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GAME BOOK

Game Types

AA (Alternate Amber) - It's Amber...sort of (i.e. Ambermaniacs).
EL (Elders) - Characters will be Elder Amberites from the books.
FF (Freeform) - A game run in near real time, does not have 'traditional' game structure.
KF (Kid Friendly) - Game is appropriate for younger players.
NA (Non-Amber Game) - Game does not take place in the Amber universe and is completely unrelated to Amber.
NC (New Campaign) - The start of a new game that will continue at future conventions, usually with the same players.
OC (Ongoing Campaign) - A continuing campaign played from year to year, usually with the same players.
SM (Seminar) - Event is a discussion of a specific topic, not a game.
SR (Series) - A series of separate, self-contained adventures, set in the same universe, often with different players.
SW (Shared World) - Characters are from existing or defunct campaigns but their histories are modified so that they are all part of the same universe and are usually familiar with each other.
TW (Throne War) - Everyone tries to kill each other or form alliances to attain a goal.
UC (Unique Characters) - Characters are created specifically for this game world, as opposed to being from existing or defunct campaigns.
XO (Crossover) - Characters are from existing or defunct campaigns and arrive from different universes with their history intact.


Slot 1 (Thu 7pm - 12am)

1-030: Altered States: Coming? (Issue 3) (NA OC, 0-4 Players)

Description: You're back where you started; altered and in a world altered to match. This time it feels different...more personal...less anonymous.... This is still NOT an Amber game.

Mechanics/Restrictions: This installment of our comic book genre role playing in a dice free story telling environment (Using the C.A.P.E.S. game system, online rules at: http://home.att.net/~georgeandrachel/capes/ch101.htm) is still expected to be lighthearted and a good time, but not a comedy. Hero and villain PCs are both still encouraged.

Players please contact GM with any PC data, motivations, schemes, etc. you have in mind. New players are welcome to contact GM to start fleshing out a character before the game (otherwise look forward to in the game training). Contact GM before 3/28/06 at e-mail: Qwellysh@att.net or phone (304) 284-8492.

This is still NOT an Amber game.

Must be interested in playing in a comic book/super hero setting.

Character Generation: Before Con based on 80 points.

Play Level: Any

GM(s): George Gitari

1-066: The Day of Heroes (FF UC, 4-8 Players)

Description: A strange comet has entered Earth's atmosphere, and it has given ordinary people amazing powers. Some become great heroes, others, evil villains. One rises above all others, already powerful before the comet, he is now godlike. Who can stand against him? Only you.

Mechanics/Restrictions: Superhero game with a couple of twists. Rules and powers loosely taken from Abberant.

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Intermediate

GM(s): Sean McCabe

1-059: Dr. Qua and the Glass of Suffering (NA, 2-7 Players)

Description: The crew of the Ghitu's Fire have been to most of the major ports in the world, but there is one that they have wisely avoided until now: Imrryr, capital city of Melnibone. For 10,000 years, the bright empire of Melnibone ruled the world. The fae-like folk of Melnibone are not human. Their race is far older than humanity. Through ancient pacts with demon gods, they shaped the elements and lands to their liking. They tamed dragons and rode them to conquest.

Age has dulled the bright empire, tarnished its beauty and weakened its people. The empire rots from within but it is still a source of great wealth. It is the promise of great riches that has brought your ship to Imrryr and it is this greed that may lead you to the greatest adventure you have ever seen.

Mechanics/Restrictions: This is a diceless game set in Michael Moorcock's dark fantasy world of Stormbringer. The system is a variation of the Amber DRPG. Pregens will be provided. Mature players only.

Character Generation: Pregenerated.

Play Level: Any

GM(s): James Arnoldi

1-029: The Enigma Society Reborn (NA, 4-7 Players) CLOSED

Description: The ground shakes.... Women scream.... Men tremble.... An ancient evil moves through London.... Civilization hangs in the balance. From the four corners of the earth they are gathered, some cloaked in secrecy, while others draped in scandal. Will they rise to the challenge, or fall prey to the threat? Once again, it is up to a group of remarkable individuals to try to set things right. Previous players (and characters) are welcomed to return, as well as new players.

Mechanics/Restrictions: 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). Please contact me with your character ideas.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Any

GM(s): Jack Schleick

1-020: Five Sides To Every Story (KF SW, 5-5 Players) CLOSED

Description: Mystery and missing information dominate this puzzle. Why is everything in Castle Amber so quiet? How have you woken in a room you can't recognize? Where is everyone? Why can't you remember? In fact, who the hell are you? Roleplay from scratch a must. Can you start with nothing and come out all right? Pregen characters given at game start. Please, no players who have tried this scenario.

Restrictions: Players must have e-mail access.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Raymond McCaughey

1-045: It's About Take Your Breath Away, Can't Believe Your Eyes (SR, 3-10 Players)

Description: There are forces in the universe beyond the ken of Amber or Chaos kind. Everyone always thought the powers of the Pattern, Logrus, and Trump were the strongest in the universe. What happens if they were wrong?

Mechanics/Restrictions: No exalted powers. "Different" powers must be cleared through me first. Prefer Amberites.

Character Generation: Before Con based on 150 points.

Play Level: Any

GM(s): Rae H. Williams

1-050: Le Cygne: Bad Moon Rising (SR, 4-8 Players) CLOSED

Description: An Amber game set during Patternfall using Everway rules.

It is what all ships that ply the Golden Circle fear: the freak storm that takes a vessel beyond the double-dozen seas of the trade routes. That Le Cygne survived was a boon of some god, beneficent or maleficent.

Le Cygne has wandered for months through the fragmented remains of the Shadow paths, searching for a way to return to Amber. She has found pirates, volcanic deities, and mad wizards, but never yet the way back home. Tonight, the ship slid along another unstable path and found a moon more like Amber's than any other she has seen in months. There's a densely forested shore off the starboard bow, and a plume of smoke in the moonlight. This is the closest the crew has had to hope since the storm.

Mechanics/Restrictions: A serial Everway/Amber crossover for 4-8 players. Returning players will use their characters from previous adventures; new players will receive pregenerated characters. Everway knowledge helpful but not essential.

Character Generation: Pregenerated.

Play Level: Beginner

GM(s): Ginger Stampley, Michael Croft

1-091: ShadowWorld (OC SR UC, 1-8 Players) CLOSED

Description: Dark / Grim -- Non-Amber

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctness and 'reality' there is a ShadowWorld 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 (the Circle) sent on a mission.

It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, et-cetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more non-mundane abilities and/or characteristics. You can find the rules for these at http://mainline.shadowworld.org/forums/index.php?f=2. You have 13 (thirteen) points to create your character's powers.

If the kindly GM does not get any character updates he asks for by the weekend before the Con, you won't be able to play.

Players must have e-mail access.

Notes: Will start on time. Will run late.

Character Generation: Before Con based on 13 points.

Play Level: Advanced

GM(s): Edwin Voskamp

1-024: Til Death Do Us Part-Chapter 1-The Glorious Cause (EL NC, 4-8 Players)

Description: Peace has marked Random's first 50 years...the sons and daughters of Oberon have found their mates and taken up housekeeping.

But how long will it last?

Game starts with the wedding of an Amberite PC and his or her betrothed. Random has been king for nearly 50 years. A new Emperor reigns in Chaos and relations are cordial.

Mechanics/Restrictions: A game of couples. Characters are husband and wife/significant other couplings. If you are an elder, Amberite or Chaosian you have 200 points to spend. If you are a non Amberite/Chaosian, you have 175. Unique powers are welcome, but need to fit into the overall feel of the game. No exalted powers. Where you spend your points on stats is where your rank will be.
No artifacts above 15 points.

PCS available:
Benedict
Corwin
Gérard
Fiona
Dara (could be married to Corwin)
Martin
Merlin
Dalt

I encourage people to sign up for the game together and pitch your elder and SO desires to me. First come, first service. The intention is for the GM to NOT play the spouses of the player characters.

Players must have e-mail access.

Character Generation: Before Con based on 200 points.

Play Level: Any

GM(s): Kat Lemmer

1-058: What Do You Do with a Drunken Sailor? (SR SW, 3-5 Players) CLOSED

Description: Last night you learned or relearned two important lessons: first, do not drink to excess and second, do not gamble with the Elders. As of this morning's high tide, you are a pirate hunter. To discharge your debt of honor, dust off your warfare, buckle on your swashes and eliminate this pesky, little problem.

Mechanics/Restrictions: This game is open to all characters who are welcome in Amber and foolish enough to play poker with Caine.

It is not necessary to contact the GM before the Con, but I can find 'interesting' things for your character if you do.

Character Generation: Before Con based on 50-200 points.

Play Level: Any

GM(s): Linda Duncan


Campaigns for Returning Players Only

1-077: Altered States: Coming? (Issue 3) (NA OC, 3-4 Players) CLOSED

Description: You're back where you started; altered and in a world altered to match. This time it feels different...more personal...less anonymous.... This is still NOT an Amber game.

Mechanics/Restrictions: This installment of our comic book genre role playing in a dice free story telling environment (Using the C.A.P.E.S. game system, online rules at: http://home.att.net/~georgeandrachel/capes/ch101.htm) is still expected to be lighthearted and a good time, but not a comedy. Hero and villain PCs are both still encouraged.

Players please contact GM with any PC data, motivations, schemes, etc. you have in mind. New players are welcome to contact GM to start fleshing out a character before the game (otherwise look forward to in the game training). Contact GM before 3/28/06 at e-mail: Qwellysh@att.net or phone (304) 284-8492.

This is still NOT an Amber game.

Must be interested in playing in a comic book/super hero setting.

Character Generation: Before Con based on 80 points.

Play Level: Any

GM(s): George Gitari

1-098: Lean Times in Amber (OC UC, 1-10 Players)

Description: King Oberon has been absent for some time. Some say he will return with a new Queen. Perhaps with a new young Prince or Princess as well. But some whisper that he will never return at all.

The whispers have been heard. The criminal element grows bold in the King's absence. Merchants and nobles plot and position themselves for power. Ambassadors seek new alliances, not all of them favorable to Amber. And the Royal Family bickers all the while.

But agents of all factions are on the move....

Mechanics/Restrictions: All past and present IMiA/LTiA players welcome. Here's an extra opportunity to promote your agenda and shape Amber to your liking.

Notes: As usual-may start late. May end late. Probably less socializing and drinking and more action, treachery, and violence.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Kit Kindred


Slot 2 (Fri 9am - 1pm)

2-061: Brave New Genosha (NA, 2-6 Players) CLOSED

Description: Erik Magnus Lehnsherr, AKA Magneto, has been called a terrorist and a visionary. Now, he has the world on the brink of war. In international waters, he and his "Brotherhood of Mutants" created an island, a new nation for mutants to come and "live in peace." The American President, Lex Luthor, held a press conference and vowed that he will bring Lehnsherr to justice for the attack on Cape Citadel and numerous other acts of war done by Lehnsherr and his Brotherhood. Shortly after its creation, the nation of Genosha was given rogue state status and a new deck of 52 was released with Lehnsherr as the Ace of Spades. As spokesman for the Justice League of America, Superman stated that they hope that a peaceful resolution can be found but the JLA will stand ready to assist the U.S.A. in whatever action the nation decides. The Avengers have not been available for comment and there are rumors that the team has broken up because of differing opinions on this issue.

As a member of the X-Men, a secret group of mutants trained and led by Professor Charles Xavier, you've been taught that mutants and mankind can...must...live in peace but now the X-Men's mission seems more hopeless than ever. Can a small team of mutants keep the world's superpowered men and women from war? In the wave of anti-mutant hysteria, will Senator Kelly's Mutant Registration Act get passed and how will that affect Professor X's mission? In these insane times, will the X-Men be the only voice of reason or can they convince the world's leaders to find a peaceful solution?

Mechanics/Restrictions: Players may play almost any superhero or supervillain from DC or Marvel comics. Characters must be ones who would believen in Xavier's dream and should be members of the X-Men (although we can discuss other options). Character histories can be changed to fit into this alternate history. For example, the Teen Titan's Beast Boy could be a shapeshifting mutant and a member of the X-Men in this setting. This game will be run system-less, so character descriptions and histories are all that will be required for character creation.

Character Generation: Before Con.

Play Level: Any

GM(s): James Arnoldi

2-032: Breaking the Pattern: Discussing DRPG (SM, 3-15 Players)

Description: Attendees should be interested in discussing theoretical aspects of Diceless Role Playing Games. We're stepping outside the Amber DRPG this time (but by no means excluding it). What are the expectations and merits of diceless games? Bring your ideas, your favorite games (written by you or others), your problems, and solutions. Got a diceless, cyber-goth cowboy alien fantasy game? We would love to hear about it. We'll talk about balancing narrative and game elements, alternate ability scores, random generators that aren't dice, converting dice games to a diceless format, and (hopefully) much more.

Our seminars follow an open door, round table format.

Notes: Ten a.m. start time. Sleep in and have a leisurely breakfast.

Character Generation: Non-Applicable based on 80 points.

Play Level: Any

GM(s): George Gitari, Rachel Holmberg

2-022: Changing Hands (SW, 3-5 Players) CLOSED

Description: The PatternFall war lasts an excess of five years in Amber, or ten to thirty years out in Shadow. Likewise, it is seven years before a King again sits the throne of Amber, or fourteen to forty more Shadow years. Out there in Shadow over this span of some seven decades, there are countries and lands living generations under the upheaval of the Black War.

Assume the Chaosians took a lot of territory in their ebon-threaded march to Kolvir. So now get "handed back" a Shadow on the Amber side of Ygg that has been two or three generations under the odd and eerie control of Chaos.

So there are these two or three Shadows that need to be brought back into the fold of Order. Have the Chaosi left 'surprises' for the royals? Do the people welcome back liberators who vanished decades ago? What has the taint of Chaos left behind in the blood of the people? In the power of the Land? Were there rebels? What justice for local collaborators? Are there half-blood Chaosi to be reckoned with?

Random can only hope to send a few royals to find out.

Now.

Mechanics/Restrictions: Players may send descriptions of favorite Shadows valued by Amber (not Golden Circle Shadows) and GM will make effort to include them in game.

No exalted powers, no artifacts over 10 points except approved by GM. PCs to GM by e-mail before Con.

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Intermediate

GM(s): Raymond McCaughey

2-079: Dashing Blades of Amber (AA SR UC, 2-5 Players) CLOSED

Description: Return to earlier times, when good King Oberon ruled over the growing trading port of Amber, and His Majesty's handpicked guard, the Royal Blades, kept the peace. Shadowy enemies of Amber may be behind a rash of mysterious kidnappings. Now is the time for the King's men, paragons of honor and swashbuckling elan, to prove their loyalty, track down the architects of the crime, and bring them to justice.

Mechanics/Restrictions: Full rules and background at http://ralf.org/~colomon/amber/dboa.html

Players must have e-mail access.

Character Generation: Before Con based on 11 points.

Play Level: Any

GM(s): Sol Foster

2-011: Life, the Universe and Everything (NA, 3-8 Players)

Description: Back by popular demand.

You are a god, your realm is under your complete control. Your first potential worshipers have just climbed onto dry land.

What would you like to do now?

Mechanics/Restrictions: Players should submit their god's realm before the Con if at all possible.

Character Generation: Before Con.

Play Level: Any

GM(s): Glen Seymour

2-054: Once Upon a Time in the West (Part Two): "Not Fade Away" (NA SR, 4-7 Players) CLOSED

Description: The West as you know it, is changing, "is dying" some say. The old ways are falling away, civilization is overtaking the Law of the Gun. An old friend has called you for help on a job across the Border, down in Mexico. Bandits attacking a village or something, the letter said. It doesn't matter, you have your own reasons for answering the call. It will take courage, it will take fortitude, and it may very well be your last stand. Will you stand or will you run?

Once Upon a Time in the West is a game which draws upon Spaghetti Westerns for its inspiration. It's all about who has the fastest gun, the toughest mind and the strongest will. Life is cheap in this world and death can be had for the price of a bullet. Sometimes the toughest person you have to face is yourself. Remember this as you sign up, and bloody fun will be had by all.

Mechanics/Restrictions: Once Upon a Time in the West will be played using the Dust Devil rules. Character creation will be at the Con or via e-mail before. Some knowledge of the rules will help play go smoother.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): Tymen VanDyk

2-034: Tales of the Regency: The Road to Fair Elphame (SR, 4-7 Players) CLOSED

Description: The children of Amber have faced many difficulties during the Regency of Gérard, from a Dragon in Arden to hitherto unknown relatives being found in Shadow.

This time, one of their own needs their assistance.

Carl, the dependable son of Prince Julian, and Warden of Arden in his absence, has mysteriously disappeared into the Shadows that surround the Greenwood. A key linchpin in the defense of Amber with Gérard's siblings gone, Uncle Gérard wants him back.

Where might the road to finding and retrieving the missing Carl take the children of Amber?

Mechanics/Restrictions: Characters will be based on 150 points. Players are strongly urged to send their characters in advance, to give more playing time at the convention. Characters created at the convention (or pre-gens given to players at the Con) will be based on 135 points. Character concepts are strongly recommended to focus in and around the Amber Royal Family. Chaosian characters are not permitted. In this time frame and setting, a Chaosian is going to be shot first and asked questions via a speak to dead spell.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): Paul Weimer

2-012: Under the Tyrant's Thumb (OC, 0-4 Players) CLOSED

Description: The Tyrant has arrived and taken the throne of Amber. Your parents are either dead, prisoners or hiding in exile. Are you strong enough to survive? Will you do whatever you need to survive? Are you strong enough to help bring the Tyrant down?

Mechanics/Restrictions: Merlin novels never happened. No Chaosians or Chaosian powers.

Character Generation: Before Con based on 200 points.

Play Level: Intermediate

GM(s): Michael Kucharski

2-007: The Weeping Wall (NA UC, 3-7 Players) CLOSED

Description: You wear the black of the Night's Watch. Standing watch on the great wall in the north, you and your sworn brothers guard the realm against the wildlings and worse. Dark things that range north of the wall stealing men's blood from their bodies.

Mechanics/Restrictions: This is a Game of Thrones RPG game (TM Guardians of Order), based on the George R. R. Martin series "A Song of Ice and Fire." Characters will be pre-generated. This game is a d20 system game. However, my intention for this session is to run the game diceless; relying on role-playing and storytelling to determine the outcome of the game and not dice. :) This session is set just prior to Book 1 of "A Song of Ice and Fire."

Character Generation: Pregenerated based on 125 points.

Play Level: Any

GM(s): Stephen Acton


Campaigns for Returning Players Only

2-046: Emergence (OC, 3-10 Players)

Description: Last year you met a new relative with the "green glow." One of you (who won't be around this year) made a deal with a higher being...which she may regret. And you finally met the Chimera, much to Caine's regret, as well as other stuff. Watch out for the yellow glow.

Notes: Continues in slot 3.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Rae H. Williams

2-013: Under the Tyrant's Thumb (OC, 4-7 Players)

Description: The Tyrant has arrived and taken the throne of Amber. Your parents are either dead, prisoners or hiding in exile. Are you strong enough to survive? Will you do whatever you need to survive? Are you strong enough to help bring the Tyrant down?

Mechanics/Restrictions: Merlin novels never happened. No Chaosians or Chaosian powers.

Character Generation: Non-Applicable.

Play Level: Intermediate

GM(s): Michael Kucharski


Slot 3 (Fri 2pm - 6pm)

3-040: Artifacts of Amber (AA OC SR, 0-5 Players) CLOSED

Description: The Emergency Artifact System was tested and seems to work...so it should be another beautiful day in Amber. But we all know that a beautiful day is just because something hasn't hit the fan just yet! Join us as we join the Artifacts.

Artifacts of Amber is an ongoing campaign that has mutual crossover impact with the Artifacts of Chaos game.

Mechanics/Restrictions: Characters will be built using special rules e-mailed to new players. They will be based on 35 points with bonus points for early submission and/or detailed background.

If new players do not have e-mail, they will need to contact me for the information.

Character Generation: Before Con based on 35 points.

Play Level: Any

GM(s): Keri King

3-070: A Double Dozen Seas: "Wilder, Crueler Waves" (SR, 3-10 Players) CLOSED

Description: "...our ships sail the Shadows, plying between anywhere and anywhere, dealing in anything.... Those of the blood laid down the trade routes long ago that other vessels might follow, the seas of a double dozen worlds in every captain's head." - Corwin, Hand of Oberon

Sail the Golden Circle across Shadow seas and stranger tides. Come serve His Majesty's Navy where duty is expected, but honor required.

Mechanics/Restrictions: PCs are non-Royal Amberites/Chaosians. They are exceptional persons serving in Amber's fleet or having business on a ship of the line. Characters might be officers, crew, ship's surgeons, ship's sorcerers, intelligence agents, or diplomats. E-mail the GM at kitkindred@gmail.com for character creation guidelines. Characters are to be created and submitted to GM before Ambercon.

New and returning players welcome!

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Kit Kindred

3-028: Job #331 (NA, 3-6 Players) CLOSED

Description: Wanted: highly trained consultants for a security operation. Variety of positions desired, including transportation, surveillance, computer security, and infiltration. Gear will be provided by the employer. Submit resume and references to the following e-mail address: zedcompany@gmail.com.

Mechanics/Restrictions: Earth setting. Create characters with regular skills (not supernatural powers) in addition to the Amber stats. Use a minimum of 40 points in stats and 40 points in skills, with 100 points total. Max good/bad stuff of 5 points.

Example: my driver might have Psyche (15), Strength (5), Endurance (5), and Warfare (15). She also has specialized skills like Talented Driver (40 pts), Fire while Driving (10 pts), and Specialty Mechanical (10 pts). The better you describe the skills, the more likely they'll work as you desire. Contact GM if you have questions.

Characters must be submitted before the Con for GM approval. No submittal means you get a pregen.

Players must have e-mail access.

Notes: Points will be lost for late arrivals.

Character Generation: Before Con based on 100 points.

Play Level: Advanced

GM(s): Kristen Gibbs Schleick

3-062: Light and Shadow in the Dreaming City (NA, 2-7 Players) CLOSED

Description: Welcome to Murias, ancient home of the Tuatha de Danann. Murias, located halfway between the ethereal realms and the waking world, is a world where magic lives side by side with technology. The walls of Murias keep the residents safe from most outside threats, but sometimes the nightmares find a way into the dreaming city. When this happens, the job of keeping the city safe falls to the Demon Hunters, men and women with extraordinary abilities who spend each night staring into the abyss. Let he who hunts monsters take care, lest he become a monster.

Mechanics/Restrictions: Players may contact the GM before the convention to create a character or choose to return with a character played in previous Dreaming City games. If playing a returning character, players will have additional points to spend on their characters. Pregenerated characters will be available at the Convention.

Character Generation: Pregenerated.

Play Level: Any

GM(s): James Arnoldi

3-009: No Higher Authority (NA UC, 3-12 Players)

Description: A game of High Fantasy where PCs are the demigods, the greatest wizard of the Age, etc. PCs have the power to topple kingdoms. The game will use a diceless TriStat variant, with additional "story points" to allow players to influence the plot. More info can be found at http://www.memento-mori.ca/RPG/no_higher_authority/

Mechanics/Restrictions: Players are encouraged to be creative for character concepts; see the website for some examples.

Players who have a character concept in mind can contact the GM via e-mail before the Con to work out the details of the character. Players who don't will get a pregen at the Con. There will be a point advantage for players who contact the GM before the Con.

The game uses a non-Amber system, so all character generation will have to be done via the GM.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Matt Andrews

3-085: Shards (AA FF, 3-5 Players)

Description: Shards -

Tired of the 'same ole' Throne War game?

Are you ready for something different?

Are you willing to try something new?

If you answered yes to any of these questions then I suggest you check out this real time alternate Amber game.

*Fair Warning* - We will be outdoors and offsite. Please bring hats, coats etc.

Characters will be created before the Con so the players must have e-mail.

Mechanics/Restrictions: **No** Pattern or Logrus. More information when you contact the GM.

Players must have e-mail access.

Notes: We *may* run a little later than 6pm.

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Ray Laura, Ben Fogt

3-075: Silver Spires (FF UC, 5-5 Players)

Description: "Beyond the River of the Blessed, there we sat down, yea, we wept, when we remembered Avalon. Our swords were shattered in our hands and we hung our shields on the oak tree. The silver towers were fallen, into a sea of blood. How many miles to Avalon? None, I say, and all. The silver towers are fallen."
Corwin, from Guns of Avalon

At the beginning of time King Corwin created the universe by drawing the Pattern. He founded the beautiful city of Avalon, where silver towers reached for the stars....

Underneath the silver spires, inner turmoil is tearing the royal family apart. Corwin has been missing for years. The coronation day of the eldest brother looms closer, and the mysterious threat of the Dark Tower approaches. The royal family possess godlike powers, but consists of individuals who lack the wisdom necessary to prevent the coming cataclysm. They must find themselves before they can save the kingdom....

A look at power, identity and personal transformation....

A rebel with no dreams,
An explorer with no frontier,
An heir with no tears,
A romantic with no passion,
and an artist with no hope.

Mechanics/Restrictions: A one session freeform for five players.
Based in Corwin's Pattern Universe.
Characterization Emphasized.
This is a cathartic game and covers mature subjects.
This game previously run at Cancon 1999, Australia.
New and experienced players welcome.

Notes: This is the first running of the game "Silver Spires" that's also listed in slot 4. This game is *not* continued in the slot 4 game. They are two runnings of the same scenario.

Character Generation: Pregenerated.

Play Level: Any

GM(s): Mike Walker

3-055: Sin City - Vialle's Tale (SR, 2-5 Players) CLOSED

Description: Random's annual poker game has been called to order, and you're invited. This year, as before, the host Shadow is an unusual one, at the outskirts of Things, and you are resting in a shady bar after an arduous journey here. Why does the star dancer seem so familiar...? Welcome to the latest episode of the Random Gambling series.

Mechanics/Restrictions: Contact me early if you want to utilize exalted powers, primal artifacts, innate abilities, and/or powers from the Merlin books.

Players must have e-mail access.

Notes: No previous experience with the Random Gambling series or the Sin City movie actually required.

Character Generation: Before Con based on 200 points.

Play Level: Any

GM(s): David Vandenabeele

3-018: Supervillainy (NA, 5-6 Players) CLOSED

Description: Five of the world's most power super-criminals join forces to wreak havoc and possibly make a profit on the side.

Players will create their own villains who are intended to be quite a bit more dangerous than the run of the mill super-criminal. The players will provide the plotting and the intrigue. The GM will be provide the world as it reacts to their dastardly deeds.

Mechanics/Restrictions: All players MUST construct their characters in advance of the convention via e-mail. Players MUST also read the 'World of Supervillainy' document since some background knowledge is essential for play. Both the 'Supervillainy Rules' and the 'World of Supervillainy' can be found online at http://www.supervillainy.com

Character Generation: Before Con based on 350 points.

Play Level: Any

GM(s): John Schippers


Campaigns for Returning Players Only

3-080: Artifacts of Amber (AA OC SR, 2-6 Players)

Description: The Emergency Artifact System was tested and seems to work...so it should be another beautiful day in Amber. But we all know that a beautiful day is just because something hasn't hit the fan just yet! Join us as we join the Artifacts.

Artifacts of Amber is an ongoing campaign that has mutual crossover impact with the Artifacts of Chaos game.

Mechanics/Restrictions: Characters will be built using special rules e-mailed to new players. They will be based on 35 points with bonus points for early submission and/or detailed background.

If new players do not have e-mail, they will need to contact me for the information.

Character Generation: Before Con based on 35 points.

Play Level: Any

GM(s): Keri King

3-004: A Common Disaster (OC, 4-10 Players) CLOSED

Description: The time has come, the plans have been made...and now the problem must be dealt with.

Character Generation: Non-Applicable.

Play Level: Any

GM(s): Deb Atwood

3-082: Emergence (OC, 3-10 Players)

Description: Last year you met a new relative with the "green glow." One of you (who won't be around this year) made a deal with a higher being...which she may regret. And you finally met the Chimera, much to Caine's regret, as well as other stuff. Watch out for the yellow glow.

Notes: Continues from slot 2.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Rae H. Williams


Slot 4 (Fri 8pm - 12am)

4-068: The Coronation Gambit (SW, 2-6 Players) CANCELED

Description: The Crown Princess of Aquitaine is approaching her Coronation Day, a time of great celebration in this Golden Circle Kingdom, a longtime ally of Amber with a deep and rich history all its own. King Random has asked you to represent Amber in the celebration and look after the Princess (soon to be Queen) to make certain that she makes it to the Coronation (both on time and unharmed, in that order).

Some of you might know the Queen personally from your travels. A few of you might even know the old tales that abound of the Kingdom and its role of guardianship over certain ancient powers. All of you know from Random's tone (and the fact that there was an attempt to kidnap the Princess the year before) that the likelihood is that some unpleasantness will be forthcoming.

Interested parties can check http://www.digitalindalo.com/rpg/amber/index.html for more details.

Mechanics/Restrictions: Players will create 100 point characters prior to Con that fall into one of two different groups:

Amberites begin with a base "Amber" rank in all Stats (points may be used to buy up as usual, but cannot be sold down) but they MUST purchase Pattern Imprint with 50 of those 100 starting points.

Non-Amberites (or Amberites who have not yet elected to walk the Pattern) begin with CHAOS ranked attributes (points may be used to buy up as usual) and MUST purchse some manner of conveyance through Shadow.

No Chaosians. No advanced powers. Partial powers allowed on case-by-case basis. Magic/Sorcery will be handled slightly differently for this game, stats are considered to have a diminishing rate of return ona point for point basis (see http://www.digitalindalo.com/rpg/amber/index.html); all items/artifacts must be pre-approved.

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Intermediate

GM(s): John Lees

4-069: Distant Realms: Turning the Page (FF OC SW UC, 1-8 Players)

Description: Far from Amber and the Courts of Chaos; deep in infinite Shadow, there is city called Shadowcross. A peerless nexus of primal realms. The Sovereign has heard of Amber, but she has little concern for a distant kingdom with only two ambassadors to the Council of Realms. Many come to Shadowcross seeking power, wealth, or knowledge. Many find their dreams, will you?

Campaign will allow players to create and design powers. The Game Master is open to new and unusual character concepts and ideas. Characters may be from other sources using a shared world style of integration, or may be uniquely created for this campaign.

New players should contact the GM before the convention with a character concept. The GM will also be available for an hour before the game, and at the beginning of slot 2 for anyone who wants to work out a character then. Character creation may include power creation.

Mechanics/Restrictions: Pattern and Logrus are distant powers, and therefore somewhat weaker than usual. All characters must possess some means of traveling through Shadow.

Character Generation: Before Con based on 150 points.

Play Level: Any

GM(s): David Blackwell

4-035: Game Three: Hopscotch (NA OC, 0-3 Players) CLOSED

Description: "Thanks, asshole!" That's what I should have said instead of squealing like a girl when that jerk drove through that pothole doing forty on a side street. School hasn't even started and I've got cold mud splashed all over my jeans and jacket. March in Ypsilanti, Michigan - it's like hell froze over, thawed, got rained on, froze again, etc. That's what I get for going the long way, but I don't cut through the Keller's yard anymore since the meth dealers moved into the house next door. Sometimes it's dead there, but you never know when they're up.

When I cut through the alley behind Silver Screen Video, I feel a crawling up my spine. Eww! Someone's killed a rat and drawn something on the wall with its blood. I find myself pressing my hand against the cold bricks, marking my palm. It looks like a...an hourglass...a wine glass...so tired. My head snaps up before I hit the pavement and I scrub the sygil off on my muddy jeans before it can take me again. I see that creepy William kid at the end of the alley staring at me, but then he runs off. Whatever's going on, its going to have to wait. I can't be late for gym, Bingaman will give me detention.

Zero Movement is a diceless role playing game about urban decay and the occult created by Nick Fortungo. Characters are high school students from Willow Walk High School with some supernatural abilities. Returning players and one or two new players are welcome.

Mechanics/Restrictions: New players need to contact me before the Con with an idea for a high school student from an Ypsilanti, MI high school. I will help you through the game mechanics.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): Rachel Holmberg

4-087: Men in Amber (AA EL KF, 2-6 Players) CLOSED

Description: Protecting Amber from the Scum of Shadow...

"Here's the deal. At any given time there are around 1500 Shadow beings here in Amber. Amberites don't have a clue. They don't need one or want one.

"1500 years ago, everybody "knew" that Amber was the only place in existence; 500 years ago everybody "knew" that technology would never work here. And 15 minutes ago, you "knew" that Amberites were alone in the universe. Imagine what you'll "know" tomorrow."

Welcome to the Men in Amber.

Men in Amber is based on a merging of the 1997 film "Men in Black" and Zelazny's chronicles. As players, you will take on the roles of MiA agents: pre-generated characters based on the personalities of the Elder Amberites, led by MiA Chief Agent Omega (Oberon). You're no longer part of the System. You're above the System. Over it. Beyond it. We're "them." We're "they." We are the Men in Amber.

Mechanics/Restrictions: Players are invited to surf the game web site (http://www.lightfootonline.com/Chris/Amber/MiA/MiA.htm) for world background and character descriptions. Character assignments will be made at the beginning of the game. No communication with the GM prior to the Convention is necessary.

"We're not hosting a cross-Shadow kegger here." - Omega

System will be low-powered Amber diceless, with the West End Games "Men in Black RPG" books used as reference material. Props will be provided. :)

Notes: This is the same Men in Amber game run at AmberCon NorthWest 2003.

Character Generation: Pregenerated.

Play Level: Any

GM(s): Chris Lightfoot

4-026: The Sable Game (NA SR UC, 4-8 Players) CLOSED

Description: The Sable Game is a serial campaign based on the Amber Diceless RPG, but is set within a highly-magical, non-Amber Pattern-type realm. Previous iterations have been run at ACUK and ACNW.

The PCs are talented mortals who are the trusted agents of the King of Sable - soldiers, diplomats, merchants, investigators,etc - chosen to help in the smooth running of the Kingdom, and to thwart the plans of Sable's age-old enemy, the Reich, and any other threats to the Kingdom which might arise.

Returning characters from any iteration of the Sable Game are welcome.

The game website is available at: http://www.sable.org.uk/.

Players are requested to contact the GM in advance to deal with character creation.

Mechanics/Restrictions: Characters should be built on 70pts, but with all stats starting at Chaos. Partial buy ups and buy downs are possible. Existing characters can add points to reach the 70pt total if they so desire.

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

Players must have e-mail access.

Character Generation: Before Con based on 30 points.

Play Level: Intermediate

GM(s): Trish Hart

4-090: ShadowWorld (OC SR UC, 1-10 Players) CLOSED

Description: Dark / Grim -- Non-Amber

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctness and 'reality' there is a ShadowWorld 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 (the Circle) sent on a mission.

It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, et-cetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more non-mundane abilities and/or characteristics. You can find the rules for these at http://mainline.shadowworld.org/forums/index.php?f=2. You have 13 (thirteen) points to create your character's powers.

If the kindly GM does not get any character updates he asks for by the weekend before the Con, you won't be able to play.

Players must have e-mail access.

Notes: Will start on time. Will run late.

Character Generation: Before Con based on 13 points.

Play Level: Advanced

GM(s): Edwin Voskamp

4-088: Silver Spires (FF UC, 5-5 Players) CLOSED

Description: "Beyond the River of the Blessed, there we sat down, yea, we wept, when we remembered Avalon. Our swords were shattered in our hands and we hung our shields on the oak tree. The silver towers were fallen, into a sea of blood. How many miles to Avalon? None, I say, and all. The silver towers are fallen."
Corwin, from Guns of Avalon

At the beginning of time King Corwin created the universe by drawing the Pattern. He founded the beautiful city of Avalon, where silver towers reached for the stars....

Underneath the silver spires, inner turmoil is tearing the royal family apart. Corwin has been missing for years. The coronation day of the eldest brother looms closer, and the mysterious threat of the Dark Tower approaches. The royal family possess godlike powers, but consists of individuals who lack the wisdom necessary to prevent the coming cataclysm. They must find themselves before they can save the kingdom....

A look at power, identity and personal transformation....

A rebel with no dreams,
An explorer with no frontier,
An heir with no tears,
A romantic with no passion,
and an artist with no hope.

Mechanics/Restrictions: A one session freeform for five players.
Based in Corwin's Pattern Universe.
Characterization Emphasized.
This is a cathartic game and covers mature subjects.
This game previously run at Cancon 1999, Australia.
New and experienced players welcome.

Notes: This is an encore running of the game "Silver Spires" that's also listed in slot 3. This is *not* a continuation of the slot 3 game. They are two runnings of the same scenario.

Character Generation: Pregenerated.

Play Level: Any

GM(s): Mike Walker

4-005: Sins of the Father 3: Deirdre's Lament (OC UC, 1-2 Players) CLOSED

Description: Shortly into Randoms' reign and the trouble has already started. The King has reportedly left for Chaos, and if your sources speak true, the realm is indeed in jeopardy. Will you capitalize on the opportunity or rush to the aid of your beloved leige?

Mechanics/Restrictions: This campaign started as Gérard's stewardship in Amber ended. No Merlin books, knowledge of Chaos beyond the basic details touched on in Corwin's chronicles must be approved by the GM. Advanced powers limited to GM approval. Characters submitted two weeks before the Con will receive 10 extra points.

Players must have e-mail access.

Notes: Game may run late if players wish to continue past 12.

Character Generation: Before Con based on 125 points.

Play Level: Advanced

GM(s): Stephen Acton

4-051: Summit of the Gods (NA UC, 10-24 Players)

Description: The invitation came from the one-eyed schemer. His ominous message suggests that the stars are right for the return of the old Gods. Nyarlathotep, schmarlathotep! What's the old swindler really got planned? A Gods Game previously run at Origins 2004. Available pantheons are Greek, Egyptian, Hindu, and Norse (less Odin). Petition me by e-mail to receive your choice or to discuss a deity outside of these pantheons. Necessary Gods will be assigned to non-petitioning players, who should come 15 minutes early to the boardroom.

Mechanics/Restrictions: "Pit"-inspired Auction with 300 points. Everyone receives the standard God package, although it probably won't help a whole lot. Politics over power-displays. Additional hidden powers may come with certain gods based on their sphere of command, but also come with dis-ads.

Notes: An auction is planned; depending on player decision-making, this event may run late. Players have the option to exit at the scheduled time, if necessary.

Character Generation: At Con based on 300 points.

Play Level: Beginner

GM(s): Paul Burdick, Sasha Burdick.

4-047: A Three Way Mirror of a One-Way World (SW, 3-8 Players)

Description: "Coincidence and likely stories, they dog your trail like a pack of lies."

Ever have one of those days when nothing goes right? You cut yourself shaving, put your underwear on backwards, miss a train. Maybe you're not the only one. A look at the dark side of being a citizen of the "Amber" universe.

The description may sound like a just for fun game, but I'm keeping this one serious. And no, the title doesn't mean that this is a one-door dungeon with only one way out.

Mechanics/Restrictions: No exalted powers. "Different" powers must be cleared through me first. Amber or Chaosians welcome.

Character Generation: Before Con based on 150 points.

Play Level: Advanced

GM(s): Rae H. Williams

4-036: Where Unicorns Dare (UC, 5-7 Players)

Description: There are many stories of bravery, heroism, sacrifice, intrigue and danger to the Patternfall War.

This is one of them.

In the midst of the Patternfall War, one of Benedict's top Generals, General Carnaby, has been captured by the forces from Chaos. Possessing much of the knowledge of Uncle Benedict's plans and strategies, the Chaosians will no doubt try to pump the General for information that could derail the effort of the entire War against Chaos.

Uncle Benedict does not intend for this to happen. He wants you to compose a team to penetrate the imposing mountain fortress where the Chaosians hold the General prisoner. The General must be rescued before he cracks and reveals all.

Newly brought together for the first time, for this purpose, events will quickly reveal that the dangers to the strike force may lie from within, as well as from without....

Mechanics/Restrictions: A choice of pre-generated characters will be provided at the Con.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Paul Weimer


Campaigns for Returning Players Only

4-063: Dawn, year 2 (OC, 3-3 Players) CANCELED

Description: You passed into a new place that is very old. You met those who felt you were the gods returned. Now you travel on....

This is year two of the Dawn game. Returning players please.

Character Generation: Non-Applicable.

Play Level: Intermediate

GM(s): Chris Maxson

4-084: Distant Realms: Turning the Page (FF OC SW UC, 1-2 Players)

Description: Far from Amber and the Courts of Chaos; deep in infinite Shadow, there is city called Shadowcross. A peerless nexus of primal realms. The Sovereign has heard of Amber, but she has little concern for a distant kingdom with only two ambassadors to the Council of Realms. Many come to Shadowcross seeking power, wealth, or knowledge. Many find their dreams, will you?

Campaign will allow players to create and design powers. The Game Master is open to new and unusual character concepts and ideas. Characters may be from other sources using a shared world style of integration, or may be uniquely created for this campaign.

New players should contact the GM before the convention with a character concept. The GM will also be available for an hour before the game, and at the beginning of slot 2 for anyone who wants to work out a character then. Character creation may include power creation.

Mechanics/Restrictions: Pattern and Logrus are distant powers, and therefore somewhat weaker than usual. All characters must possess some means of traveling through Shadow.

Character Generation: Before Con based on 150 points.

Play Level: Any

GM(s): David Blackwell

4-078: Game Three: Hopscotch (NA OC, 2-5 Players)

Description: "Thanks, asshole!" That's what I should have said instead of squealing like a girl when that jerk drove through that pothole doing forty on a side street. School hasn't even started and I've got cold mud splashed all over my jeans and jacket. March in Ypsilanti, Michigan - it's like hell froze over, thawed, got rained on, froze again, etc. That's what I get for going the long way, but I don't cut through the Keller's yard anymore since the meth dealers moved into the house next door. Sometimes it's dead there, but you never know when they're up.

When I cut through the alley behind Silver Screen Video, I feel a crawling up my spine. Eww! Someone's killed a rat and drawn something on the wall with its blood. I find myself pressing my hand against the cold bricks, marking my palm. It looks like a...an hourglass...a wine glass...so tired. My head snaps up before I hit the pavement and I scrub the sygil off on my muddy jeans before it can take me again. I see that creepy William kid at the end of the alley staring at me, but then he runs off. Whatever's going on, its going to have to wait. I can't be late for gym, Bingaman will give me detention.

Zero Movement is a diceless role playing game about urban decay and the occult created by Nick Fortungo. Characters are high school students from Willow Walk High School with some supernatural abilities. Returning players and one or two new players are welcome.

Character Generation: Non-Applicable.

Play Level: Intermediate

GM(s): Rachel Holmberg

4-071: Ill Met in Amber (OC, 3-15 Players) CLOSED

Description: This is the city. Amber. A hotbed of intrigue, magic, swashbuckling adventure, and intrigue. It's a good place to live. And an easy place to die.

A game of swashbuckling noir.

In King Oberon's absence, the center cannot hold. Princes quarrel publicly. Their agents duel in the streets. Merchants and nobles scheme. Ambassadors plot. Criminals grow bolder. Dark things from Shadow threaten. The streets of Amber are not safe. Something must be done.

Notes: Will probably run late and will have more violence and less socializing.

Character Generation: Before Con based on 100 points.

Play Level: Advanced

GM(s): Kit Kindred

4-006: Sins of the Father 3: Deirdre's Lament (OC UC, 2-6 Players)

Description: You all agreed to Random's terms. Some of you even plan to meet those terms. The story picks up where we left our heroes last March.

Mechanics/Restrictions: Players will use existing PCs and must contact GM prior to the Con.

Players must have e-mail access.

Notes: Game may run late.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Stephen Acton


Slot 5 (Sat 10am - 5pm)

5-048: And All Our Yesterdays Have Lighted Fools, Part 3 (SW, 3-10 Players)

Description: First year, the players freed Eric and imprisoned Corwin. Fiona killed Moire and someone returned the Eye of Serpent/Jewel of Judgment to Chaos. Second year, the player spent time in a maze world, thanks to some caskets that were delivered to Amber.

Part 1 was based on "MacBeth." Part 2 was "The Merchant Of Venice." Part 3 is based on another Shakespeare play, but you'll have to guess which.

Mechanics/Restrictions: Players from past years get 1st choice, but sign up anyway, you may get in. No exalted powers. "Different" powers must be cleared through me first. Amber or Chaosians welcome.

Character Generation: Before Con based on 150 points.

Play Level: Advanced

GM(s): Rae H. Williams

5-021: Clandestine Chronicles of the Cobalt Charter (SR UC, 3-5 Players) CLOSED

Description: The Cobalt Charter binds them in Blood.

It is a group of women that meets in a masked and hidden place under the turnings of a broken sky. Born in many Shadows, they come together under the Very Watch of great kingdoms to work their Secret Will upon Shadow.

Having agreed to their Will, they act and suffer no man or god to stand in their way.

http://www.skyseastone.net/itsog/shadows/003001.html

Mechanics/Restrictions: Build a female character of the Cobalt Charter for 50 points. Your Player Character may not have Pattern or Logrus.

Build also the "mission" your PC will bring to the next Charter meeting in a description to convince your fellow Sisters to work their Secret Will. Do not exceed 250 words with your mission description.

If your "mission" includes an Antagonist, build that person for 150 points and briefly describe them for the GM.

Information to the GM by e-mail before the Con. Don't sign up if you can't do the preparation, please.

Players must have e-mail access.

Notes: Break for lunch.

Character Generation: Before Con based on 50 points.

Play Level: Intermediate

GM(s): Raymond McCaughey

5-044: The Law of the Land (AA SR UC, 3-6 Players) CANCELED

Description: Do you remember when Merlin killed a few people outside of Bloody Bill's? You do? Then we would like to talk with you.

The characters are constables in the One True City. Tasked with a number of different goals, keeping the peace, cleaning up after the elders, making sure witnesses disappear or recant, making sure the powerful are happy, and that the weak don't know how oppressed they are.

Here is what you are not: Powerful, well-financed, well-connected.

Here is what you are: Employed with a job that gives you a fair number of perks (bribes, kickbacks, etc.).

Characters can have shapeshifting (basic), sorcery, conjuration. If you are a sorcerer, please pick a specialty (forensic, battle, defensive, teleportation). You are an expert at that field of magic.

All characters also pick something they specialize in that no one else does (horse-riding, singing, flirtation, dirty fighting).

Interested? Pick up an application form, drop me some gold pieces, and get me a date with your sister.

Mechanics/Restrictions: Everything, everything is restricted! Ha ha!

No Merlin books. No exalted powers. No advanced powers. No artifacts over 5 points. No bad stuff (life is going to be bad enough without angering the Universe).

Players must have e-mail access.

Character Generation: Before Con based on 60 points.

Play Level: Beginner

GM(s): Ameer Tavakoli

5-027: Lockdown (NA, 3-7 Players) CLOSED

Description: "Oh, it's been a bad few days. Did a bit of business, then the partner backstabs me. The Alliance caught me runnin'. My ship's impounded, and my crew's in jail somewhere around here. If we're lucky, the Alliance will just interrogate us and let us go."

*lights go out and the alarms sound*

"Just when I think it can't get worse..."

Mechanics/Restrictions: Game is set in the Firefly universe. Previously run at U*Con 2005.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Kristen Gibbs Schleick

5-057: Magnetic East (OC, 0-3 Players)

Description: Chaos moves toward one of the last bastions of Amber. Brand stands ready to take contol of the Primal Pattern. This may be the last chance for the third generation to leave their mark on Reality.

Mechanics/Restrictions: Contact me early if you wish to utilize exalted powers, innate abilities, or things from the Merlin books.

Players must have e-mail access.

Notes: Bring snacks, but we'll probably break for lunch / supper at some point.

Character Generation: Before Con based on 250 points.

Play Level: Intermediate

GM(s): David Vandenabeele

5-014: Mercy & Forgiveness (OC, 0-3 Players) CLOSED

Description: You are the Children of Brand and Cinth living in a world of mercy and forgiveness that your parents had created in the Abyss, but all is not well in paradise.

Mechanics/Restrictions: Because of time flow not sure if the Merlin novels have happened yet. Usual stats, different powers.

Notes: Players and GM will determine together what will be done for lunch.

Character Generation: Before Con based on 200 points.

Play Level: Intermediate

GM(s): Michael Kucharski, Kat Lemmer

5-092: ShadowWorld (OC SR UC, 1-8 Players) CLOSED

Description: Dark / Grim -- Non-Amber

ShadowWorld is a diceless roleplaying game based in our world, except that, under the facade of media, politics, political correctness and 'reality' there is a ShadowWorld 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 (the Circle) sent on a mission.

It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.

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

Mechanics/Restrictions: You can play any character with regards to background, skills, et-cetera, as long as your background makes you suitable to be recruited by a US-based organization. Your character will have one or more non-mundane abilities and/or characteristics. You can find the rules for these at http://mainline.shadowworld.org/forums/index.php?f=2. You have 13 (thirteen) points to create your character's powers.

If the kindly GM does not get any character updates he asks for by the weekend before the Con, you won't be able to play.

Players must have e-mail access.

Notes: Will start on time. Will have a short lunch to get food to eat while continuing the game.

Character Generation: Before Con based on 13 points.

Play Level: Advanced

GM(s): Edwin Voskamp

5-033: Strange Bedfellows: Ethereal Dreams (UC, 4-11 Players) CLOSED

Description: Long have the scions of Strange Bedfellows visited the Dreamplane. From the Blond Haired Man's visit to his Amber kin, to explorations of the wonders of the inner realms of Dream by the talented and would-be talented in Dreamcrafting, Dreams and the realm from which they spring have been a major theme in the long running campaign.

Tonight, though, the Dreamplane is going to visit the Strange Bedfellows.

Across the Universe the characters will fall asleep one by one, and one by one find themselves in that strange realm where Logic often gives away to the rules of Story, where Imagination is as important as Knowledge.

Player both members and non-members of Strange Bedfellows will be welcome to participate. The former will bring their characters to the game, the latter will be given a choice of non-player characters to choose.

Let the Mystery, Dreams and Mayhem begin.

SB: Ethereal Dreams is based on the long-running PBEM Strange Bedfellows.

Restrictions: Players must have e-mail access.

Notes: We will break for lunch.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Paul Weimer

5-086: Truth or Dare, Amber Style (UC, 3-6 Players)

Description: Your thoughtful old uncle, King Random, has invited all of you youngers to a sleep over while your parents attend one of those boring formal balls in honor of some old ambasador. In an attempt to keep everyone's sanity, one of your cousins suggests a game of 'Truth or Dare'.

Mechanics/Restrictions: Pregenerated characters, including but not limited to; The Jock, The ROTC Cadet, The Cheerleader and The Teacher's Pet, will be handed out at the Con.

Notes: There will be a break for lunch or room service.

Character Generation: Pregenerated.

Play Level: Any

GM(s): Ray Laura

5-072: When the Queen Says, "Go and Die..." (SR UC, 3-12 Players) CLOSED

Description: "You are surrounded by beauty, by intrigue, by danger, what more can a man want?" -- Aramis

Once more, the Musketeers are needed to woo ladies, foil plots, buckle swashes, and destroy taverns.

Mechanics/Restrictions: Characters are Musketeers in France of Shadow Earth. Contact the GM for character creation guidelines. Characters are to be created before Ambercon.

New players and returning players welcome.

Notes: There will be a break for Musketeers to find food and wine.

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Kit Kindred

5-064: Zombie Apocalypse (FF NA, 3-8 Players)

Description: You have recently moved to the small mid-western community of Racoon City. It seems like a normal town with normal goings-on. There's a good school, a nice park, a large gothic cathedral, and, most importantly, a lot of good jobs available at the local Umbrella Corporation.

Then one night something goes wrong, very wrong.

Can you survive a zombie apocalypse? Make yourself and see how well you do, with a little help from your friends.

Mechanics/Restrictions: Characters created using All Flesh Must Be Eaten rules.

Character Generation: At Con.

Play Level: Intermediate

GM(s): Sean McCabe


Campaigns for Returning Players Only

5-083: Magnetic East (OC, 1-2 Players) CLOSED

Description: Chaos moves toward one of the last bastions of Amber. Brand stands ready to take contol of the Primal Pattern. This may be the last chance for the third generation to leave their mark on Reality.

Mechanics/Restrictions: Contact me early if you wish to utilize exalted powers, innate abilities, or things from the Merlin books.

Players must have e-mail access.

Notes: Bring snacks, but we'll probably break for lunch / supper at some point.

Character Generation: Before Con based on 250 points.

Play Level: Intermediate

GM(s): David Vandenabeele

5-015: Mercy & Forgiveness (OC, 4-9 Players)

Description: You are the Children of Brand and Cinth living in a world of mercy and forgiveness that your parents had created in the Abyss, but all is not well in paradise.

Mechanics/Restrictions: Because of time flow not sure if the Merlin novels have happened yet. Usual stats, different powers.

Notes: Players and GM will determine together what will be done for lunch.

Character Generation: Non-Applicable.

Play Level: Intermediate

GM(s): Michael Kucharski, Kat Lemmer

5-093: Undertow III: Dark Tidings (OC UC, 8-12 Players) CLOSED

Description: Under the surface, old memories turn, moved by the tides of change.

Meanwhile, there are those in Amber still struggling to follow the path Oberon left them. While he is ancient and past, it would be well to remember that to some he is still the upstart youth, brazen and crass. Does the upheaval in Amber now reflect flaws in its foundations, or was it in the end unable to withstand its slow, steady enemies?

Remember, all things with a will, will to survive, and none go gently.

Mechanics/Restrictions: Returning players MUST contact the GM at simone@wyrdrune.com by Monday, March 13 at the latest to review their characters and development.

(If new players are accepted, they should expect to be able to read through significant (but well-documented) background material _and_ develop a character by that same date.)

Players must have e-mail access.

Notes: Game will start an hour late. We will break for lunch.

Character Generation: Non-Applicable

Play Level: Any

GM(s): Simone Cooper, David de Jong, Irene Schwarting


Slot 6 (Sat 7pm - 1am)

6-041: Amber Iterations (EL, 5-15 Players) CANCELED

Description: You and your brothers and sisters have gathered back in Amber to celebrate Random's coronation following the Patternfall War. After a few too many invited guests show up - (What is Caine doing here? Why are there two Benedicts? Can the world survive another Fiona?) - it is clear that that the reality of the multiverse still has a few wrinkles that need ironed out. (Let's hope you aren't one of them!)

Character Generation: Before Con

Play Level: Intermediate

GM(s): John Czarnota

6-016: And So It Begins, Again (OC, 0-3 Players) CLOSED

Description: For 1000+ yrs Oberon ruled Amber, guiding it carefully to an expected confrontation with an enemy of unimaginable strength and power. His plans and schemes succeed. Amber survived, as did he but not without paying a heavy price: four Princes and one Princess dead; three children in self-imposed exile rather than become his tools again; and four more gone, Oberon does not speak of them. You are the children bred to replace those lost.... And so it begins, again....

Mechanics/Restrictions: The Corwin novels haven't happened yet. No Chaosians or Chaosian powers.

Character Generation: Before Con based on 300 points.

Play Level: Intermediate

GM(s): Michael Kucharski

6-001: Asylum (AA FF UC, 5-10 Players) CLOSED

Description: Olympic athletes, Nobel laureates, artists, scientists, code-makers and code-breakers, models and generals, astronauts and mountain climbers: humans from Earth who reach for more. You could be among them, but whatever your achievements you know they will never be enough to scratch that itch you have, the one that tells you that this life will never unlock your full potential.

Dissatisfaction has always nagged you. Your failures seem pre-ordained; your successes, however outstanding, seem flat. You've tried the prescriptions, the self-help, the awareness training, the yoga, the sleep studies--everything from medicine to psychology to the farthest fringe.

It is with a sense of unique irony, then, that the proof of your special destiny came with a pounding headache and straightjacket.

Setting: Earth. You are pretty sure it's 2005, somewhere in the United States. Maybe the West Coast by the accents. Amber is unknown to you, though you may have passing knowledge of Roger Zelazny's works of speculative and fantasy fiction. Knowledge and acceptance of supernatural phenomena or magic are at the same level as today's Earth.

Mechanics/Restrictions: Character Instructions: More information will be posted to you before the convention, but basically we want your idea for a extraordinary young adult (say, 20 - 40) Earth human character. You may have achieved great things already, or just have great potential; you might be famous or unknown. We are looking for characters with a wide range of expertise, so if folks are crowding too much in one area we'll make it first come, first served.

Players must have e-mail access.

Character Generation: Before Con.

Play Level:

GM(s): Simone Cooper, David de Jong, Madeline Ferwerda, Irene Schwarting

6-052: Equalizer II: The Guns of Eregnor (SR SW, 4-8 Players)

Description: In the weeks since Prince Gérard was made Regent, the Golden Circle has been in turmoil. In Amber, factions and secret alliances have arisen to take advantage of the confusion. It's a tightly-held state secret that someone tried to assassinate Prince Gérard, and that his nephews and nieces may have prevented a coup by Dalt.

Now someone has set up a warlord in the disputed province of Eregnor armed with the same guns that Dalt planned to use against Amber. Gérard worries that Eregnor could be a staging ground for another assault on Amber, and he wants the younger generation to deal with the matter. He doesn't care how, but he wants the problem solved and the guns neutralized.

It's you, your cousins, and your collective wits against a hostile, primitive Shadow overrun with armed Begman mercenaries in armored dirigibles. Who said being from Amber meant things were easier?

Mechanics/Restrictions: A serial Amber game for 4-8 players using characters generated in advance. Returning players may re-use their characters from last year's game.

Our character generation rules for Equalizer are here: http://www.whiterose.org/twiki/bin/view/Cons/EqualizerCharGen

Players must have e-mail access.

Character Generation: Before Con based on 120 points.

Play Level: Intermediate

GM(s): Michael Croft, Ginger Stampley

6-094: Exponential (KF NA UC, 4-8 Players)

Description: "One conversation centered on the ever accelerating progress of technology and changes in the mode of human life, which gives the appearance of approaching some essential singularity in the history of the race beyond which human affairs, as we know them, could not continue." -- Stanislaw Ulam

The Congressional Office of Technology Assessment closed on September 29, 1995. During its 23-year history, OTA provided Congressional members and committees with objective and authoritative analysis of the complex scientific and technical issues of the late 20th century.

The Congressional Office of Technology Assessment closed on September 29, 1995, two days after the Omega incident.

Two days after the DARPANet spontaneously attempted to launch a preemptive nuclear strike against the island of Cuba.

On September 31, 1995, all staff with even a peripheral knowledge of the incident were transferred to a new branch of the CIA codenamed EXPONENTIAL EYES. Their mission: to protect and preserve the United States in an era of accelerating change.

Mechanics/Restrictions: The setting is roughly modern-day America. The characters are all members of EXPONENTIAL EYES. Due to the charter of the group, the staff is quite diverse...including ethicists, scientists, medical doctors, cryptologists, career soldiers and more. The characters themselves are likely to be highly intelligent and able to pass screening for a security clearance.

(As an aside, although the premise of this game hinges on technology, the focus will be on the personal and societal impacts of such, not on the technology itself.)

Players are requested to contact the GM(s) prior to the convention: Please send a rough character concept to: erictodd@gmail.com.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Any

GM(s): Eric Todd

6-097: The Masterless Men (AA SR UC, 2-5 Players) CLOSED

Description: A Dashing Blades of Amber Adventure.
Queen Cymnea must see that open war does not break out between two of Amber's best trading partners, and the swashbuckling Royal Blades must make sure she gets the chance to do so, despite those that wish to see her fail. Pirates from the Queen's homeland, the island kingdom Dun Mordha, have staged massive raids on the fishing fleets of a neighboring kingdom -- raids that many claim are actually under the control of Cymnea's sister, Dun Mordha's High Queen Minerva. Now the Blades must help Cymnea get to the bottom of the situation and resolve the tension.

This is a standalone game in the Dashing Blades of Amber universe. Both newcomers and players from the other Dashing Blades game are welcome.

Mechanics/Restrictions: See http://ralf.org/~colomon/amber/dboa.html for full rules and info on the setting.

Character Generation: Before Con based on 11 points.

Play Level: Any

GM(s): Sol Foster

6-096: A Simple Invitation (EL, 5-11 Players)

Description: It is simple, beautifully elegant and completely unexpected. Florimel must have helped him write the invitation. "Dinner at Gérard's, please RSVP," it reads. How delightful, how unexpected; who knew it would be on a dark and stormy night....

Start with Amberites, add a pinch of Clue and a dash of Agatha Christie. Throw in an Arthur Conan Doyle chaser and you have a sense of the flavor of this game.

Mechanics/Restrictions: A gathering of the princes and princesses of Amber before Corwin's disappearance and long before the events of Corwin's chronicles. This game will begin with a Pit of Vipers style auction. Pit of Vipers is copyrighted by David Golden, Kristen Gibbs Schleick, and John Schleick. Used by permission.

All princes save Gérard and all princesses save Llewella are open as players, though the number of players will determine which elders do not attend. For example, if only 10 players sign up Random or Deirdre will not be available as a choice for the players.

Notes: May run late.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Stephen Acton, Jim Phillips

6-019: Supervillainy (NA, 5-5 Players) CLOSED

Description: Five of the world's most power super-criminals join forces to wreak havoc and possibly make a profit on the side.

Players will create their own villains who are intended to be quite a bit more dangerous than the run of the mill super-criminal. The players will provide the plotting and the intrigue. The GM will be provide the world as it reacts to their dastardly deeds.

Mechanics/Restrictions: All players MUST construct their characters in advance of the convention via e-mail. Players MUST also read the 'World of Supervillainy' document since some background knowledge is essential for play. Both the 'Supervillainy Rules' and the 'World of Supervillainy' can be found online at http://www.supervillainy.com.

Character Generation: Before Con based on 350 points.

Play Level: Any

GM(s): John Schippers


Campaigns for Returning Players Only

6-017: And So It Begins, Again (OC, 4-10 Players)

Description: For 1000+ yrs Oberon ruled Amber, guiding it carefully to an expected confrontation with an enemy of unimaginable strength and power. His plans and schemes succeed. Amber survived, as did he but not without paying a heavy price: four Princes and one Princess dead; three children in self-imposed exile rather than become his tools again; and four more gone, Oberon does not speak of them. You are the children bred to replace those lost.... And so it begins, again....

Mechanics/Restrictions: The Corwin novels haven't happened yet. No Chaosians or Chaosian powers.

Character Generation: Non-Applicable.

Play Level: Intermediate

GM(s): Michael Kucharski

6-039: Honor Thy Father and Mother (OC, 2-30 Players)

Description: The continuing story of too many kids with too many toys.

Notes: As always, this game will likely run past the 1am ending time, so bring your caffeine!

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Michael Deneweth, Ben Ekdahl

6-031: In the Dark: Passing (OC, 3-10 Players)

Description: For those keeping track, this is the 11th year we've been In the Dark. Players need to contact GM before 3/28/06 (if they have not already done so). Please provide a brief statement of your character's current location and last set of actions. Remember about two months have passed for your PC, since last game (so have some accounting for their activities). Most importantly, if you can not attend (all or part) please let GM know ASAP.

Same time regulations as last year. If you have any suggestions on improving equitable play time please let the GM know. To that end, I am toying with the idea of giving each of you some specific GMish authority. Thus, theoretically making it less necessary to wait for me to get to you. You can give me your thoughts before the Con by e-mail or phone, or at the Con (especially if you wanted to present them by stopping by the seminar I'm co-hosting in slot 2).

George's current contact info is still e-mail: Qwellysh@att.net or phone: (304) 284-8492.

Character Generation: Non-Applicable based on 80 points.

Play Level: Any

GM(s): George Gitari

6-060: Morpheus Falling (AA OC, 2-6 Players)

Description: What was the Black Road? You think you know, but you don't have the whole story. A new arrival in Amber raises questions that can only be answered in the Matrix. Are you sure you want to know the truth? The final chapter in the Morpheus series.

Character Generation: Before Con based on 160 points.

Play Level: Any

GM(s): James Arnoldi


Slot 7 (Sun 11am - 4pm)

7-065: After the Bomb (FF UC, 3-10 Players)

Description: The end of the world has come and gone yet the world lives on. Just slightly changed. The dominant life form is no longer man, it is beast. Animals mutated into sentient beings. You are these animals.

Mechanics/Restrictions: Pre-gen characters based on a modified version of Wujick's After The Bomb.

Character Generation: Pregenerated.

Play Level: Intermediate

GM(s): Sean McCabe, Matt Andrews

7-043: Artifacts of Chaos (AA OC SR, 0-5 Players)

Description: I could write a description of the game here, but I think we all know that when a game is called Artifacts of Chaos and humor is rewarded, Extreme Chaos is the name of the game. :)

Mechanics/Restrictions: All new characters will be based on 35 points using special rules. Bonus points will be awarded for early submission and detailed background.

Character Generation: Before Con based on 35 points.

Play Level: Any

GM(s): Keri King

7-025: The Aurellis Game (NA OC SR UC, 0-5 Players) CLOSED

Description: Continuing Campaign in the Aurellis Universe. The discovery of alternate worlds, while well rumoured amongst the science fiction/fantasy population of modern day Earth, is most emphatically denied by all government authorities and spokespersons. Player Characters, who are all associated to some degree with the Special Operations section of the FBI, and particularly those who have been around for a while, might not totally agree with those emphatic denials. It's getting awfully peculiar round here.

Mechanics/Restrictions: For new players, a unique character generation system exists, based on a quiz, which must be completed before the Con.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): Tim Hart

7-002: Champions of Amber (AA NC NA UC, 3-6 Players) CLOSED

Description: This is Lily Bariman reporting from the City of Amber, Hero Desk. It's been an oddly quiet month for the Heroes of the City. We can only hope that it is just that after the last superbattle in Oberon Plaza, which as you all know resulted in the imprisionment of DarkRanger and his gang of high tech terrorists, the villainous elements of the city are laying low. Let us all hope and pray to the Unicorn that nothing big is going to happen.

There has yet been another report of the nefarious Ghostwheel activities on the Internet. Its latest action is related to the rescheduling of all the traffic lights in the downtown area which resulted in the gridlock that last for over 3 hours. The police are appealing to the people, if you have any information on Ghostwheel, please call the hotline number listed below.

On a lighter note, if the rumours are true, it looks like Merlin the Magican and his lovely assistant/co-hero, Magik, are finally going to tie the knot. For Magik's White Tower has had many visitors related to weddings, including the world famous dress designer Jean-Paul deFleur.
Be assured we will keep you informed as this event unfolds.

And now onto the sports desk, I give you Drake Hendrake.

Mechanics/Restrictions: Due to the nature of this game, character generation is game/campaign specific. Character statistics and abilities will be customized during pre-con character generation. All characters must be approved before the Con starts.

Players will be playing heroes/champions of the City of Amber. Yes -- you get a chance to play a superhero with an Amber or Chaos flare. Characters don't know that they are Amberites. Nor do they know about 'Amber it truly exists'.

I will explain further detail to all players that wish to play in a character generation e-mail.

Players must have e-mail access.

Notes: All characters must be approved two weeks prior to the Convention. Game not open to player sign-ups at the Con.

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Dawn Greenlee

7-067: Demon Under Glass (NA, 2-6 Players) CLOSED

Description: Everyone knows that Rasha Keb is a Merchant Prince by vocation and a thief at heart. In fact, despite his never having lifted a purse, he is considered to be one of the biggest thieves in Elyon with his ruthless business tactics and powerful allies. Now, rumor has it that he has procured a jewel of immense size, and a gang of rogues, thieves by vocation but something more at heart, are planning to beard the lion in his own den.

Who could think that a little pilfering could go so wrong? You are part of a gang of thieves who have decided to break into the vaults of a very important man in the city. But if everything goes horribly wrong, will those pesky morals get you in deeper to a much larger plot?

Eylon is a city in the ancient mold, not unlike Rome at her height. This is more of a swords & sandals place than a later medieval/renaissance world. Helpful Hint: think Robert E. Howard's original Conan tales, or Elric, or any of that ilk meet Ocean's Eleven. Can you play a rogue who is okay with theft, but has the stuff of heroes within him or her?

Mechanics/Restrictions: Alternate Diceless rules system will be used, players are free to create their own characters. Players will be encouraged to create characters with a strong ethical base and motivations that encompass something other than greed and bloodlust. (Details on alternate system at http://www.digitalindalo.com/rpg/amber/index.html.)

Players must have e-mail access.

Character Generation: Non-Applicable.

Play Level: Beginner

GM(s): John Lees

7-073: Force 10 from Avalon: "Humility Means to Be Hurt" (SR UC, 3-10 Players) CLOSED

Description: "It was in a pitiful condition in those days, and for generations I worked to restore it to its former glory." - Benedict, The Guns of Avalon

The Demon Lord Corwin is gone, but his mark remains upon Avalon. The silver towers are fallen. Brigands and beasts roam the land. Witches and werethings stalk the woods.

Lord Benedict has selected you, his finest troops, to restore order to the realm.

Come! Join the struggle as Benedict sends you on another mission to restore the faded glory of Avalon!

Mechanics/Restrictions: PCs are non-Amberites/Chaosians. Characters are exceptional Shadow dwellers serving Benedict. Contact the GM for character creation guidelines. Characters are to be created and submitted before Ambercon.

Despite the title, this NOT a silly game. Think "The Black Company meets Sharpe's Rifles on the set of EXCALIBUR."

New and returning players welcome!

Character Generation: Before Con based on 100 points.

Play Level:

GM(s): Kit Kindred

7-038: Nine Princes in Shadow: Corwin's Land (SR UC, 3-9 Players)

Description: If you were a prince of Amber, and could seek any world out of an infinity of Shadows, where would you go? Long ago, each prince of Amber used the Pattern to traverse the myriad Shadow worlds, eventually coming to a place of his desire that matched what was central to his personality and character. Some came to rule, some came to serve, some came for adventure, some came to escape, but each eventually found a world that he could call...home.

This is the third of a series of adventures set in the Shadow worlds sought long ago by the princes of Amber, each one a reflection of the ideals and aspirations of the prince who imagined it into existence. Players in "Nine Princes in Shadow" series play denizens of a Shadow world that at one time or another was visited for an extended period of time by a prince of Amber. Each adventure is separate from the others in the series, and you do not need to have played in other installments to sign up for this event.

"Nine Princes in Shadow: Corwin's Land" takes place on Shadow Avalon, where a Sorcerer King once ruled for centuries. But King Corwin has left Avalon for good, and now rival factions contend to control this fair land. This continues the story begun in "Avalon Knights" at Ambercon 1999 (though players do not need to have played in the previous game).

Mechanics/Restrictions: Characters are to be created by e-mail prior to the Con. Information for character creation is found at http://www.freewebs.com/9princesinshadow/.

Players must have e-mail access.

Character Generation: Before Con.

Play Level: Intermediate

GM(s): Mike Manolakes

7-042: The Price of Betrayal (SR SW, 3-8 Players)

Description: Did you ever wonder what it would feel like to have 50 points of bad stuff? Well, crossing Fiona is a good way to find out. You were asked to do a favor for her, one that you could or would not do. Now, can you survive the consequences of your choice?

Note: This is a serial game following "The Price of a Favor" from last year. Returning characters are more than welcome. New characters are fine too. This is a shared world scenario, and much time will be given to integrating backgrounds, as rich character interactions lie at the heart of this scenario.

Mechanics/Restrictions: Bring a character with lots of history and depth.

Character Generation: Before Con based on <200 points.

Play Level: Advanced

GM(s): John Czarnota

7-023: Shadow Solstice (SW, 3-5 Players) CLOSED

Description: One immediate difference to be seen between the Shadows of Amber and the Shadows of Chaos. The sky, and more specifically, the sun.

All through the Shadows, cataclysmic events are rippling. Stars are exploding. One at a time, the sun is going out in a million worlds.

Now intense solar flares have started in two Golden Circle countries and Benedict reveals that there is a reverse axiom regarding Shadow and its apparent influence on Amber. 'Even a lion might fall to a infinite army of ants.'

But someone is doing this foul deed. Someone with a philosophical understanding of the significant differences between Amber and Chaos. What becomes of Amber when it has a broken sky?

At Benedict's command: go into Shadow and stop the Shadow Solstice.

Mechanics/Restrictions: No exalted powers, no artifacts over 10 points except approved by GM. PCs to the GM by e-mail before Con.

Players must have e-mail access.

Character Generation: Before Con based on 100 points.

Play Level: Intermediate

GM(s): Raymond McCaughey


Campaigns for Returning Players Only

7-081: Artifacts of Chaos (AA OC SR, 3-5 Players)

Description: I could write a description of the game here, but I think we all know that when a game is called Artifacts of Chaos and humor is rewarded, Extreme Chaos is the name of the game. :)

Mechanics/Restrictions: All new characters will be based on 35 points using special rules. Bonus points will be awarded for early submission and detailed background.

Character Generation: Before Con based on 35 points.

Play Level: Any

GM(s): Keri King

7-076: The Aurellis Game (NA OC SR UC, 3-3 Players) CLOSED

Description: Continuing Campaign in the Aurellis Universe. The discovery of alternate worlds, while well rumoured amongst the science fiction/fantasy population of modern day Earth, is most emphatically denied by all government authorities and spokespersons. Player Characters, who are all associated to some degree with the Special Operations section of the FBI, and particularly those who have been around for a while, might not totally agree with those emphatic denials. It's getting awfully peculiar round here.

Mechanics/Restrictions: Returning players with an Aurellis character are very welcome.

Players must have e-mail access.

Character Generation: Non-Applicable.

Play Level: Intermediate

GM(s): Tim Hart

7-056: Blaze of Glory: Chaos' Fleets (OC, 4-30 Players)

Description: Bleys rallies the troops -- the forces of Chaos are moving through his Shadow. Even with Bleys fighting by their side, can his loyal Guard hope to stop the massed fleets of Chaos?

Character Generation: Non-Applicable.

Play Level: Any

GM(s): Sol Foster


Slot 8 (Sun 7pm - 12am)

8-003: Dude! Who's Our Student Council President (AA EL SR TW, 3-15 Players)

Description: The third installment in the Dude! series. First came "Dude! Where's my Jewel of Judgement," then "Random and Corwin Go to White Castle." Now I bring you a throne war Dude style.

Mechanics/Restrictions: 100 Point Characters, anything goes. Characters will be built around high school stereotypes: The Jock, The Geek, The Prom Queen. It's satire, so keep things silly please. Serious people shoud not apply lest they, and possibly their characters, get pantsed.

Character Generation: Before Con based on 100 points.

Play Level: Any

GM(s): Sean McCabe

8-089: ShadowWorld WWII (OC SR UC, 1-9 Players) CLOSED

Description: Dark / Grim -- Non-Amber

ShadowWorld is a diceless roleplaying game based in our world in May, 1941, playing operators for a recently formed, unusual branch of the Special Operations Executive. They are sent out to interrupt the nonstandard research and development efforts the Third Reich is performing: black magic, psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public. The players are operators of the SOE, with magical, psionic gifts or mutations, sent on mission into occupied Europe.

It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it.

Note that this setting shares game mechanics, but no cosmology, history, or anything else with the 'Mainline' ShadowWorld campaign.

Mechanics/Restrictions: You can play any character with a background, skills, et-cetera, that makes you suitable to be recruited by the SOE, an English organization. e.g. resistance, intelligence, military, et-cetera.

You must be able to pass for a German in the more selective of its armed forces (e.g. blue-eyed, blond-haired, physically well), and not only speak German like a native, but have an understanding and appreciation for Germany and its culture (e.g. exchange student, German nanny, et-cetera).

Your character will have one or more psionic powers or mutations. You can find the rules for these at http://mainline.shadowworld.org/forums/index.php?f=2. You have four (4) points to create your character's powers.

Players must have e-mail access.

Notes: Will start on time. Will run late.

Character Generation: Before Con based on 4 points.

Play Level: Advanced

GM(s): Edwin Voskamp

8-099: Sorcerer of Avalon (EL, 1-5 Players) CLOSED

Description: "Announcement, everybody!" she cried, springing to her feet. "I have just noticed that this is not really Corwin! It has to be one of his Shadows! It has just announced a belief in friendship, dignity, nobility of spirit, and those other things which figure prominently in popular romances! I am obviously onto something!"
-Fiona, from Sign of the Unicorn

"Know then that what is remembered of the Shadow of yourself that once reigned here is not good. Children are not named Corwin in this place, nor am I brother to any Corwin here."
-Benedict to Corwin, about Avalon, from Guns of Avalon

After being considered dead for centuries, Prince Corwin returned to Amber and defended the realm against total destruction. A few of his siblings noticed a great change within him. Some may have even considered him a hero. The city and royal family of Amber cast infinite Shadows, imperfect reflections of reality. Prince Corwin once dwelled in a Shadow called Avalon and was known as a sorcerer. The silver towers of the true Avalon fell long ago, but its legend lives on in other Shadows of the same name. They remember a sinister version of Corwin with fear and loathing. From this dark past, a dormant threat has finally awakened....

Mechanics/Restrictions: A choice of Pregenerated elders will be provided; Benedict, Bleys, Caine, Corwin and Fiona.

If desired a player can instead write up their own favorite Elder based on 400 points by e-mail before the convention.

This game previously run at Concon 1998, Australia.

Players must have e-mail access.

Character Generation: Pregenerated based on 400 points.

Play Level: Intermediate

GM(s): Mike Walker

8-008: Stone Walls Do Not A Prison Make... (AA UC, 3-6 Players) CLOSED

Description: Mine Delta-157 is cursed. Three crew members lost in as many days. Ten days ago, the crew found remnants of some ancient civilaztion in a collapsed chamber. That's when the dying started. You work for Ardent Mont Mining as a "special agent." Your team has been assigned to investigate.

Mechanics/Restrictions: This game is set in the Shadow Merillon, a high-magic realm that trades with the Kingdom of Amber. Amber is known as a far-off place of power and wealth that trades in all manner of things.

Character Generation: Pregenerated based on 125 points.

Play Level: Any

GM(s): Stephen Acton

8-095: Tunnels and Terrors of the Dreaming City (NA, 2-7 Players) CLOSED

Description: Murias, ancient home of the Tuatha de Danaan, has gone through a lot of changes since the Aes Sidhe opened its gates to mortals. Many of the technological conveniences of the modern world have been added and coexist with the ancient magics of the city's fae denizens. These days, the elevated trains are the easiest way to move from district to district, but in the 1950's there was an attempt to build a subway for Murias. The builders dug beneath the city's earth and found such chaotic magics in the city's foundation that the project was abandoned. Now, half-finished subway tunnels have become a haven for pirates, smugglers and others that wish to move around, out of sight from the city's authorities. Now, something has awakened beneath the city's streets and the very foundation of the city is threatened. Can a small band of demon-hunters survive the horrors that they will find beneath the dreaming city?

Mechanics/Restrictions: Players may contact the GM before the Convention to create a character or choose to return with a character played in previous Dreaming City games. If playing a returning character, players will have additional experience points to spend on their characters. Pregenerated characters will be available at the Convention.

Character Generation: Pregenerated.

Play Level: Any

GM(s): James Arnoldi


Campaigns for Returning Players Only

8-049: Brave New World Reloaded (OC, 3-15 Players)

Description: Finally got to play in your world last year. There was the big meeting at the "Magic University" that was going on, and at least one person turned wooden. Magic seemed to be going quite awry. We did play until the food court opened the last 2 years, so, if I can make, we'll do it again this year.

I haven't listened to the tapes yet, but will make notes before the Con and get them off to you.

Character Generation: Non-Applicable based on 150 points.

Play Level: Advanced

GM(s): Rae H. Williams

8-053: House of Cards meet-and-greet (OC SM, 1-30 Players)

Description: Social (and maybe planning) session for the House of Cards play-by-e-mail game. Players, lurkers, and spouses are welcome. Come discuss the game and meet other players. Note: we will NOT be playing FTF at the convention. This is merely a slot set aside for those of us who want to meet and talk during the Con.

We will be having or ordering dinner during the slot; details will be arranged before the convention on the OOC mailing list.

Character Generation: Non-Applicable.

Play Level: Any

GM(s): Ginger Stampley, Michael Croft

8-037: Shadowlock: Unicorn's Crusade (OC, 2-10 Players)

Description: "I am the Alpha and the Omega." The primordial battle of the Avatari has ended with the Unicorn ascendant, and the heretics fleeing the metaphysical plane to the Weave. Now, the Unicorn calls upon her followers to make war against the blasphemy of the Weave and prepare the way for the destruction of the old and the beginning of the new. [Players are encouraged to contact the gamemaster prior to Feb 28, 2006 to complete a final character advancement and receive special your-character-only information. This is the seventh chapter of Shadowlock, and very likely, the last.]

Character Generation: Non-Applicable.

Play Level: Advanced

GM(s): Scott Piippo

8-074: To Live and Die in Texorami (OC, 3-10 Players) CLOSED

Description: "Texorami was a wide open port city, with sultry days and long nights, lots of good music, gambling around the clock, duels every morning and in-between mayhem for those who couldn't wait." -- Random, Sign of the Unicorn

It's a place where steampunk technology meets magic and gunfighters. It's a place where Random coulda been in the Magnificent Seven. You're Random's buddies. Lord knows why. Naturally, there's gonna be trouble.

http://home.comcast.net/~arrefmak/tladit/

Martin's been spendin' time with a new lady friend lately. Now, he's got a plan to hit the critters behind the Black Sands where it hurts and needs your help pullin' it off....

Notes: May run late. Nothin' new there.

Character Generation: Before Con based on 100 points.

Play Level: Advanced

GM(s): Doc Kindred

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