Gamebook 2017

Slot 1

1/1 Burning Coal: On Her Britannic Majesty’s Service
GM: Vivek Dasmohapatra
1901: The dawn of a New Century. The great imperial powers vie for supremacy, challenging one another overtly and covertly wherever ther is a prize to be won. Tensions have not quite spilled into war yet – but war is coming.
In Britain the Great Game is run from The Ministry – a gathering of the great and the good (or at least the capable and powerful) in service of the empire.
Characters: You are all agents of the Empire, extraordinary in some way, who work for the ministry. Returning and new players welcome.
Players: 8

1/2 House in Exile
GM: Shane Kearns
House Barimen, the house in Amber. Lord Dworkin has torn the serpent’s eye from the heart of the Logrus. You had no part in this, yet he is of Your house. You will bring us the head of Dworkin Barimen, or You will not survive. You will restore the eye, or You will not return.
House Barimen, the house in flames. Take what you need before Amberways dissolves.
House Barimen, the house in exile.
Characters: 100 point characters, without Pattern, Logrus available without Shapeshift.
Players: 6

1/3 Captain Redhead and the Mysterons from Chaos
GM: Tym Norris
The forces of Amber have won the Patternfall War and destroyed much of the Courts of Chaos. Now the victors are celebrating in the Great Hall of Castle Amber when strange lights flicker across the ceiling and an echoey voice booms out:
A stunned look passes across the faces of the guests and King Random rises to speak…
Characters: Characters are based on 200 points and may not have Logrus of Advanced Powers. Players may choose any of the Elders that are alive at the end of the first series of books with the exception of Random or a younger Amberite of thei own creation.
Characters may not have any strong connections to Chaos (known or otherwise) and any younger Amberites should include a description of what they did during the war.
All items or creatures MUST be approved by the GM in advance. I reserve the right to refuse any character I feel is not suitable for the game.
Players: 4 – 6

1/4 Hostile Territory
GM: Simone Pharoah-Metcalf
Amber is becoming a ghost town. Few people venture out any more. Those that do tend to stay in large groups, and keeping a close eye out for anyone following them. If two groups meet… it’s messy.
Amber has always relied heavily on trade, without it food is scarce. They do say any civilisation is only three meals from anarchy. Of course, Amber might run out of people first.
There are rumours that the city is full of agents of Chaos, stalking innocent citizens to poison or infect them. Reliable sources say that these agents have been seen all over the city, attacking messengers, invading homes and sneaking onto the quarantined plague ships in the harbour.
Amber is still under martial law, the harbour is blockaded, and Arden is definitely not a safe route out. 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 Pax Britannica
GM: Alastair Johnson

Pax Britannica (Latin for “British Peace”) is the period of relative peace in Europe and the world (1815 – the present) during which the British Empire has become the global hegemonic power and has adopted the role of a global police force.
We look forward to the time when the Power of Love will replace the Love of Power. Then will our world know the blessings of peace.
William Ewart Gladstone, PM
Description: It is the year 1872 and Britain is riding high with its technology and industry delivering advances in military prowess as well as for the economy. The power of steam, advances in clockwork and creation of difference engines have delivered not just economic changes but also social and environmental ones too, even resulting in flight. But there is no room for complacency though as other countries and empires seek opportunities to advance their various causes usually at the cost of others.
For various reasons which are unique to each character, you are working for the Government, in particular Viscount Lord Melbourne (nephew of the Queen’s first PM). You have been chosen because of your exceptional if not unique abilities and prowess which Lord M, as he is affectionately referred to, puts to use when complications arise that “require a certain degree of secrecy and tact”.
You will be briefed on your mission by Lord M on a strictly need-to-know basis.
Characters: Characters are truly exceptional shadow dwellers that can be found in the fictional literature based in that period, or alternatively from your own imagination.
Players: 6

2/2 Black Chamber: Leaf Peeping in the Fall
GM: Pete Marshall
It’s now October 2015 and the some of the events falling out of the discovery and subsequent disappearance, by transference/translocation/ consumption  (perm one) of the hidden Broken Pattern on the Saudi-Iraqi Border need to be resolved. In your case, it is that certain images have come into the possession of the Chamber have been analysed. These seem to be mystically potent as just concentrating on the image by some people would seem to be able to open a portal to the subject of the card. (for others nothing seems to happen and for a small group some sort of uncontrolled energy release occurs. However since the images seem to be hyper-realistic they have been put (finally) through biometric analysis and some matches have come out. The image your team is checking out is that of New York socialite Mrs Evelyn Flaumel. Currently it’s just a surveillance op but a quiet peaceful op, but with your luck, what chance is there of that staying that way?…
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.
Players: 6 – 7

2/3 Where the Northern Lights Dance
GM: Jason Pickering
1941, a World at War. British High Command have received intelligence that points to the existence of a new Nazi operation that if reports are to be believed could radically alter the course of the War. It is known as Project Nordlicht, however as details about it are sketchy, it is proposed that a small team of specialists are to be sent deep behind Nazi lines and investigate the send back whatever intelligence they can.
Characters: Characters are exceptional shadow dwellers drawn from the ranks of serving Military Personnel, members of S.O.E., or even civilian population who possess skills or experience that would be useful as a part of a team being sent on a dangerous operation behind enemy lines. A modified character system is being used and I will send details to players once the games have been allocated.
Players: 5 – 7

2/4 A Path of Adventure
GM: Richard Urwin
All things come to an end, and so it is with the adventure that started so long ago when Miss Trees went missing on an airplane.
Life at the Carlos Cory School for Gifted Orphans was not a bed of roses; the academic regimen was punishing and the discipline was worse, but at least the surroundings were pleasant. Set in one hundred, fifty acres of idyllic Californian countryside, the Carlos Cory School for Gifted Orphans offered a chance in life to those children who are so often failed by the modern world. But now it is gone. No sooner had you laid eyes on the benefactor that nobody had seen for years and her freckled companion than you were bundled out with scarcely time to pack and stuffed into two broken down old coaches. After the fist couple of days even  the old songs dried up. And then things got really … odd. There was a ship with masts and sails. You were only on it for a few days but this must be Europe, because nowhere in the USA is this old. You’ve yet to see or even hear a motor car since you got here. There are horses though, lots of them, producing lots of stuff that would be great for the rose-beds back home. Home, which was grand if a little draughty, and not bare and dirty like the half-timbered warehouse you find yourselves in. The teachers seem as confused as the pupils. Something is going on though; the city around you is bustling with it. When the principle asks for volunteers, for most of the pupils it may just be a chance to find out what is going on. And for those few who have some idea, it is a chance to be a part of it.
Characters: Characters comprising teenagers of between 14 and 18 years to be created by the players before the con. For character design requirements see
This is a continuation game: new and returning characters are welcome.
Players: 6

Slot 3

3/1 The Path of Power
GMs: Jonathan & Sarah Amery
Unusually, several of the younger members of the Family have announced themselves to be ready to walk the Pattern at almost the same time.
As a result, a week after the last succeeds, there is to be a Grand Ball to celebrate!
You are all invited – some of you will be among the intrepid walkers.
Characters: All the books are loosely canonical. Players select their character’s grandparent.
The characters will be divided into two teams, and there will be competition between those teams.
The game is a second continuation, but new players are most welcome.
Returning characters will receive Pattern (if that is implausible, or you really want something else, contact us)
New players should be aware that their characters MUST be created before the con, and it would be helpful to receive their grandparent and a trump image quickly.
New characters will be Amber + Pattern + 40 points to spend as you like – see for details.
Players: 6 – 14

3/2 A Winter’s Tale
GM: Herman Duyker
The wind blows cold from the North, bringing a first dust of snow and the promise of more to come. Winter falls early this year. The cold and clammy mist crawls in from the docks, seemingly reaching further each day.
High up in the Castle, the Queen, Vialle, sits lonely on the throne. King Random has been gone for months now, last seen leaving the City with Prince Corwin into the Forest of Arden, destination unknown.
Few ships arrive from the Golden Circle. There is talk of sea monsters, leviathans, huge demons of the deep following and attacking the trade vessels.
And just now, the Emerald, Prince Caine’s flagship, has limped into the harbour with heavy damage.
Will you go look and investigate, or await tales of what has happened?
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”, “Through a Glass, Darkly” and “Tinker, Tailor”, 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 4 Horsemen
GM: Phil Ratcliffe
There is great disruption in the Shadows close to Amber.
Who are the mysterious horsemen who keep turning up when you least need them and where do they get their power?
Why has the newly found Corwin gone into hiding?
So many questions but so little substance…….
King Random is looking for an elite team of young-uns to resolve this little problem which is threatening the Kingdom, and of-course, it’s a voluntary mission….NOT!!!!!
You will be an Amberite with links to the Royal family, either directly, known or unknown.
Be prepared to explain your whereabouts ready for the start of the game.
Characters: This is a total back-to-basics game. Player characters built with 100 points based on the core rulebook only. Please be creative with your concepts as a full team of  Warfarer’s will not succeed.
Players: 4 – 6

3/4 Amber Zero Dawn
GM: Alan Wake

“GAIA: If you had a child, Elisabet, what would you have wished for him or her?
Sobeck: I guess… I would have wanted her to be… curious. And wilful – unstoppable, even… but with enough compassion to… heal the world… just a little bit”
Description: Nature has reclaimed the ruins of forgotten civilisation but humanity lives on in primitive tribes. In this new wilderness, they fight for survival against the machines; ferocious mechanical creatures of unknown origin.
Characters: Characters are a disparate group of outlanders hoping to make sense of the strange gifts they have inherited from the Old Ones.
Details from the GM.
Players:  6 – 8

Slot 4

4/1 Black Chamber: If at first you do succeed, Panic!
GM: Pete Marshall
Ok, you got the victim on his private jet, flew it to the Rockies, aimed it at a mountain and then at the last moment Paradigm-ed out. Only to find out he was back in New York and complaining about someone stealing his Gulfstream. It looks like you are just going to have to both kill him and his British hay-bale hair partner again!
What does it take to get rid of Donald & Boris?
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 2015
Players: 6 – 7

4/2 Pull Together, Amber!
GM: Mel Mason
This game is in part a continuation of PG Wodehouse /Amber crossover game, set in the Wodehousian universe, with elements of the thrillers of the 1930s – Dornford Yates, Sapper, John Buchan and Bulldog Drummond.
It’s summer once more, and what better time could there be for a trip to Blandings? Especially as you hear about a regatta taking place at Brinkley Court – let’s hope it doesn’t impinge on the annual Church Fete at Blandings Parva as Aunt Flora would not be amused. And then you receive a telegram from Uncle Corwin – it’s a little incoherent, but you can make out that it’s an urgent request for your presence.
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: 8 – 10

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

4/4 Locomotive Breath
GM: Simon Washbourne
Something is moving through shadow disrupting them as it passes, sending ripples as far as Amber. It seems to be headed on a direct collision course for the Castle and therefore represents a danger. Of course, the Elders are unavailable so it’s up to the younger Amberites (i.e. you) to look into.
Characters: Player characters built with 100 points based on the core rulebook only.
Players: 3 – 4