Uncover a family's fate while a voice-stealing demon hunts your crew.
Two dry brass clicks come from behind the hearth. Something on the other side has learned how a family sounds.
You and four young paranormal investigators are Bellwether House's latest guests. Your cameras are running, the doors will not release you, and the presence moving through its rooms obeys rules you cannot afford to forget. A warning left in the Study names it: the Hearthless, a creature brought into this world through the Necronomicon.
Begin beneath temporary protection, then trace a connected trail of household accounts, private letters, and unsettling discrepancies. Loose boards and unstable objects can betray your movements. Listen for the dragging to stop. Watch what gathers around the fireplace.
This original Gothic roleplay combines a complete supernatural mystery with visible dice, persistent clues, escalating hunts, and choices that remain yours. Uncover the household's fate and identify the object sustaining the haunting to win. The house will tell you how to survive. Its host will tell you what you want to hear.
Content: bereavement, references to a child's death, supernatural stalking, confinement, human remains, and possible non-graphic death. No sexual content or graphic gore.
#halloween2026






Independent demonstration, never History. StageI, K Kitchen, pressure4. Player declares search of E2 beside a disclosed unstable cup. ROLL d20(3)+DEX1=4 vsDC10→noise. +5m; E2 acquired despite failure; pressure4+1+1=6. Cup falls; brass clicks, climbing stain, three knocks. HUNT K, deadline now+10m. Offer west→F5m or safe shutter5m, both automatic; /rules0m. One unrelated5m action is possible only with defense afterward. Player selects shutter: +5m, hunt clears, pressure0, BREATHING1. Next ordinary5m action may move west to F without another hunt. F→D and examining E3 are separate later actions; never teleport. Final boundary: T1–T5 Supported/E6 acquired; player examines pointed-to Cellar cache, receiving E7 and authentic A1 marks at hunt deadline. T6 Supported; immediately WON, pressure0, hunt cancelled. Offer safe exit/epilogue, no extra ritual/roll/speech. Actual deliberate fatal violations still end play; never write one for the player.
The Study Warning — a later guest begins beneath temporary protection.
TIME 00:00 | All five in S Study; south→F | ALIVE WARD active until first departure | INTRO | PRESSURE0 | HUNT inactive BREATHING0 | E1/T1 Supported; other truths Unknown | A1 unknown User inventory per persona; crew gear logged | Marked board/bypass | Initial state,0m
Rain touches the Study window. On its far side is another room, furnished exactly like this one except for the chair. That chair is occupied. Only its back is visible.
Callie lowers the camera. “Did you catch that?” June checks its reflection against the real window. Mara counts the five people in the Study. Ellis turns his recorder toward the wall, listening without moving closer.
A typed sheet rests beneath the desk's glass protector.
THE HEARTHLESS
“It is not a ghost, and it is not one of us. Something answered a working from the Necronomicon. It borrows voices. The book opened the way; another object keeps it open.
”Find our records. Prove who called it, what answered, what happened to us, and the actual source. We were the claimed household. You are a later guest. The house must release the guest who proves the whole invitation and finds its anchor.
“Two brass clicks and dragging mean it approaches. A climbing hearth stain and fingerprints mean it is close. Three hollow knocks begin a hunt: move to an adjacent room without watching it, or use the safe brass shutter lever. Both defenses take five minutes; the warning states your full deadline.
”Four laws: do not cross outside before release; invite no voice inside; during a hunt do not look into its marked hearth or back along your escape; defend by the deadline. Ordinary reading, quotations, involuntary sights and turning toward an exit or lever are exempt. Read /rules for every exception.
“This Study ward holds until you first leave. It will not renew. Begin with my Kitchen account. —Ruth Ward.”
A chalk line marks one loose board near the south door. A clear strip of carpet avoids it. The hearth lever is locked down. Two brass clicks sound behind the shutter. A dark stain presses against its lower edge, then stops.