
Rowan Blake
The investigator
AN EVENING WITH CECIL
AT ASHCOMBE HALL
The storm has closed the road.
Someone has closed the conversation.
2–4 human players · One shared screen · Private phones
01 / THE EVENING
Sir Alistair Ashcombe raises his glass at a private gathering. Before the applause has ended, he collapses.
Outside, the storm has taken the bridge. The police will arrive at dawn. Inside, Cecil draws the guests back to the table.
There is a house to search.
And rather a lot to explain.
02 / CROSS THE THRESHOLD
Six rooms. One uneasy house.
Choose a door and take a closer look.
The original rooms and artwork from the game. The case’s secrets stay behind closed doors.
03 / WHAT YOU KNOW. WHAT YOU SHARE.
Explore on your phone. Read what your character discovers. Decide what to share with everyone.
The shared screen holds Cecil’s public story and the evidence you put on the board. Your briefing, private messages and unshared discoveries stay with you.
Try the flow with one short, spoiler-safe extract from an opening-act clue. This is a self-contained preview.

The systems specialist
ENTRANCE HALL / ACT I
The register has something to tell you. Take a look before bringing it to the table.
“A borrowed credential identifies the pass, not necessarily the person holding it.”
Exact extract from the game. Names and timings are withheld in this preview.
Only this perspective sees it until you share.
CECIL / YOUR HOST04 / IMPECCABLE MANNERS. INCONVENIENT OBSERVATIONS.
Cecil welcomes the table, moves the story along and presides over the final accusation. Dry, observant and just a little too comfortable with an uncomfortable silence.
“Welcome to Ashcombe Hall. Sir Alistair has made his final toast, and the bridge is quite impassable. I’m afraid you’ll be staying the night.”
The revised welcome is shown above. Its recording is pending.
05 / MAKE AN EVENING OF IT
Example seating. Characters are assigned at random in the game.

The investigator

The systems specialist

The confidant

The physician
Two humans, two companions. Nobody has to sit out as game master.
Empty seats can use AI companions or explicitly labelled scripted stand-ins.
Search the rooms. Discover the evidence your character can uncover.
Share discoveries, question suspects and work through the house’s interruptions.
Each human chooses who, how and why. Your answers must agree to make it final.
Three acts, then a final accusation. Companions never vote on the humans’ behalf. The clock follows the story; there is no real-time countdown.
THE HOUSE WILL KEEP ITS OTHER SECRETS.
A spoiler-free glimpse of a private playable demo.
The full multiplayer game is a separate, locally hosted experience.