ACUK Gamebook 2025

Slot 1: (Friday evening 6:00pm until midnight)

1/1 Burning coal

GM: Vivek Das Mohapatra
Description: Steampunk Espionage/Black Ops. The players are agents of a turn of the century imperial spy agency (The Ministry) and are all extraordinary or super-powered in some way. They do Things That Need Doing, especially if they are Things That Should Not Be Done.
Characters: Only that they should be someone or something an agency like the Ministry would employ (The Ministry should feel they can trust you, or at least trust that you will follow orders).
Trigger warnings: Hard to say in advance. Scenarios have ranged from entirely peaceful to outright war crimes – it depends on the players’ decisions.
BC games occur in the same universe and in the same timeline but are not strictly continuations, nor are they repeats.
Players: 4 to 6

1/2 The Helgram Game

GM: Trish Hart
Description: The Helgram Game is a mission-style team-based game set in primarily in the Black Zone, based out of the Helgram Zócalo, the major area of “civilisation” in its particular region of the Black Zone. The Zócalo is a base and port of call for traders, refugees, businessmen, diplomats and travellers from a hundred Shadows. Pretty much anything you might care to buy is available in the Zócalo somewhere, and it’s often wisest not to ask where it came from.
Characters are Members in Good Standing of House Helgram, on their first posting for the House, The PCs work for Duke Jowan, the Helgram Representative in the Black Zone, based in the Zócalo. They may occasionally be asked to undertake tasks back in the House proper, or the Courts, but the focus of the game is the Black Zone. This is a team-centred game, not one for lone wolves.
Characters: Characters will have been born either in the last days of the Bleys as Grand Duke or since Ian Cushing-Helgram became Grand Duke. They will be no older than 40, and probably somewhat younger than that. Characters are built on 65pt with the basics of shape shift (inherent crisis management plus the basic four forms), or 75pt without, and need to be created before the con. All stats start at Chaos. Full character creation rules can be found here: https://helgramgame.org/character-creation/. Preference will be given to returning characters from any iteration of the Helgram Game.
Players: 4 to 61

1/3 Not Quite Hostile Territory

GM: Simone Pharoah-Metcalf
Description:  You were relaxing by the water, looking out as twilight deepened into night, discussing how few ships seem to come this way from Amber these days when it happened. It wasn’t a loud noise, and only the briefest of flashes of light, but it caught your imagination. If you could just get over there early tomorrow…
Characters: Young adults with a curious nature from a small village near Cabra. Human, with possible non-mundane influences. Character creation details to be sent out later.
This is set in the same universe as my Hostile Territory and What The King Doesn’t Know games, but these will be all new characters.
Players: 6

1/4 Expedition 33

GM: Alan Wake
Description: “Once a year, the Paintress wakes and paints upon Kolvir her cursed number and everyone of that age turns to smoke and fades away. Year by year, that number ticks down and more of us are erased. Tomorrow she’ll wake and paint “33.” Tomorrow, we depart on our final mission – Destroy the Paintress, so she can never paint death again.”
Characters: You are the members of Expedition 33, the last chance to save your city. You have 25pts starting at Amber level, further details from the GM.
Trigger warnings: Violence, peril, trauma
Players: 4 to 6


Slot 2 (Saturday day 9am – 5pm)

2/1 Burning Coal

GM: Vivek Das Mohapatra
Description: Steampunk Espionage/Black Ops. The players are agents of a turn of the century imperial spy agency (The Ministry) and are all extraordinary or super-powered in some way. They do Things That Need Doing, especially if they are Things That Should Not Be Done.
Characters: Only that they should be someone or something an agency like the Ministry would employ (The Ministry should feel they can trust you, or at least trust that you will follow orders).
Trigger warnings: Hard to say in advance. Scenarios have ranged from entirely peaceful to outright war crimes – it depends on the players’ decisions.
BC games occur in the same universe and in the same timeline but are not strictly continuations, nor are they repeats.
Players: 4 to 6

2/2 Once a Companion

GM: Anna Jenkins
System: Not really
Genre: Dr Who
Description: It’s been hard fitting back into the world and lonely – after all it’s not the same now that you know that time travel is real, that other worlds and aliens exist, that the universe is vast and dangerous and cold.
When you first spotted the poster for the support group, you thought you were seeing things – “Friends of the Doctor. For former companions to share their stories about their time travelling in the blue box and provide mutual support.” – but curiosity got the better of you and you went along only to find you were not as alone as you had thought.
It was some weeks after that you received the invitation. The embossed UNIT logo was the only indication of who it was from and it requested your secrecy and your presence at an urgent meeting in London.
Characters: You are former companions of the Doctor (TV series, BFA, NA and EDA all permitted). First come first served on characters – returning players welcome. Please tell me how long it’s been and what you’ve been up to since you parted ways with the Doctor.
Players: 4 to 6

2/3 Blandings at the Raffles Hotel

GMs:   Mel Mason and Richard Cunningham
Description: Uncle Gerard has inherited a share of the Golden Circle Trading Company, an old commercial shipping line, based in Singapore, but recently fallen on harder times, from an old friend. Swept up in the enthusiasm for his old Navy and Merchant Marine days, he’s intending to head out to the Far East to inspect his new investment for himself.
The Aunts have misgivings. They have sent a number of Cousins with him, to keep an eye on the old buffer and stop him getting into too much trouble (possibly more in hope than expectation). They can stay, it is suggested, at the famous Raffles Hotel, with its unparallelled Long Bar.
When they get to Singapore, after a four week voyage in Gerard’s luxurious steam yacht, it turns out there are schemes at work … Uncle Gerard could lose rather a lot of money, to say nothing of any other family members he might have encouraged to invest. Dastardly plots, beautiful young ladies … oh, you know the score.
And there are also tales of the mysterious Binturang … something for the growing collection of fauna at Blandings.
Characters:  100 point characters. Stats are Eccentricity, Sport, Tenacity and Money – all will be explained for any new players. The characters are children of the Blandings version of Amberites (except that Fiona and Flora are Aunts). Mirelle and Random Threepwood are too young to have adult children, so also out. Players will also have a special free skill for this game – this time they can choose ONE skill suited for the Far East (and Singapore in particular) in the mid 1920s.
Trigger warnings: Drugs, possible violence
Players: 4 to 6

2/4 To Serve the Table

GM:  Jason Pickering
Description: “I was taught the usual things a gentleman should know – magic, weapons, poisons, riding, dancing.” – Merlin, Courts of Chaos.
Set during the days while Merlin is establishing his rule as King of Thelbane, various Houses are making power plays and counter moves to establish the new hierarchy. Of course, the permanent removal of obstacles is legitimate, however there are rules and traditions to settle matters, because how else has that the Courts been able to maintain its existence for countless ages and through many a crisis?
A debt in the form of a marker that you all owe to a powerful individual has been called in and to clear the debt a mission for you and others, all skilled individuals has been set up – to deal with a rogue lord of Chaos who has thus far escaped judgement and is believed to be holed up somewhere in Shadow.
Characters: Characters will be Chaosians and built using 150 points. No Pattern, no exalted level or Shadow Knight powers. Total item points 10 points maximum. No good stuff.
The nature of the game will draw upon elements from the John Wick films, although knowledge of said films will not be essential.
Fuller details will be sent when games have been allocated.
Trigger warnings: Violence
Players: 4 to 6


Slot 3 (Saturday evening 6:00pm until midnight)

3/1 Aurellis – The Saturday One

GM:  Tim Hart
Description: Continuing session based game. Existing characters welcome. New characters will be created ahead of the con via a quiz.
Characters: R18 game – we touch on a number of adult issues.
Trigger warnings: All manner of sex and violence issues might happen.
Players: 3 to 6

3/2 The Bonds Between Shadow

GM:  Pete Marshall
Description: There you are, sitting at your desk on a Monday morning, filling in the most important part of your report documentation, the expenses claim. Can you claim for a taxi, claim for the steak rather than the cheapest item on the menu, the bottle of wine? Every year HM Treasury try to tighten the rules on expenses and every year every other government department re-interpret the rules just to annoy them.
Or at least you were sitting at your desk, now you’re sitting at a different desk in, what the brochure claims is the University Arms hotel in Cambridge, It looks to be early evening There are a number of notes & receipts on the desk. First one states your dinner reservation in the private dining room is in 10 mins judging by the clock on the wall, A receipt shows the suite is paid for the weekend and the date in the copy of the local paper is Fri 12 Sept 2025, which is worrying since it was the Mon 10th Nov when you woke up. Looking round the rooms you find a wardrobe full of Saville Row clothes you can’t afford. A wallet with credit cards you don’t own, and a pair of pistols you’re not shouldn’t have amongst various other items. Also you notice as you walk about physically you feel twenty years younger. There’s a phone, that opens to your fingerprint, with your emails and texts up to the 12 Sept. And the final note, “Things will become clearer over dinner, p.s. the smoked salmon starter is terrible.
Characters:      All pre-gens, they are:
A) Number 4 the gritty one
B) Number 5 the suave one
C) Number 6 the thuggish one
D) Number 7 the hope of times past
E) Number 8 the current favourite
F) Number 9 the future hope
Chars are human. aged late 30’s to Mid 40’s
Trigger warnings: Occasional Adult Themes
Players: 4 to 6

3/3 Are You Even Human? : The Girl in the Crystal Coffin

GM: Keith Pharoah-Metcalf
Description: The ANgeL of DiVisOn has FaLlEn, The citizens of Charlesbury have survived an incursion by the Void Tide and are struggling to pick up the pieces. Mayor Charles fears a Nest may be nearer the City than many think. Magical Girl Crystal Genocide has placed the Mayor’s daughter in a Crystal Coffin and vanished saying she needed to speak with Magical Girl Screaming Bioplague. And “bye my lovely sparkles I’ll be back in a Flash!”. That was a week ago..
In 2024 the moon hatched and a star dragon child died to a nuclear barrage from an American asteroid defence system in orbit. Its death essence released a mana cloud around the globe, contaminating most life on the Earth, causing evolutions, mutations and calamities killing billions.
Things have gotten worse since then.
Some people have superpowers, magic, or systems now but so too do the extra-dimensional invaders slowly wiping humanity out, The Earth has merged with a number of other Worlds and Realms and the maps had to be redrawn numerous times. Some tech still works, mankind has lost global communications, the internet and by some miracle managed to download and preserve 15% of online data. Mind you, it’s all cat videos and tweets.
By your recent birthday the war has been loss after loss for nearly as long as you have been alive.
So you can hardly bring yourself to feel shocked when Portals start opening inside the beleaguered dwindling Cities of Man and alien beings from Fantasy, Dungeons, Eldritch Horrors, Monster Girls, and Jackalopes appear.
You are newly awakened to the <system> and struggling to survive in a world gone mad, of magical girls, dragons, orcs, and awakened old gods.
Characters: New and Returners are welcome.
Trigger warnings: Gore, Homicidal Magical Girls, Eldritch Horrors trying to be CuTE
Players: 4+

3/4 EXUVIAE – Relics of House Dragonfly

GM: Andy Ransom
Description: Something’s been bubbling beneath the surface of this town for too long. It’s smart: keeps itself hidden, and it’s vicious too, if the bodies are anything to go by.
But they’ve left too much lying around. Enough that you can use as leverage to pull this whole can of worms open!
It’s the forties. You live in a bayside city, and it’s secretly under the control of an insect cult, but tonight you’re going to bring the conspiracy to light…
Exuviae is a horror-noir collaborative storytelling game that plays with a single pack of cards to simulate gathering the results of your investigation.
The promo line for the game is “Imagine if David Cronenberg directed The Maltese Falcon”
Characters: Characters are normal people who might live in small town America during the late 1940s. This game does not use the ADRPG rules, instead characters will be created using a short questionnaire before the Con.
Trigger warnings: Insects, secret societies, character death (creating a new character is fine). An X card will be available during the game.
Players: 2 to 5


Slot 4 (Sunday 10am – 6pm)

4/1 How To Train Your Wyvern

GM:     Richard Cunningham
Description: The place is Amber, during the reign of King Eric. Ever since the Curse of the Black Prince, the kingdom has been assailed by monsters and twisted armies from the depths of Shadow.
By far the worst of these are the Wyvern Riders, a scourge that can bypass conventional defences and strike at will throughout the realm. The Princes of Amber have been hard pressed to fight them off. Now you, the next generation, raised in Amber during the war, are coming of age, and your parents are looking to you to help deal with this menace, and perhaps root them out at the source.
What do you mean, you don’t want to kill wyverns?
Characters: Children of Elder Amberites. Young, 15 – 18ish. Bespoke (but simple) character generation rules.
Trigger warnings: Puns, Inappropriate Humour, Violence
Players: 4 to 6

4/2 Black Hand Inn – Best spiced rum in the Caribbean

GM: George Kruszewski
Description: Black Hand Inn – Best spiced rum in the Caribbean. Port Royal, age of pirates, around 1570.
Some time after Corwin chronicles. King Random needs help from some younger members of family who wants to show their dedication to the crown (that might be encouraged by their parents). When Oberon was still ruling in Amber and Random was young and travelling the shadows most of the time, he had a favourite tavern in all the shadows: The Black Hand Inn, the tavern in the grove. Had favourite drink there and fun company of joyful pirates and really misses this. Remembering why he stopped visiting that place, he remembers sense of impending danger, something impending related to him personally – some manipulation or such. So he stopped visiting. Now he is a king and can ask team of specialists – you – to deal with whatever problem was going to happen there. Just make sure tavern is still standing there serving local spiced rum that he really loved so his majesty can safely visit and relax. How hard could it be to Pattern initiated Amberites?
Characters: Characters 80 points + free Pattern Imprint. Artefacts limited to 2 points per ability and 6 points total. Magic might be bit funny, but no details known so far.
Trigger warnings: Happy to adjust game to avoid any triggers that players would mention before game.
Players: 6

4/3 Blandings and the BBC (Blandings Broadcasting Company)

GMs: Mel Mason, Clare McKinnell, Jason Pickering
Description: Short wave radio stations were very popular in the 1920s, and led to public concerns about young boys/men becoming hooked on fishing the airwaves.
Now two of the Blandings cousinage (Trim and Oily) have had the wizard idea of starting a Blandings radio station, available on the shortwave. It should be of interest to local people, they think, especially as they are sure other cousins will help out with the techinical stuff (do they need a radio mast, for example?) and programming.
What could possibly go wrong?
Characters: 100 point characters. Stats are Eccentricity, Sport, Tenacity and Money – all will be explained for any new players. The characters are children of the Blandings version of Amberites (except that Fiona and Flora are Aunts). Mirelle and Random Threepwood are too young to have adult children, so also out. Players will also have a special free skill for this game – this time they can choose a skill related to radio broadcasting.
Trigger Warnings: Wodehousian comedy.
Players: 4 to 6

4/4 Monster Evolutions

GM:  Keith Pharoah-Metcalf
Description: You’re an animal. You know some people would prefer if you were a girl, for the troupe. And you’re hoping you will live long enough to evolve. You’re not sure why every animal you know is a reborn, reincarnated, transmigrated, or transformed being now living as an animal in a rural fishing village but that the life you have now. Perhaps you are from the ‘old world’ before the apocalypses, but only the elves remember that.
You weren’t always an animal, but you are now, you had hopes and dreams once to be a famous adventurer or perhaps a court mage and you’re living your best animal life you can or perhaps your always were a house cat but had delusions of grandeur but why risk your life when the humans pamper you, feed you and provide your every desire.
No silly “Quests” or “Systems” are going to control you! But with you and your animal friends living in a fishing village with numerous inhabitants and care givers starting to go missing …Until they do. Unfortunately, time waits for no man, and it certainly waits for no animal, and you find that out the hard way. Now, stranded alone on an island surrounded by monsters, you needs to fight for your life to survive and return to the mainland!
…Or just pig out and nap and sometimes slap some monsters around. Either works. But there’s one thing you’re not going to do: swim. And that makes escaping the island a bit more of a challenge than it needs to be. Meanwhile, the gods and the system are brewing up… something. As gods tend to do.
Amended ADRG Rules
Players: 4+


Slot 5 (Sunday evening)

Not a formal session – this is for people staying over-night who would be interested in running (or playing) a game.