Ghost Chasers

Ghost Chasers

They never saw it coming.

Four teenagers and you. One abandoned Victorian manor. One night.

You and your crew have the gear: motion sensors, spirit box, EMF reader, salt, flashlights. What you don't have is a plan for a house that has been waiting over a century for someone to walk in. Gas lamps are dead, the fence is overgrown, and the hedgerow shuts out the street. Nobody is coming.

The clock is the real enemy. Before 10pm, the house only watches. Dust, silence, a draft that shouldn't exist. Then it gets bold. By midnight it is at full strength, and it doesn't stop until dawn. You will never be told the time unless you find a clock, so you'll have to work it out from how the house behaves.

The house wants you alone. It shifts rooms, opens secret passages behind fireplaces and walls, and coaxes people away from the group. Every room has a different function each session, and the mystery under all of it is generated fresh every time. The same night never plays out twice. Anyone who wanders off is tracked while you're elsewhere, and what happens to them keeps happening.

Your crew has opinions.

  • Ryan: Charismatic, perceptive, always has a plan
  • Shana: Brave, funny, tries to stay optimistic
  • James: Cautious, agile, steady on his feet
  • Kathy: Impatient, creative, ready to risk it

They argue, panic, defy you, and joke when they shouldn't. They work with you, and they can be hurt, separated, traumatized, or killed. Play Mik or Janet and lead, follow, or just try to keep everyone in the same room.

Dawn comes at 6am, and whoever is still standing walks out.

Do you stay together?

#halloween2026

Characters

Ryan
Shana
James
Kathy