Game Book 2008
Slot 1 - Friday, 1:00 p.m. to 5:00 p.m.
Slot 2 - Friday, 7:00 p.m. to midnight
Slot 3 - Saturday, 10:00 a.m. to 4:00 p.m.
Slot 4 - Saturday, 7:00 p.m. to midnight
Slot 5 - Sunday, 10:00 a.m. to 2:00 p.m.
Slot 1 - Friday, 1:00 p.m. to 5:00 p.m.
Le Cygne: Dead Man's Tale
GM: Michael Croft and Ginger Stampley
Number of Players: 4-8
Game Type: other, amber, series
Game URI: http://www.whiterose.org/twiki/bin/view/Cons/DeadMansTale
Character Generation: Pregenerated
Le Cygne, canny veteran trader on the double-dozen seas, caught in a black rain, was tossed far from the trade lanes. Having lost her Captain-Owner and marooned her first mate (for shooting at the rest of the crew), the remaining few sail on, hoping to find a clue to bring them safely back to Amber.
Le Cygne arrived at a fog-shrouded island and a wide-open port town full to overflowing with revelers and celebrants, malcontents, and those who would prey on strangers. No one knew what the thief had done with the magic token that would, they hoped, one day lead them home. The crew had caught him, if 'caught' was the word for being the first to the corpse.
In San Lucien they say it's possible to converse with the departed, for a price. Le Cygne's crew was going to have to find out if dead men could tell tales.
Shadow Earth 2020
GM: Brian Dewhirst
Number of Players: 3-6
Game Type: amber, dice
Game URI: http://sidehack.sat.gweep.net/~dirk/pmwiki/index.php/ShadowEarth2020/Main
Character Generation: Character creation will involve sending a 1-3 line email description of the character to the GM ( b.dewhirst AT gmail.com ). A prompt response after game schedules go out is expected.
Random didn't want to discuss how the Jewel had been lost, but I already knew that it had been stolen by a mad bye-blow of Bleys'. It was very likely he hadn't made it far with a half-dozen arrows in his back, but Shadow Earth... Of all the places for the Jewel to wind up, Shadow Earth was among the last I would have picked. The place is too real, the pace of technological change too great, to just swoop in and retrieve it... and with the Jewel of Judgment there, it will only get realer, its denizens more powerful.
It has been fifty years there since Corwin left, and in that time much has changed. Initial reports are that state actors have been weakened to the point where the dominant authorities are world-spanning corporations along post-mercantilist lines. The medical sciences have progressed along lines of macabre human augmentation, referred to by the locals as 'cyberware,' and including physical connections between sophisticated electronic computers and human nervous systems.
You're to go in, locate the Jewel, and retrieve it by any means necessary. Those of you who live will be permitted, expected, to take the Pattern.
Sons of Liberty
GM: Jack Gulick
Number of Players: 3-5
Game Type: non, dice, indie
Game URI:
Character Generation: On site. Sons of Liberty rules will be taught!
When in the Course of human events, it becomes necessary for one people to...
No, that's far too pretentious and too accurately quoted for this game.
It's the Fourth of July! What could be more American than to totally mangle our history into an action-adventure movie, complete with clockwork gadgets, steam-powered anachronisms, and the occasional vague reference to actual people and events?
That's right, absolutely nothing! So let's get to it!
Slot 2 - Friday, 7:00 p.m. to midnight
Infinite Amber: Lusus Naturae
GM: JP Brannan
Number of Players: 3-7
Game Type: amber, other
Game URI: http://iocane.com/ia/current_rules.pdf
Character Generation: Characters will be King Random's nieces and nephews, operating on the same average power level as the elder amberites. An alternative rule set will be used, which will be circulated at http://iocane.com/ia/current_rules.pdf
Amber: eternal; the city without an end. After the adventures of Corwin and Merlin, it is no longer believed to be the center of the universe. Instead it is one pole of reality. Now a new breed of mysterious and threatening creatures, the Lusus Naturae, have appeared and are challenging even the post-Merlin perception of reality. Is there more out there than anyone had guessed? Random will call upon all the resources at his disposal to investigate, especially his nieces and nephews. And if at all possible, don't let King Merlin know anything strange is going on. He'd only make it weirder.
Nine Princes in Spaaace: Star Patrol vs. The Moon Baron
GM: Carolyn Lachance
Number of Players: 3-6
Game Type: amber, indie
Game URI: http://www.gweep.net/~hyacinth/amber/9pis/
Character Generation: Spirit of the Century, pre-gen or BYOC with GM input
A hero's story begins somewhere.
Star Patrol Academy: nestled in Earth's majestic Rocky Mountains, this premiere institution of higher learning attracts students from all over the Solar System, turning out a crop of officers and gentlebeings (it says so right on the commission) every year.
This year's commencement is fast approaching, when the first class will become Star Patrol's newest officers--if they survive the ceremony. Some of the System's brightest stars are in attendence every year, and this year, the sinister Moon Baron Ricart von Ruin has decided to take advantage of that fact. Is he after ransom, or something even more diabolical?
Players will take on the role of an Elder of their choice...if that Elder were an heroic member of Star Patrol, a Doc Smith-style space navy that runs on science, square chins, and derring-do. Depending on the mood of the players, the flavor of the game will either be Republic serial earnestness or slapstick comedy, but either way, expect lighthearted fun.
The Fiona Affair
GM: Paul Weimer
Number of Players: 3-7
Game Type: adrpg
Game URI: http://www.all-roads-lead.net/jvstin/fionaaffair/
Character Generation: ADRPG characters based on 150 points. Players who do not submit characters will receive pregenerated characters based on 135 points. See website for further details.
An Amber game inspired by Jasper Fforde and John Myers Myers.
It begins with a strange letter to King Random. A missive from an unknown potentate, explaining that Fiona of Amber has now permanently become a part of the court of the "Crimson King".
Random smells a rat, or worse a trap, especially since Trumps to Fiona go unanswered. And her son doesn't seem to be available, either, to shed a light on the subject. This situation cannot and will not be tolerated.
With only the additional clue that she was last seen in a known holding of hers in shadow, the player characters are off in pursuit, and soon find themselves dealing with fictional characters and literary worlds in a search for Fiona in...The Fiona Affair.
Slot 3 - Saturday, 10:00 a.m. to 4:00 p.m.
Fortune's Fool: Jumping at Shadows
GM: Michael Curry
Number of Players: 2-6
Game Type: Other, Dice, Indie, Series
Game URI:
Character Generation: Pre-gens
Fortune's Fool is the most feared airship in the skies of the Empire of Uskadi. Preying on the merchant zeppelins that transport goods and passengers from city to city, she and her crew of swashbuckling rogues have managed to outfly, outwit and outfight the airships of the Imperial Air Navy that have been sent to stop them.
In this episode, the crew will wonder why they keep seeing small men dressed in black pajamas out of the corners of their eyes.
This is the third in a series of swashbuckling pirate zeppelin games, each chronicling the adventures of the airship Fortune's Fool. It will once again be run using Evil Hat's Spirit of the Century system, and pre-generated characters will be provided.
Night in the Lonesome October
GM: Paul Vlamis
Number of Players: 3-10
Game Type: other, non
Game URI: http://nitlo.wikidot.com/
Character Generation: Created before the con via email is preferred, but not required.
In the book Jack the Ripper saved the world, at Ambercon 2008 it was Long John Silver. The world is again in jeopardy, will you save it or help bring about its demise?
This game is based on the Roger Zelanzy book of the same name. Knowledge of the book is not required, but will help convey the theme and pacing.
Players take on any iconic character from history or fiction (the Great Detective, the Man of Steel, the deadly robot from the future, the eccentric millionaire, etc.) and decide whether they wish to bring about the end of the world, or save it. The players actions during the course of October determines the fate of the world on Halloween!
The Guns of KoboldTown
GM: Michael Croft and Ginger Stampley
Number of Players: 4-7
Game Type: other, dice, amber, indie, series
Game URI: http://www.whiterose.org/twiki/bin/view/Cons/TheGunsOfKoboldTown
Character Generation: Pregenerated disposable Kobolds
Ever since King Torg sold you to The Brooding God for his war, you and your fellow Little Furry Kobolds have talked about escape. Well, and eating, of course. And what you would eat if you escaped. Still it was better than serving Tabriz, Evil Warlord for Hire. How would you serve Tabriz? Were wizard robes edible or would you have to shuck him first? This was the kind of question that could occupy Kobolds for hours. Kobolds are well known as the gourmets of the Brutish Humanoid world and can talk about food for hours. Ah, food...
Slot 4 - Saturday, 7:00 p.m. to midnight
Journey to the Center of Amber
GM: Paul Weimer
Number of Players: 4-7
Game Type: amber, indie
Game URI: http://www.all-roads-lead.net/jvstin/journeycenter/
Character Generation: Based on Spirit of the Century rules as adapted for Amber. See website for details.
SOTC Pulp Action in Amber as the PCs delve into an adventure inspired by Jules Verne!
Amber has a Pattern in the Castle, a Pattern in Rebma, and a Pattern in Tir. And of course the Primal Pattern. And there are no others...
And yet, when the journals of a dead son of Osric, Arne, are discovered, and a secret note inside, the existence of a fifth pattern deep beneath Amber is a real possibility.
Random doesn't want any dangerously fruitless expeditions, but that's never stopped you before, now has it? And yet...who or what force seems to be opposing the PCs descent at every turn?
And just what secrets will be revealed at the last, in a Journey to the Center of Amber?
Riddles in the Woods
GM: Bridgette Ruggles
Number of Players: 2-5
Game Type: adrpg, amber, series
Game URI:
Character Generation: PC’s are the grandchildren (or even great grandchildren) of Fiona, Bleys, Gerard or Flora, aged 5 – 13 yrs. Based on 80pts, create a future, Amber version of your PC. No Pattern, Logrus or Artifacts. Returning players keep the items they acquired in game last year.
Set in WWII England. The bombs still fall on London. When papers reach the house the news is never good, but your forced holiday in the country hasn't been as dreary as you feared.
The old manor house has proven interesting. The attic is a wondrous place, it's best not to trifle with the cranky old horse, and Grandma Fiona isn't really so scary as you thought. Well, maybe a little, but she's been in a much better mood since you ventured into the dollhouse and rescued her beloved Tabitha.
There are still knockings about, hateful giggles in the walls that make poor Wilhelmina despair and things come and go in a most displeasing fashion. BUT you've learned magic is real -you can do it- and a letter arrived from Grandpa Bleys that Fiona's been contemplating. Other fancy letters have shown up too, but you haven't caught who there from.
And there're still those woods... just right there where the pretty lawn ends.
Returning players welcomed! New players are easy to work in. You arrive on the next train.
Roanoke: The Other Side of Fear is Freedom
GM: Jennifer Jackson
Number of Players: 3-5
Game Type: Dice, Indie
Game URI:
Character Generation: Pregenerated characters will be provided.
This new land may hold promise, and it may hold danger. Perhaps the two are one and the same. The leader of the Roanoke settlement, John White, left six months ago for England, in order to secure more supplies to support the colony. All it has to do is survive until his return...
A session of Clint Krause's Roanoke, based on the Wushu game system. Characters may be either members of the colony or the nearby native settlements.
Slot 5 - Sunday, 10:00 a.m. to 2:00 p.m.
Harry Potter and the Secrets of the Blood
GM: Deb Atwood
Number of Players: 4-8
Game Type: non, amber
Game URI: http://tryslora.livejournal.com/tag/amber/potter+crossover
Character Generation: Characters will be pregenerated. Players will choose characters by email before the convention.
Ten years after the Battle of Hogwarts, those who survived lived in the peaceful world they always desired.
Until the Professor discovered a place he'd never known existed within the school. Until the Artist discovered that portraits weren't simply paint. Until the Archivist discovered a book long thought only a rumor. Until the Pureblood discovered a hidden relation.
Until the Boy Who Lived was drawn back to his old stomping grounds, and surrounded by remembered faces, and they all discovered that everything they had ever known... was based on a lie.
In the Service of the King
GM: Carolyn Lachance
Number of Players: 3-6
Game Type: adrpg
Game URI: http://www.gweep.net/~hyacinth/amber/service/
Character Generation: BYOC or pre-gen with player input (if desired).
You are not of the Blood.
But you are fortunate to have been noticed by one who is. Since a first meeting that seemed to you at the time like chance, he has nurtured your skills, honing your talents to a fine edge and teaching you ways around your weaknesses. There were things he demanded in return, but you were happy to serve. Now, your mentor--or master--or god--sits on the Throne, and you are still happy to serve. Your loyalty to him is unshakeable.
This being Amber, however, everything else is up for debate.
One of the King's old gambling buddies was found slumped over in a pool of his own blood. Naturally, no one saw anything. Gamblers die quite regularly down in the City, and the event often seems to cause selective blindness in onlookers--but this time, the gambler in question was on a first name basis with the ruler of reality.
Now, you have the not-particularly-glamorous task of tracking down the culprits, and--while he didn't outright say "and killing them"--well, did he really need to?
Of course, it's always the simple jobs that turn into disasters....
Nine Princes in High School
GM: Jack Gulick
Number of Players: 4-8
Game Type: amber, dice
Game URI:
Character Generation: Play as re-themed Elders or as other students. Returning characters from prior chapters are welcome. Rules will be sent prior to the con.
Principal Oberon has worked long and heard to make Amber High's debate team the best in the city. They have trained long, labored hard, to be the finest honed weapon of rhetoric imaginable, ready to face crosstown rival Chaos High no matter what may happen. They were his pride and joy, a beacon of preparation and skill.
And then, just a day before the grand Tir-na Nog'th Tournament, the crazy old school janitor convinced him to send you instead.
Join in the unpredictable goings-on as Amber meets Teenagers From Outer Space! Road Trip!
