Clan Amber 97 Games Pages

Saturday Day



A SHADOW TOO FAR - Simon Tan, Jim Trappitt, Alan & Nicky Cannon

'This will be a story you will tell your grandchildren......'

It has been five years since the PatternFall War. For the Family, these have been long years of humiliation and exile from Amber, which languishes under the despotic tyranny of her dark God-Emperor, Oberon the Terrible.

Even as the army of Amber stood victorious at the gates of Chaos, Oberon, The King Returned, rewrote and twisted the Primal Pattern to his own insane design and unleashed annihilation at his own children and his enemies. Only the combined strength of the descendants of both Serpent and Unicorn could survive the destruction wreaked upon them. That was five years ago.

Years in which the mistrust and hatred between the scions of Amber and Chaos, and perhaps amongst the descendants of Oberon himself, have been put aside to form the Grand Alliance against the foul tyrant. Created from the battered core of survivors of the Patternfall, Chaosian and Amberite have joined in a crusade to liberate Reality from the grasp of this despot.

The God-Emperor's armies and lackeys have held sway in much of Reality for the last five years as the Alliance has gathered its strength on the fringes. Oberon, once hailed as the Eternal King on the streets of Amber has become a recluse, issuing proclamation after edict from the Great Citadel of Amber. The brutality of his reign has driven many to the cause of the Alliance and weakened his own. Even his once invincible armies lie shattered across shadow. The tide has turned.

The Alliance armies under the greatest of generals, Amber's own Field Marshall Benedict, have driven back the dark legions from the old boundary of Ygg in a dozen great battles. From all sides the Alliance is closing in on Amber. Yet if they are beaten, the foe is not broken. Their generals and troops fight on fanatically for every shadow, turning each into a grim wasteland in retreat. The armies of the Alliance are bleeding their way to the gates of Amber.

But now there is a plan, one bold stroke that will bring victory in weeks, perhaps even days. The generals and leaders(i.e. you) of the Alliance have gathered for a briefing at the headquarters of the Grand Army.

It is time for great things to happen.........

Game Type: Standard/Multi-group

No. of players: 12

Game Setting: Alternate reality 5 years post Corwin Saga

Character Generation: 150 points. No contributions (except as noted below) and maximum of 10 points of Stuff either way. Players can either be Amberite or Chaosian and you need not spend points on Devotees. Shadow Knight rules are NOT in use but I will be happy to accommodate any well-reasoned variation. Items do NOT maketh the man/woman (or shapeshifter). You may spend as many points on items as you like but be aware that they all have limitations and you may not have Corwin's Greyswandir etc. As a note…if you can't easily move it…forget buying it…..

I would like characters as soon as possible so that I can work out their place in the game. As an incentive I will give 5 points to all early birds and another 2 points to anyone who puts in a memorable line or quote from 'A Bridge Too Far'.

Selected Viewing: A Bridge Too Far, The Longest Day and any other war movies you can lay your mitts on

Suggested Reading: A Bridge Too Far by Cornelius Ryan

Return to Saturday Day's games menu.


THE PERILS OF DIPLOMACY... - Trish Hart

Negotiations are underway on admission of Shadow Anghelt to the Commonwealth. However, despite keenness on the part of both sides to conclude negotiations, unexpected snags begin to emerge, some apparently casting doubt on the Shadow's true intentions towards the Kingdom of Sable.

Type: Traditional table-top

Setting: The setting is not Amber per se, but is a Pattern-based world with similarities to the original game world. The PCs are the trusted agents of the King of Sable and his family - soldiers, diplomats, merchants, investigators, etc: the most talented of the mortals, chosen by His Majesty to help in the smooth running of the Kingdom...

No. of Players: 6

Characters should be built on 50pts, but with all stats starting at Chaos. Partial buy ups and buy downs are possible. Most Powers are available - although not full Pattern or Logrus - and an alternate form of magic is available as well as the Wujcik book version. No constructs. Other items will need to be cleared with the GM.

Return to Saturday Day's games menu.


THE MINOR HOUSE OF AMBER - Hein Ragas

The dust has settled.
The war is over.
Amber has been defeated.

The Amber-rebellion is over: the Pattern has been destroyed when the traitor Oberon desperately tried to repair it. His father, the rebel Dworkin, has dissapeared - presumed dead. Corwin, who tried to stop the uncoming tide of Chaos by creating a new Pattern, is no more.

Amber has come back to its roots - to Chaos.

But Chaos has been benevolent: the people of Amber have been graciously spared. Brand of Amber, who has helped undo the damage done by Amber, has been named the Head of the House of Amber. His surviving siblings have been placed under his authority. They seem to have some grudges against their loyal brother, and are under close scrutiny. So far, they have behaved themselves. However, not all is as quiet and peaceful as it seems....

Type: Tabletop

Setting: The Courts of Chaos, with Brand the head of the House of Amber, after Chaos defeated Amber in the Patternfall-war

Number of Players: Up to 6

Characters should be members of the House of Amber built on 150 points, no Pattern-abilities (it's pretty hard to have Pattern when there is no Pattern anymore!); Logrus & Shapeshifting compulsory; 10 points Stuff limit; no Chaos characters

Fair word of warning: This will be the first Amber scenario I GM (though I am an accomplished GM in many other systems). This one could become a very serious game, or it could become a lighthearted Paranoia-type of shoot-out. Enter at your own risk!

Return to Saturday Day's games menu.


DON'T LET THE BED BUGS BITE - Jason Pickering

It is the eve of the feast of the Unicorn, and King Random has stated that attendance is mandatory. Except for the dead and Dworkin for whom it is only optional. Your parents are keen to enforce this, if only so that they are not the ones letting the side down. With so many of the family in the castle at the same time, it will be interesting to see who is left standing by breakfast.

Type : Standard Table-Top

No. of Players : 6

Setting : After First Set of Books

Set after the first set of books, characters should be based on 120 pnts, +/- 10 stuff, with no advanced powers & no constructs. Amber backgrounds are strongly suggested, & players may suggest parents.

Return to Saturday Day's games menu.


MIND'S PRISONER - Matthew Barrowcliffe

Your head feels thick, at first you can see only black, then shade, finally colour. You can feel the movement, your in some kind of vehicle. Glancing around you feel the searing pain as your eyes pass over the single bulb lighting the chamber.

There are others in the closed cell, all of them in their thirties, all with about two inches of hair. Bar codes are tattooed across their foreheads, instinctively you know there is one across yours.

You remember Amber and Shadow, you start to try to piece together your mind, but who are you?

Type: Tabletop

Setting: Post patternfall war.

Number of Players: 4-6

Characters are all pregenerated by the GM.

Return to Saturday Day's games menu.


Friday Evening Games Saturday Day Games Saturday Evening Games Sunday Day Games
Clan Amber Main Page Master Games Schedule On-line Game Choice Form Last Year's Games

Back to Clan Amber 97 page


This page was constructed by A J Cannon. Last update 15th October 1997.