What Ho, Amber, and a Pelican in Amber, being set in the same PG Wodehouse universe, with elements of the thrillers of the 1930s – Dornford Yates, Sapper, John Buchan and Bulldog Drummond.
It’s winter and for once Blandings is largely deserted – many of the Family (including you) are off on a winter break to the Alps. Everything seems set for a delightful holiday, the highpoint of which will be the Frost Fair (and the Frost Fair Formal Ball) in the Austrian village of Oberbernstein. Quite a number of the Aunts and Uncles are able to join you in Schloss Kolvir – even Uncle Eric has been dragooned into coming. The charm of Oberbernstein is, however, under threat, with the construction underway for a new and brash hotel – which will necessitate the construction of a new road. Funding, it is rumoured, is coming from a consortium headed by a certain Lord Tilbury (aka George Alexander Sawall).
Characters: 100 point characters. New and returning characters are welcome.
We’ll be using a variant of the Gentlemen and Players rules here, created by Timothy Ferguson (see I’ll supply full notes.
Players: 4 – 8

4/3 Descendants of Amber
GM: Andy Ransom
You always knew you were different, special in some manner, but you didn’t know why until you were contacted by a mysterious stranger calling himself Ghost. He told you you were not alone that there were others like you and what’s more there were also people hunting you!
A game based on Shadow Earth with a slightly Heroes-esque (as in the TV show) flavour.
Note this is a new scenario and while it will build on the events of last year’s game, no previous knowledge is required, new and returning players welcome.
Characters: Characters are all of the blood of Amber but grew up on shadow Earth with no knowledge of Amber or shadow. Powers and abilities will be limited to those you could have inherited or learned while growing up on Earth (basically no Pattern/Logrus/Trump or Shadow travelling abilities).
Full rules for character generation to be provided before the Con.
Players: 6