The top three 2019

The top three in the Amber Zone 2019 Contest are:

  1. A Shot (and a beer) In the Dark by Mark Suszko
  2. Oceans Dirtside by Alegis Downport
  3. Research Double-Cross by Marcus Maxiumus

We have already presented the winner.

Second place (and $60) goes to Alegis Downport.

Two comments:

“An interesting twist to the penetrate-the-base-and-steal-the-thing scenario: provides PCs with a moral decision to make, and general chaos for lots of interesting encounters and tension.” Jono

“So many things going on and so many things that may go wrong. The players would have a great game if the referee let them survive until the end” BeRKA

Oceans Dirtside

Oceans_Dirtside_Image.jpg – copyright Alegis Downport 2018. Taken whilst on holiday visiting Pendennis Castle in Falmouth, England.

Third Place (and $40) goes to Marcus Maxiumus.

Two comments:

“An interesting take on a rescue mission with three parties involved and the PCs needing to talk their way out of conflicting parties where both parties are not clearly ‘enemies’ and could be working together.” Jono

“Great in style, interesting ideas. Military action and rescue.” BeRKA

The winner is (2019)

We have a winner! The winner of the Amber Zone Contest 2019 (and of $101 at DriveThru) is  Mark Suszko with A Shot (and a beer) In the Dark.

Two comments:

“Very evocative setting in The Belt; I immediately thought of The Expanse. I love the character Gramps and his muddled memory. Strong character development and setting that will directly impact game play” Jono

“The referee can do a lot with this Amber Zone. It can be a great one-shot adventure or the beginning of a campaign. The style of this Amber Zone matches the best classic ones.” BeRKA

Asteroid Mining

All Contest Entries have now been posted – 2019

All Contest Entries of the Amber Zone Contest – 2019 have now been posted. There are the 11 entries. Which one is your favourite?

  1. Foster Welbrook by Friz
  2. Suitcase of Trouble by Steve Stein
  3. A Shot (and a beer) In the Dark by Mark Suszko
  4. Burn the Philadelphia! by Library Bob
  5. The Spoils of War by Alex Treacher
  6. Dr Aardmore I Presume by Library Bob
  7. Oceans Dirtside by Alegis Downport
  8. Research Double-Cross by Marcus Maxiumus
  9. Medivac! by Timothy Collinson
  10. Passage for Carlo by James
  11. Rue nee Curios by Timothy Collinson (and AI)

AMBER ZONE: Rue nee Curios

Players’ Information:

A close relative of the PCs, a key NPC employee of theirs, or perhaps even one of the PCs who has not made the gaming session has gone missing on a world with a very low Law Level.  The subject has fallen foul of gang customs and is being held in a highly secure location in the city of Torgan.  Unfortunately, several gangs in the area are essentially at war with other and internecine conflict is ongoing and brutal.

Contacting any relatives of the subject is a bad idea as that will draw them into conflict with the gang, called The Barony of Torgany, run by two shadowy figures known as the Baron and the Baron.  (If the two need to be distinguished, it has become the practice of gang members to refer to the first with a two fingered stroke of the chin representing his goatee and the second via a stroke of the cheek representing his sideburns).  Two distant relatives of the imprisoned character, the Grendel brothers, are members of a gang that is in alliance with the Barony but are not involved in the current situation.  They could potentially be allies, however, if they could be contacted.

The PCs arrive in the city on Day 185 of the present year, a day of festivity, feasting and fireworks.  They have had a lengthy wait for the owner of the cargo they’ve shipped in an ancient stone and wooden house deep in the swamps close to the city of Ruie.  Now they realize the cargo owner is the heir of the Barony gang and is intent on killing the imprisoned character as part of a plan to replace the elderly Baron and Baron.  After a tense encounter, the PCs now know where the prisoner is being held (a villa in Rue nee Curios – a leafy old-fashioned street known for its antiques dealers) and that he or she may be killed imminently.  The PCs have access to a safehouse in the city that is unknown to any of the gangs.

The Grey Messengers:

On a world where there are few laws and few government institutions of any kind regulating life, some basic functions of ordinary living would be difficult.  A swift, secure and stable postal service is one such function.  On this world the solution is an organization known as the Grey Messengers.  They are trusted, impartial and ask no questions.  They carry messages, packages and data; go anywhere; see everything; see nothing.  They work for payment or payment in kind if they need a service of some sort.  They may be any age, gender, or species.

They are also known for their ability to procure equipment of any kind, legal or illegal, and possibly of any tech level – for a price of course.  They ask no questions and will deny any involvement of illegality.

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AMBER ZONE: Passage for Carlo

Players’ Information:

The players are contacted by Alberta Picerno, who wants to meet them to discuss an urgent passenger transportation mission. They meet Alberta in her office, which is lavishly appointed and in a prominent location in the heart of the city.

Alberta explains that her grandson (Carlo Picerno) needs a passage out from a nearby planet. Civil order is breaking down as several years of a poor economy has drained the authoritarian (Impersonal Bureaucracy) government’s resources and led to mass unemployment. Several new factions are vying to seize power, and supporters of the factions are now starting to target each other with bombings, kidnappings and beatings.

Carlo can’t get to the starport safely, but his house is in the countryside and a small craft could land nearby. Whilst starships must land at recognized ports, small craft are free to land anywhere where the landowner gives permission.

Alberta will cover all reasonable preparatory expenses for the rescue in advance, plus a fee of Cr200,000 when Carlo is delivered to Alberta personally. She explains that time is of the essence, you must make any preparations and depart within 24 hours.

Consulting the library, the players find that in practice the local law level is low (Level 1), although the government insists that the local laws are still in effect (Level 6).


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