<!-- Page 2 -->
Written by Jason Cordova
Additional contributions by Calvin Johns, Petra Volkhausen,
and Steffie de Vaan
Art by Cecilia Ferri
Graphic design and layout by Harald Eckmüller
Editing by David LaFreniere
Published by Jason Cordova
This game’s mechanics are based in part on Apocalypse World
by Vincent and Meguey Baker and The Between by Jason Cordova
---
<!-- Page 3 -->
BRINDLEWOOD
BAY
Introduction 4
Gameplay Basics 7
Maven Moves 21
The Keeper - Basics 33
The Keeper - Advanced 45
The Dark Conspiracy 67
The Midwives of the Fragrant Void 75
Advanced Sendings & Servitors 87
The Children of Persephone 103
Mysteries 110
Session One 155
Appendix 163
---
<!-- Page 4 -->
INTRODUCTION
IInnttrroodduuccttiioonn
BBRRIINNDDLLEEWWOOOODD BBAAYY is a roleplaying game about a group of elderly women—mem-
bers of the local Murder Mavens mystery book club—who find themselves
solving actual murder mysteries in their quaint New England town. They
become aware of a dark occult conspiracy connecting the murders, and will
eventually have to defeat that dark conspiracy to save their community.
The game is directly inspired by the television show Murder, She Wrote, but
also takes inspiration from the cosmic horror genre, “cozy” crime dramas,
and American TV shows from the ‘70s, ‘80s, and ‘90s.
TThhee SSeettttiinngg
Brindlewood Bay is a small coastal community in Massachusetts. A whaling
town in the 18th and 19th centuries, it is now largely a tourist spot. Many
locals have turned their homes into bed & breakfasts, and the town has
antique shops, comfy dining spots, and artists and artisans of all kinds.
Guided fishing trips are common.
TThhee MMuurrddeerr MMaavveennss
The Murder Mavens is a mystery book club that has been meeting on the top
floor of The Candlelight Booksellers every Saturday evening for the last ten
years. The Murder Mavens are particularly fond of The Gold Crown Mysteries
series by Robin Masterson, featuring the globe-trotting super-sleuth, Amanda
Delacourt.
The Mavens themselves are all elderly women whose partners have passed
away and whose children have long flown the nest. Now, they’re enjoying
their golden years in the picturesque town of Brindlewood Bay, keeping their
homes the way they like, pursuing their hobbies, and finding comfort and
companionship in each other.
The Mavens are also amateur detectives, and by the time the game starts,
they have helped local police solve several high profile crimes. Sometimes
people approach them to get their help on a case, but usually the Mavens
just stumble onto it—much to the chagrin of the authorities, who almost
always resent their meddling.
4
---
<!-- Page 5 -->
INTRODUCTION
TThhee MMiiddwwiivveess ooff tthhee FFrraaggrraanntt VVooiidd
Brindlewood Bay is geographically and historically significant to a dark cult
called the Midwives of the Fragrant Void. At the start of the game, the Mavens
don’t know anything about the Midwives, but as players we know they are a
Hellenic death cult of men and women dedicated to bringing forth the “chil-
dren” of Persephone—chthonic monstrosities that will usher in the End of All
Things. As the game progresses, the Mavens will become ever-more-aware
of the supernatural connections between the murders they are investigating,
and will eventually come to understand the role of the Midwives of the
Fragrant Void. They may begin to dabble in the occult in order to combat the
dark forces arrayed against them, come face-to-face with a child of Perse-
phone, or even be tempted to join the Midwives themselves.
CCoonntteenntt WWaarrnniinngg
On the surface, this game is about little old ladies solving murder myster-
ies—and it is definitely that! But it is also more than that: the game (and
this text) becomes very dark as you progress through it. Cosmic horror,
graphic violence, ritual sacrifice, and other unsavory things come up quite
frequently. Additionally, this book occasionally touches on sensitive subject
matter, such as sexism, sexual desire, the violence of America’s gun culture
and consumer culture, and other topics. You may decide that this is not for
you, and that’s ok! There are other excellent mystery-horror games out there
for you to read and play, including Cthulhu Dark, Lovecraftesque, and The
Society of Dreamers.
5
---
<!-- Page 7 -->
GAMEPLAY BASICS
GGaammeeppllaayy BBaassiiccss
TThhee CCoonnvveerrssaattiioonn aanndd MMoovveess
Gameplay in BBRRIINNDDLLEEWWOOOODD BBAAYY is mostly a conversation. One participant,
the Keeper, says how the world behaves; they frame scenes and present
challenges to the other participants, the players, who are responsible for
saying how their character, a Murder Maven, reacts. This is all largely done
via a back-and-forth conversation between the Keeper and the players; the
narrative authority—who gets to say what—changes from time to time, but
it’s always within the confines of the conversation.
The conversation ends when a player describes their Maven doing something
that triggers a move. At that point, you read the text of the triggered move,
do what it says (usually rolling dice and interpreting the results), and then
narrate that part of the story, as needed. Once the move is resolved, you
return to the conversation. It won’t always be as clean as that when you sit
down to play—the Keeper may prefer to shift the spotlight to another charac-
ter in the middle of resolving a move, returning later when it’s dramatically
interesting—but that is generally how the game should go.
AAbbiilliittiieess
Abilities are the Maven attributes that are applied to most die rolls in the
game. They each have a modifier from -3 to +3. The abilities are: Vitality,
Composure, Reason, Presence, and Sensitivity.
Use VITALITY if the Maven’s action involves strength, dexterity, endurance,
athleticism, or raw physicality.
Use COMPOSURE if the Maven’s action requires a steady hand, a calm
disposition, or intense concentration; or if they are trying to avoid a fear-
based reaction.
Use REASON if the Maven is studying books, researching a problem, examin-
ing a crime scene, or otherwise engaging their mental faculty.
Use PRESENCE if the Maven is trying to charm someone, intimidate some-
one, or capture someone’s imagination.
Use SENSITIVITY if the Maven’s action involves occult or supernatural
forces; the Keeper may decide that an action that is seemingly governed by
a different ability is actually governed by Sensitivity because of the supernat-
ural, spiritual, or occult nature of what is being undertaken.
7
---
<!-- Page 8 -->
GAMEPLAY BASICS
RRoolllliinngg DDiiccee
In most cases, when you roll dice because a move instructs you to do so,
you roll two six-sided dice, sum them, and then add the modifier from the
relevant ability. You then check the result against the text of the move. If a
move refers to a “hit,” it means a result of 7+. If a move refers to a “miss,” it
means a result of 6-. Moves also frequently have success tiers: a miss, 7-9,
10-11, and 12+.
AAddvvaannttaaggee aanndd DDiissaaddvvaannttaaggee
When you have an advantage, you roll three dice, keep the two highest, sum
them, and then add the modifier of the relevant ability.
You will most often have an advantage because of the following:
∙
A move gives you an advantage.
∙
The Maven is using an unmarked item from their Cozy Little Place in their
action (see page 17).
When you’re at a disadvantage, you roll three dice, keep the two lowest, sum
them, and then add the modifier of the relevant ability. You will most often
be at a disadvantage because of the following:
∙
A Condition negatively impacts your Maven’s action (see Anatomy of a
Character Sheet, Conditions, page 16).
∙
The Keeper believes it’s appropriate under the current circumstances.
If circumstances would cause you to both have an advantage and be at a
disadvantage during an action, they cancel each other out and you roll as
normal. Note, however, that advantage and disadvantage do not “stack,” nor
can one outweigh the other. For example, if you have two Conditions, each
of which would plausibly put you at a disadvantage, and one move that gives
you an advantage, you would simply roll as normal, without advantage or
disadvantage.
8
---
<!-- Page 9 -->
GAMEPLAY BASICS
TThhee CCrroowwnnss
The Keeper will be very hard on Mavens when describing adversity because
players have a powerful tool that allows them to resist: putting on a Crown.
After a die roll, and after an outcome has been narrated, the player can
choose to put on a Crown and increase their die result by one success tier
(so, a miss becomes a 7-9, a 7-9 becomes a 10-11, and a 10-11 becomes
a 12+). In that case, we narrate a different result, and what was previously
narrated does not occur (we say it was a different timeline that we got to
collectively experience but that did not actually happen).
Example: Oli’s character, Hyacinth, is attempting to escape the clutches
of an angry mobster she has just revealed to be the murderer in a case.
Oli triggers a move, rolls his dice, and gets a miss. The Keeper describes
how the mobster catches Hyacinth and throws her off a cliff—to her
death—to prevent her from bringing her evidence to the police. Oli
decides he doesn’t like this outcome and puts on a Crown, making
his die result a 7-9. This time, Hyacinth escapes but drops a piece of
information the mobster can use to track her down later.
You may be asking yourself: “Why does the Keeper fully narrate a result that
they know the player is just going to discard by putting on a Crown?” Answer:
because it’s fun! The Crown lets us glimpse different timelines, play them
out, feel them, experience the anguish and terror, and then… do something
different. It’s sort of like one of those old Choose Your Own Adventure
books: part of the fun is making the wrong choice so you can see the
disaster that befalls your character (and putting on a Crown is like putting
your thumb on the page of those old books so you can go back and choose
something else if you chose poorly).
9
---
<!-- Page 10 -->
GAMEPLAY BASICS
MMoovveess
There are three types of moves in BBRRIINNDDLLEEWWOOOODD BBAAYY: basic moves, Maven moves,
and custom moves. This chapter focuses on the seven basic moves: the Day
Move, the Night Move, the Meddling Move, the Cozy Move, the Gold Crown
Mysteries Move, the Occult Move, and Theorize.
TThhee DDaayy MMoovvee
When you do something risky or face something you fear, name what you’re
afraid will happen if you fail or lose your nerve, then roll with an appropriate
ability.
On a 10+, you do what you intended or you hold steady; describe what it
looks like.
On a 7-9, the Keeper will tell you how your actions would leave you vul-
nerable, and you can choose to back down or go through with it. If you go
through with it, the Keeper describes what it looks like.
On a 12+, you do what you intended or you hold steady, and the Keeper will
tell you some extra benefit or advantage you receive. Describe what it looks
like.
The Day Move is used when Mavens take risky actions during the day, or
when they encounter something scary or unnerving during the day. The
Keeper has final say on which ability is used for the roll.
TThhee NNiigghhtt MMoovvee
When you do something risky or face something you fear, name what
you’re afraid will happen if you fail or lose your nerve. The Keeper will
tell you how it is worse than you fear. You can choose to back down or go
through with it. If you go through with it, roll with an appropriate ability.
On a 10+, you do what you intended or you hold steady; describe what it
looks like.
On a 7-9, you do what you intended or you hold steady, but there is a
complication or cost; the Keeper describes what it looks like.
On a 12+, you do what you intended or you hold steady, and the Keeper will
tell you some extra benefit or advantage you receive. Describe what it looks
like.
The Night Move is used when Mavens take risky actions at night, or when
they encounter something scary or unnerving at night. In BBRRIINNDDLLEEWWOOOODD BBAAYY,
nighttime is more dangerous than daytime, and so the Night Move is
written to have more perilous outcomes for the Mavens than the Day Move.
The Keeper has final say on which ability is used for the roll.
10
---
<!-- Page 11 -->
GAMEPLAY BASICS
TThhee MMeeddddlliinngg MMoovvee
When you search for a clue, conduct research, or otherwise gather informa-
tion, describe how you’re doing so and roll with an appropriate ability.
On a hit, you find a Clue. The Keeper will tell you what it is.
On a 7–9, there’s a complication—either with the Clue itself, or a compli-
cation you encounter while searching. The Keeper will tell you what the
complication is.
On a 12+, you also find a Void Clue OR you learn something about the dark
conspiracy in Brindlewood Bay (Keeper’s choice).
The Meddling Move is the main way a Maven turns up Clues and is the
most frequently triggered move in the game. The Meddling Move is written
to cover all types of information-gathering actions, and the ability used
for the roll should match whatever action is taken. For example, if a Maven
is gathering information by sweet-talking a local law enforcement official,
her player would roll with Presence. If they are gathering information by
silently listening to a conversation they aren’t supposed to hear, her player
would roll with Composure. If they are digging through books at the local
library, they’d roll with Reason. And so forth. The Keeper has final say on
which ability is used for the roll.
TThhee CCoozzyy MMoovvee
When you have an intimate moment with another Maven while one of you is
engaged in your Cozy Activity, you may each clear an appropriate Condition.
If it’s your Cozy Activity, you can also stumble on a Clue relevant to the
active mystery. Tell the Keeper what it is. The Clue cannot conclusively solve
the mystery by itself.
This move serves the practical purpose of clearing Conditions, but is
principally designed to show the close relationship between individual
Murder Mavens, and to give a glimpse into their lives in the community of
Brindlewood Bay. It’s also a risk-free way to find a Clue.
11
---
<!-- Page 12 -->
GAMEPLAY BASICS
TThhee GGoolldd CCrroowwnn MMyysstteerriieess MMoovvee
Once per mystery, when any Maven says “This reminds me of something
that happened to Amanda Delacourt!”, work with the other players to
describe how something that is happening in the situation reminds the
Mavens of an event from one of the Gold Crown Mysteries. At a minimum,
you must provide the following information:
∙
The name of the Gold Crown Mystery in question (no repeats, please!).
∙
The problem or situation Amanda found herself in that is similar to what
the Mavens are experiencing.
∙
How Amanda eventually overcame the problem or resolved the situation.
Then, take a 12+ to a single relevant roll OR state a fact about the current
situation that the Keeper must incorporate.
Note: Generally-speaking, this move can only be used once per mystery, per group.
The Murder Mavens share a love for the Amanda Delacourt novels penned by
the mysterious author Robin Masterson, and will frequently refer to Amanda’s
troubles when investigating mysteries of their own. This move is very power-
ful and, generally-speaking, can only be used once—total—per mystery.
TThhee OOccccuulltt MMoovvee
When you engage in an activity related to the supernatural or the occult
for the first time, imagine what your actions would look like as a move. Say
what triggers the move and roll with Sensitivity.
On a hit, it works; work with the Keeper to write the move—it is now a move
all Mavens can use for the rest of the game and your roll stands.
On a 7–9, you must also mark the Crown of the Void.
On a miss, it’s not something the Mavens can ever do and you also mark the
Crown of the Void.
Note: The Keeper can require you to have a strong fictional justification for
doing so before attempting to trigger this move.
At the beginning of the game, the Murder Mavens have little to no familiar-
ity with the occult, and they are entirely unaware of the dark conspiracy
of the Midwives of the Fragrant Void. As the game progresses, they will
become more attuned to the deeper mysteries, and may even begin to
dabble in the occult themselves. This move helps cover those situations
and creates new moves based on what the Mavens undertake. But beware!
This move is incredibly dangerous: even a hit can push the Maven one step
closer to retirement.
12
---
<!-- Page 14 -->
GAMEPLAY BASICS
TThheeoorriizzee
When the Mavens have an open, freewheeling discussion about the solution
to a mystery once they have gathered a number of Clues equal to at least
half the mystery’s Complexity (rounded up)—and reach a consensus—
roll plus the number of Clues incorporated into the theory or otherwise
explained away, minus the mystery’s Complexity.
On a 10+, it’s the correct solution. The Keeper will present an opportunity to
take down the culprit or otherwise save the day.
On a 7–9, it’s the correct solution, but the Keeper will either add an
unwelcome complication to the solution itself, or present a complicated or
dangerous opportunity to take down the culprit or save the day.
On a 6-, the solution is incorrect, and the Keeper reacts.
On a 12+, a person involved in the dark conspiracy of Brindlewood Bay also
reveals themself to the Mavens.
Note: It doesn’t matter who rolls Theorize when the time comes. Additionally,
Theorize cannot be taken with advantage or disadvantage, nor is it subject to
the effects of other moves. The success tier can be increased by putting on a
Crown, but only if every Maven does so.
There are no canonical solutions to Brindlewood Bay mysteries—the solu-
tion is whatever the players come up with at the table, based on the Clues
at hand. Theorize is meant to simulate those great scenes in mystery stories
where the protagonists are puzzling aloud about who might have done it.
MMaavveenn MMoovveess && CCuussttoomm MMoovveess
The proper way to think about the differences between the basic moves,
Maven moves, and custom moves is that each represents a different level
of fictional specificity. Put more simply, the basic moves cover roughly 75%
of all actions the Mavens might take in the story; the Maven moves are for
narrower circumstances involving talents that are unique to a particular
Maven, and account for about 20% of their actions; and custom moves are
for niche cases, usually for highlighting something specific to a mystery, or
a dramatic, one-time action, and account for less than 5% of all actions. The
moves that are created from the Occult Move are also considered custom
moves. The next chapter discusses the Maven moves in more detail.
14
---
<!-- Page 15 -->
GAMEPLAY BASICS
AAnnaattoommyy ooff aa CChhaarraacctteerr SShheeeett
This section briefly details each part of the character sheet and is addressed
to players.
NNaammee
You should circle any given name you wish and then come up with a
surname on your own. Alternatively, you can come up with both given name
and surname.
SSttyyllee
A Maven’s personal style should reflect her basic outlook on life. Mavens
don’t always have to be dressed in a manner that matches their style.
CCoozzyy AAccttiivviittyy
The Maven’s Cozy Activity represents their favorite hobby or pastime (apart
from murder mystery books). No two Mavens can have the same Cozy Activity.
EEnndd ooff SSeessssiioonn
These questions represent roleplaying goals for the session. You can have
three questions marked, and the first question on the list is always marked.
For each marked question you answer “yes” to at the end of the session,
mark an XP. At the beginning of a new session, you can unmark your two
elective options and mark two different ones, or leave either or both the
same.
XXPP TTrraacckk
When you mark all five boxes on the XP track, erase them whenever you
wish and mark an advancement (see Advancements, below). There are
two ways to mark the XP track: 1) by answering “yes” to an End of Session
question and 2) when the text of a move instructs you to.
AAddvvaanncceemmeennttss
When you mark an advancement, immediately apply its effects to your
character sheet. When all advancements have been marked, your Maven can
no longer collect XP or advance, but they are in play until forced to retire
by the Crown of the Void or until you decide to retire them (see Putting on a
Crown, below).
15
---
<!-- Page 16 -->
GAMEPLAY BASICS
AAbbiilliittiieess
These are the character attributes that are applied to most die rolls.
∙
Use Vitality if your Maven’s action involves strength, dexterity, endurance,
athleticism, or raw physicality.
∙
Use Composure if your Maven’s action requires a steady hand, a calm
disposition, or intense concentration; or if they are trying to avoid a fear-
based reaction.
∙
Use Reason if your Maven is studying books, researching a problem,
examining a crime scene, or otherwise engaging their mental faculty.
∙
Use Presence if your Maven is trying to charm someone, intimidate some-
one, or capture someone’s imagination.
∙
Use Sensitivity if your Maven’s action involves supernatural forces; the
Keeper may decide that any action that is seemingly governed by a differ-
ent ability is actually governed by Sensitivity because of the supernatural,
spiritual, or occult nature of what is being undertaken.
CCoonnddiittiioonnss
Conditions are traits that cause you to make die rolls at a disadvantage if
they would plausibly hinder your Maven during an action. You can have up
to three Conditions. If you would ever take a fourth Condition, you instead
mark one of your Crowns (see Putting on a Crown). Conditions are removed
as the result of moves or when the Keeper instructs you to do so.
MMaavveenn MMoovveess
Unlike the basic moves on the Reference Sheet, a Maven move can only be
used if you have it written on your character sheet. The Maven move is one
of the ways you personalize your Murder Maven.
16
---
<!-- Page 17 -->
GAMEPLAY BASICS
PPuuttttiinngg oonn aa CCrroowwnn ((TThhee CCrroowwnn ooff tthhee QQuueeeenn aanndd TThhee CCrroowwnn ooff tthhee VVooiidd))
The next section of the character sheet is divided into two parts: The Crown
of the Queen and The Crown of the Void. You will occasionally “put on a
Crown,” in which case you mark a box from one of these two sections. You
must then do as the marked text instructs before the current session ends.
The Crown of the Queen represents the idea of your Maven as a woman.
The text involves flashbacks to her life as a partner, mother, and sister, and
present-day scenes that show her being romantic or sexual, or having a
complicated inner life. The entries can be marked in any order.
The Crown of the Void represents the effects of the dark conspiracy on your
Maven. The text is always marked in order, and the last box heralds your
Maven’s retirement from the game.
AA CCoozzyy LLiittttllee PPllaaccee
This section of the character sheet is where you note interesting and
distinctive items that can be found in your Maven’s home in Brindlewood
Bay. This section also functions as an equipment list, since anything from the
Cozy Little Place that might reasonably be on a Maven’s person in a scene,
is. Items from your Cozy Little Place can be marked to get an advantage
on a die roll associated with their use. Generally-speaking, they cannot be
unmarked, but marked items remain in your Cozy Little Place for use in
future scenes, in which case they add to the fictional positioning of your
Maven’s actions but do not convey a bonus to a die roll.
At the beginning of Session One, you and the other players will have an
opportunity to add items to your Cozy Little Place. After that, items can be
added as the result of moves or when the Keeper instructs you to do so.
17
---
<!-- Page 18 -->
GAMEPLAY BASICS
SSttrruuccttuurree ooff PPllaayy ((SSeessssiioonn TTwwoo aanndd OOnnwwaarrdd))
The following structure of play applies to every session starting with Session
Two. Session One has its own structure, which can be found near the end of
the book.
RReeccaapp
Mysteries that are not resolved by the end of a session carry over into the
next session. The Keeper will spend a few minutes re-capping where the
mystery stands at the beginning of the session, with an emphasis on the
Clues that have been found. The Keeper will also mention the Void Clues
that have been encountered. The players should remind everyone at the
table what Conditions their Maven has. If there isn’t an active mystery, focus
the recap on Void Clues and Conditions.
RReessoollvvee CClliiffffhhaannggeerrss ((iiff aapppplliiccaabbllee))
If the previous session ended with one or more cliffhangers, resolve them
with regular play. Continue regular play until some downtime is reached in
the story, at which point you should continue to the next step, Beginning of
Session. If the previous session did not end with any cliffhangers, skip this
step and go straight to Beginning of Session.
BBeeggiinnnniinngg ooff SSeessssiioonn
This is a short housekeeping phase in which players mark new End of
Session questions (if they wish) and resolve moves that take place at the
beginning of a session.
CCoozzyy VViiggnneetttteess
Each player narrates a short vignette showing their Maven enjoying her life
in Brindlewood Bay. These scenes should be light and breezy or warm and
cozy; they should show the Maven enjoying her hobbies, helping with a
community project, or working around her home.
TThhee KKeeeeppeerr PPrreesseennttss aa NNeeww MMyysstteerryy ((iiff aapppplliiccaabbllee))
If a mystery was solved last session, the Keeper will present a new mystery
to the Mavens. The Keeper will also inform the players of the mystery’s
Complexity, from 6 to 8. If you didn’t resolve the mystery from last session,
skip this step.
18
---
<!-- Page 19 -->
GAMEPLAY BASICS
IInnvveessttiiggaattiioonn ((RReegguullaarr PPllaayy))
The bulk of the session will be taken up by the Murder Mavens’ investigation
of the active mystery. The players can pursue any leads their Mavens might
be interested in, or they can request downtime scenes in which we see the
Mavens bonding with each other or members of the community.
CCrroowwnn SScceenneess
There are two special sections on the character sheet: The Crown of the
Queen and The Crown of the Void. When text from those sections is marked
during play, the player of the Maven in question must do as the text instructs.
This frequently means narrating a specific type of scene. Players can narrate
such scenes whenever they wish, but must do so before the End of Session.
EEnndd ooff SSeessssiioonn
The character sheet has a section called End of Session. At the end of the
session, each player should read aloud the questions they have marked
there. They mark XP for each one that can be answered “yes.”.
DDeebbrriieeff
Do a short debrief of the session. We recommend the Stars & Wishes tech-
nique from the Session One chapter near the end of this book.
19
---
<!-- Page 21 -->
MAVEN MOVES
MMaavveenn MMoovveess
Generally-speaking, Murder Mavens are defined by the things that make
them the same: they’re elderly women, they love mystery books, they each
have a deceased partner, and so forth. Maven moves are how they stand out
from each other; they represent the special talents of each Murder Maven
and help define how they operate within the setting.
There are two sets of Maven moves: classic and alternate. Before play
begins, the Keeper should determine which set they want to use in their
campaign. Moves from one set should not be used with moves from another
set in the same campaign.
CCllaassssiicc MMaavveenn MMoovveess
The classic Maven moves are largely inspired by male detective characters in
American TV shows from the ‘70s, ‘80s, and ‘90s. The text from each move
follows, along with a short bit of advice for players for why they might want
to pick that move.
Note: No two Mavens can have the same Maven move at the start. Addition-
ally, no two Mavens can have Dale Cooper and Fox Mulder at the same time,
though a single Maven can acquire both during the course of the game.
BB..AA.. BBaarraaccuuss
Once per mystery, if you and/or any number of your fellow Mavens would
suffer physical harm, you can describe how that physical harm is just
narrowly avoided.
Pick this move if you want to keep the Mavens relatively safe from physical
harm, or if you want to describe daring escapes.
FFrraannkk CCoolluummbboo
Something about you causes the elite of society to not take you too seri-
ously. What is it? Once per mystery, when you do the Meddling Move in a
place occupied by the rich and famous, you find an additional Clue, even on
a miss.
Pick this move if you want to be good at finding Clues, or if you want to
have scenes where you get under the skin of elites.
21
---
<!-- Page 22 -->
MAVEN MOVES
DDaallee CCooooppeerr
Add 1 to your Sensitivity (max 3). At the beginning of each session, the
Keeper will give you a Void Clue in the form of a strange, unsettling dream
you experience. No two Mavens can have this move at the same time.
Pick this move if you want to explore supernatural weirdness.
SSoonnnnyy CCrroocckkeetttt
You have a very stylish wardrobe—people say “Wow!” whenever they see you
around town. Describe your Style in a little more detail and then add Stylish
Wardrobe to your Cozy Little Place. When you use it to get an advantage on a
die roll, leave it unmarked.
Pick this move if you want to be highly effective in social situations, or if
you want to describe your Maven’s fabulous outfits.
FFrraannkk DDoowwlliinngg
You have a strong religious background. Describe it. When you use this
move, describe how your faith is helping you resist the Void. Then, unmark
every box on The Crown of the Void. You are still Obsessed with the Void if
you unmark the Pomegranate Kernel. You may only use this move once.
Pick this move if you want to lean into danger by embracing the Void, or if
you want to have scenes showing how your religion is affected by the Void.
Note that the effects from The Chariot are not reversed if it is unmarked. If
it is marked again, the effects get applied again, but Reason can never go
below -3 and Sensitivity can never go above 3.
TToomm HHaannssoonn
You can easily pass for someone much younger. If you’re in a situation or
environment where being younger is a benefit, your rolls are made with
advantage.
Pick this move if you want to move easily through places the Mavens
would normally find challenging because of their age, or if you want to
explore themes of youth and aging.
MMiillttoonn HHaarrddccaassttllee
You have an additional End of Session question that is always marked: “Did
you inflict extrajudicial punishment on a wrongdoer?”
Pick this move if you want to advance a little more quickly, or if you want
to explore the idea of having a personal moral code.
22
---
<!-- Page 23 -->
MAVEN MOVES
JJoonnaatthhaann HHaarrtt
You used to live a globetrotting, jet set life, and you still have a touch of
glamor about you that will never fade. Add 1 to your Presence (max 3).
Pick this move if you want to be highly effective at influencing others with
your charisma, or if you want to explore a backstory related to being rich
& famous.
AAnngguuss MMaaccGGyyvveerr
When you improvise in a situation using whatever is at-hand, ask the other
players and Keeper to name three objects you find in the environment. So
long as you can give a plausible explanation for how these three objects
together are helpful in the current situation, you get an automatic 12+ on a
single associated die roll. This move can be used once per mystery.
Pick this move if you want to be rewarded for your improvisational skills as
a player.
TThhoommaass MMaaggnnuumm
You are a secret personal friend of Robin Masterson, the mysterious author
of The Gold Crown Mysteries. You have access to Robin’s resources when-
ever you are outside Brindlewood Bay: her homes, her vehicles, and even
her checking account. Additionally, the Mavens always get both benefits of
the Gold Crown Mysteries Move instead of having to choose.
Pick this move if you want to make The Gold Crown Mysteries a central
part of the story.
FFooxx MMuullddeerr
Someone connected to the dark conspiracy is helping you behind the
scenes. Tell the Keeper that the thresholds for each layer of the dark
conspiracy are reduced by 1. Once per mystery, after at least one Void Clue
has been encountered, you can have a secret meeting with this informant,
who is always shrouded in darkness or otherwise disguised. You need only
describe what the scene looks like—the location, the physical environment,
how the mysterious person arrives on the scene, etc. The actual conversa-
tion happens off-screen. Then, you can declare that a Void Clue encountered
during the mystery is now a regular Clue. The informant will only fully reveal
themselves during the Void Mystery, at which point you can have normal
scenes with them. No two Mavens can have this move at the same time.
Pick this move if you want to make the occult conspiracy a more central
part of the story.
23
---
<!-- Page 24 -->
MAVEN MOVES
MMiicchhaaeell KKnniigghhtt
You have a trusty mode of transportation—an oversized sedan, a motorbike,
or an old truck—that has gotten you out of more than one sticky situation.
Give it a name and add it to your Cozy Little Place. When you use it to get an
advantage on a die roll, leave it unmarked.
Pick this move if you want a vehicle to be a defining trait of your character,
or if you want to have chase scenes.
RRiicckk && AA..JJ..
You have a sibling who is your polar opposite in terms of fashion sense and
personality. Describe them to the Keeper and name them. You can always
request a scene with your sibling. You can also call on them for help, in
which case you take advantage on any die rolls associated with actions they
assist you with. However, that help always comes at a cost.
Pick this move if you want to interact with a recurring character, or if you
want to explore your past through the lens of sibling rivalry.
RR.. QQuuiinnccyy
You have a medical background; describe it. Then add a Medical Bag to your
Cozy Little Place. When you use it to get an advantage on a die roll, leave it
unmarked.
Pick this move if you’re interested in a more forensic approach to investi-
gations, or if you want to be highly effective when helping characters in
physical distress.
JJiimm RRoocckkffoorrdd
At the beginning of each session, the Keeper will narrate an answering
machine message you received. The message is always from the same
unknown person, and they will ask you to do some particular task, seem-
ingly unrelated to the mystery. If you complete the task in the same session
it was assigned, mark XP. The messages and tasks will get increasingly
strange and disturbing the more marks you have on The Crown of the Void.
No two Mavens can ever have this move at the same time.
Pick this move if you want to advance a bit more quickly, or if you’re
interested in exploring surreal horror subject matter.
24
---
<!-- Page 25 -->
MAVEN MOVES
SSccaarreeccrrooww
At the beginning of each session, a stranger presses something into your
hand or leaves something in a place where you find it. The Keeper will tell
you what it is. It functions as a Clue, but isn’t attached to any particular
mystery—you can use it in the present mystery or save it for the future.
Pick this move if you want to have more influence on the solutions to the
mysteries, or if you want to explore the possibility that someone behind
the scenes is helping you.
CCoolltt SSeeaavveerrss
Once per mystery, you can take a 12+ on a single roll related to a wild or
daring physical feat.
Pick this move if you want to engage in wild or daring physical feats, or if
you want to have a story that is more action-packed.
GGoorrddoonn SShhuummwwaayy
You have a feline friend with whom you share a strong bond. This extraordi-
nary kitty can do tricks and follow simple commands. Name your precocious
puss and add them to your Cozy Little Place. When you use the cat to get an
advantage on a roll, leave it unmarked.
Pick this move because cat.
RReemmiinnggttoonn SStteeeellee
You’re very talented at passing yourself off as someone you are not. If there
is a piece of identification or a disguise that would help you with your ruse,
you have it. Say what it is and add it to your Cozy Little Place.
Pick this move if you want to be sneaky or deceptive in how you conduct
your investigations, or if you want to describe ridiculous costumes.
25
---
<!-- Page 27 -->
MAVEN MOVES
AAlltteerrnnaattee MMaavveenn MMoovveess
The alternate Maven moves are largely inspired by characters from mystery
books. The text from each move follows, along with a short bit of advice for
players for why they might want to pick that move.
Note: No two Mavens can have the same Maven move at the start. Addition-
ally, a number of moves can only ever be taken by one Maven. Finally, Robert
Langdon and Clarice Starling cannot be in the same game.
AAuugguussttee DDuuppiinn
The first time you enter a Location, you can ask the Keeper, “What is about
to happen?” They will answer truthfully, though not necessarily completely.
If your Reason is 2 or higher, you can also ask, “Why is it about to happen?”
The Keeper will answer truthfully, though not necessarily completely.
Pick this move if you want to have extra information before you enter a
new space, or if you want the Keeper to reveal their hand a little bit.
EEnnccyyccllooppeeddiiaa BBrroowwnn
Once per mystery, you can introduce a piece of real-world trivia about some-
thing in a scene. That trivia is a Clue.
Pick this move if you want to be good at finding Clues, or if you want to
have fun looking up random bits of trivia while you play.
FFaatthheerr BBrroowwnn
Once per mystery, you can narrate a flashback from the perspective of the
unknown killer. Nothing in the flashback is necessarily true, but when you’re
done, ask the other Mavens to define a Clue based on what you narrated.
The Clue cannot conclusively solve the mystery by itself.
Pick this move if you want to have scenes where you try to see things from
the perspective of the killer, a classic of the mystery genre.
HHeerrccuullee PPooiirroott
Increase your Reason by 1 (max 3).
Pick this move if you want to generally be a more effective investigator.
27
---
<!-- Page 28 -->
MAVEN MOVES
CCaaddffaaeell
You are a highly skilled herbalist and have an additional Cozy Activity:
Herbalism. If there is an herbal tincture or decoction that would be helpful
in a situation, you can take the time to make it. If you do, add it to your Cozy
Little Place.
Pick this move if you would like more options for Cozy Activities, or if you
want to apply practical solutions to problems.
NNaannccyy DDrreeww
You know that Robin Masterson hasn’t written an Amanda Delacourt book
in years and that her name is used as a pseudonym by dozens of secret
ghost writers because you are one of those secret ghost writers. So long as
you keep the secret, the Mavens always get both benefits of the Gold Crown
Mysteries Move instead of having to choose. If you ever reveal the secret to
anyone, you get a second use of the Gold Crown Mysteries Move during the
mystery in which you reveal it, but take the Condition: Marked by the Robin
Masterson Network, and you no longer have access to this move. No two
Mavens can have this move at the same time.
Pick this move if you want to make the Gold Crown Mysteries a central part
of the story.
FFrraannkk && JJooee
Once per mystery, when you would suffer grave physical harm, describe how
you are knocked unconscious instead. Take the Condition: A Little Rattled.
You always wake up in the perfect place to continue the investigation.
Pick this move if you want to stay relatively safe from harm, or if you want
to be adventurous and/or get into lots of trouble.
SShheerrlloocckk HHoollmmeess
The first time you encounter a Suspect, you can declare something about
them based solely on their appearance. This information is absolutely true,
but it is not a Clue, nor can it conclusively solve the mystery.
Pick this move if you want to influence how characters are perceived, or if
you want to have more say in the mystery solutions.
28
---
<!-- Page 29 -->
MAVEN MOVES
RRoobbeerrtt LLaannggddoonn
Once per mystery, you can change a physical object that is a Clue into a Void
Clue by describing secret markings, unusual patterns, or otherwise strange,
occult details that are on it. If you have unlocked Layer Three of the Dark
Conspiracy, tell the Keeper that the thresholds for each remaining layer are
reduced by one Void Clue. No two Mavens can have this move at the same
time. This move and the Clarice Starling move cannot be in the same game.
Pick this move if you want to make the occult conspiracy a more central
part of the story.
PPhhiilliipp MMaarrlloowwee
Once per mystery, so long as no other Maven is in the scene, you can do a
first person narration of your arrival in a Location or your first encounter with
a Suspect. Whatever you narrate is true, but it cannot conclusively solve the
mystery. No two Mavens can have this move at the same time.
Pick this move if you want to narrate scenes like the protagonist from a
hard boiled noir story would.
JJaannee MMaarrppllee
During the day, you can enter any place you wish, and move about freely
once you’re inside so long as you don’t do anything actively hostile to any
people who might be there.
Pick this move if you want to lean into the idea that people trust you
because you are a little old lady.
MMmmaa PPrreecciioouuss RRaammoottsswwee
You have two additional Cozy Activities; pick them from the list on your char-
acter sheet or write your own. Additionally, once per mystery, so long as you
are engaged in one of your Cozy Activities, you can trigger the Cozy Move
with a resident of Brindlewood Bay who is not a Maven. Finally, during the
Cozy Move with another Maven, whichever Maven is doing their Cozy Activity
can stumble on a Clue as normal OR clear another appropriate Condition.
Pick this move if you want to lean into the cozy themes of the game, or if
you want to make the community of Brindlewood Bay a more central part
of the story.
29
---
<!-- Page 30 -->
MAVEN MOVES
CCllaarriiccee SSttaarrlliinngg
This move has no function until you solve a mystery and put a Suspect
behind bars as a result. Thereafter, you can name an imprisoned Suspect
your Consultant. Once per mystery, you can go to the prison the Consultant
is being held in and ask them about that mystery. This triggers the Meddling
Move as it would when questioning any other character, but the Consultant’s
answers and behavior are affected by your most recent mark on the Crown of
the Void:
∙
No marks: The Consultant is mocking or insulting.
∙
A Shadow in the Garden: The Consultant claims to see malevolent
spirits all around you.
∙
The Chariot: The Consultant reveals a Void Clue, even on a miss (but no
extra effect on a 12+).
∙
The Pallid Mask: The Consultant also reveals the name of a character
who will be killed if you don’t do something to help them.
∙
The Pomegranate Kernel: The Consultant will also profess their love for
you. If you reciprocate their love, clear Obsessed with the Void and lose
access to this move. If you reject their love, take the Condition: Marked
by [Name of Consultant] and lose access to this move. The Consultant
will eventually escape and come after you.
Note: No two Mavens can have this move at the same time. This move and
the Robert Langdon move cannot be in the same game.
Pick this move if you want to have an intense, ongoing side story with a
malevolent character.
SSaamm SSppaaddee
Something about you makes you seem like you have a bit of an edge. What
is it? During the night, you can enter any place you wish, and move about
freely once you’re inside so long as you don’t do anything actively hostile to
any people who might be there.
Pick this move if you want to defy the expectations people have of you.
30
---
<!-- Page 31 -->
MAVEN MOVES
TTiinnttiinn
You have a canine companion with whom you share a strong bond. This
incredible pup can understand what you say with near-perfect comprehen-
sion. Name them and add them to your Cozy Little Place. They gain the
power of speech once Layer 5 of the Dark Conspiracy is unlocked, but only
you can understand them. No two Mavens can have this move at the same
time.
Pick this move because talking dog.
VV..II.. WWaarrsshhaawwsskkii
Increase your Vitality by 1 (max 3).
Pick this move if you want to be a stronger, quicker, tougher Murder Maven.
NNeerroo WWoollffee
Your Cozy Little Place is anything but. Add the following to it: Gourmet
Pantry, Orchidarium, Full Bar, Private Elevator, House Boy (name him). No
two Mavens can have this move at the same time.
Pick this move if you want your luxurious home to feature prominently in
the story, or if you want to get things done by impressing people.
PPhhooeenniixx WWrriigghhtt
Whenever you find a Clue that is an object, you can physically manipulate
the object to uncover a further secret about it—a hidden detail, a secret
compartment, a scrawled message, etc. This extra detail is added to the
Clue; it cannot cause the Clue to conclusively solve the mystery by itself.
Pick this move if you want to have a lot of influence on the mystery
solutions.
31
---
<!-- Page 33 -->
KEEPER BASICS
TThhee KKeeeeppeerr -- BBaassiiccss
The remainder of the book is presented as if the game designer is speaking
directly to the Keeper, and so the tone and presentation is a bit less formal
than in previous chapters.
YYoouurr RRoollee
This is a game about investigating murder mysteries in a quaint New England
town. You’ll present the basics of a mystery to the Murder Mavens, who will
then begin an investigation, gathering clues to help them figure out who did
it and ultimately bringing the culprit(s) to justice. If you have played other
tabletop roleplaying games where the characters solve mysteries, much of
BBRRIINNDDLLEEWWOOOODD BBAAYY will feel familiar. However, there are three significant differences
with most of those games you need to be aware of:
∙
The clues are not located in specific places, and, in fact, can be found
wherever the Mavens are looking.
∙
You don’t know the explanation to any of the murder mysteries until the
players do the Theorize move.
∙
The murders are part of a larger conspiracy involving a death cult deter-
mined to summon a monstrosity from the depths of the ocean.
In addition to presenting the mysteries and managing the machinations of
the cult, you are generally responsible for portraying the world around the
Mavens. This means you give voice to all the various characters they interact
with, you describe elements of a scene when needed, you challenge them
with dangers and obstacles, and you show how the world reacts to the
actions they take.
You have a lot of responsibility as the Keeper, but understand that you don’t
have to be a creative genius or improvisational wizard to run BBRRIINNDDLLEEWWOOOODD BBAAYY.
Mystery sheets, the Dark Conspiracy sheet, and this text not only help you
keep the game organized, but also provide you with loads of inspirational
details; there are many instances when it is the players’ responsibility to
describe the game world rather than yours; and, if all else fails, you can take
a break to think about what should happen in the story, or even ask the
players for their ideas.
33
---
<!-- Page 34 -->
KEEPER BASICS
Finally, while everyone is responsible for making sure everyone else is
having a good time and maintaining each others’ boundaries of safety and
consent, it is your responsibility before play begins to make sure the players
understand what kinds of subject matter might come up in BBRRIINNDDLLEEWWOOOODD BBAAYY.
This game is generally lighthearted, but occasionally explores some dark
and provocative themes—murder, ritual sacrifice, and pregnancy horror,
among others—and you need to make sure players understand what they are
getting into. If you know your normal playgroup isn’t likely to handle these
subjects with care or respect, you need to be honest with yourself about
that (and possibly not offer BBRRIINNDDLLEEWWOOOODD BBAAYY as an option on your regular game
night).
If you’re running BBRRIINNDDLLEEWWOOOODD BBAAYY at a convention or in some sort of public
space, like a Twitch stream, you need to exercise extra care when presenting
the game to players and/or viewers.
MMaannaaggiinngg tthhee TToonnee aanndd PPllaayy SSttrruuccttuurree
BBRRIINNDDLLEEWWOOOODD BBAAYY is a game that plays with tone. On the surface—and, indeed,
for much of the gameplay—it is light and cozy. What makes the game special
is when that cozy bubble is occasionally punctured by danger, supernatural
weirdness, or outright horror. Your initial reaction to this sudden shift will be
to minimize it or eliminate it altogether because other tabletop roleplaying
games have taught you the importance of “maintaining tone.” This is a
mistake in BBRRIINNDDLLEEWWOOOODD BBAAYY. In BBRRIINNDDLLEEWWOOOODD BBAAYY, your job is to follow the mechanics
of the game wherever they go and then lean into that place once you arrive.
Trust that the game’s structure will always get you back to that cozy place,
and that the strange feeling you have watching these elderly women go back
to baking and knitting after they just encountered a group of masked cultists
on the beach is the game working as intended.
The thing you should try to more actively manage is the shift between day
and night, and the movement of the investigation from place to place. Some
mysteries, especially those that encourage the Mavens to roam around town,
start at one time of day but can transition to another, or they suggest lots of
different places to investigate. In mysteries like this, you should let one or
two scenes per character take place in the starting time period and then fast
forward to the next time period, or let one or two scenes take place in one
location and then move the action to another location.
34
---
<!-- Page 35 -->
KEEPER BASICS
Players will naturally want to be busy-bodies and do everything in a short
time span, or focus their whole investigation on one place, but don’t let
them: you have the power to find a good stopping point in the scene and
say, “Let’s fast forward to evening time” or “Let’s call it a night and catch up
with the Mavens in the morning” or “I think you’ve done all you can here,
let’s move somewhere else.”
Some mysteries have a more closed nature, in which case most or all of the
action takes place in one time period or one place. And that’s ok! Just be
sure the next mystery you do is a little more open-ended so you have some
balance.
The more interesting thing to consider is why. Why strive for this balance
between day and night? Why keep the action moving from place to place?
For starters, it’s just more interesting: BBRRIINNDDLLEEWWOOOODD BBAAYY is a cinematic game,
meaning it’s supposed to have the feeling of a movie or TV show, and that
means it needs to be paced like a movie or TV show, with time jumps and
scene transitions. It’s also a matter of balancing danger: in BBRRIINNDDLLEEWWOOOODD BBAAYY,
daytime is safer than nighttime, and well-lit places are safer than dark places.
Ultimately, there are no right or wrong answers. The important thing is to
simply pay attention and trust your instincts. You’ll eventually settle into a
rhythm.
35
---
<!-- Page 36 -->
KEEPER BASICS
AAnnaattoommyy ooff aa MMyysstteerryy
Here I’ll cover everything you need to know about managing mysteries.
I’ll do that by going over each part of the mystery sheet. Some mysteries
deviate slightly from this structure or have elements that are unique to that
mystery; we’re going to ignore that stuff and focus on the elements that are
common to all mysteries.
TTiittllee
The mystery’s title is never withheld from the players—tell them what it’s
called.
CCoommpplleexxiittyy
A number between 6 and 8 that represents the relative length and difficulty
of the mystery. Always tell the players the mystery Complexity.
PPrreesseennttiinngg tthhee MMyysstteerryy
These are the details you need to explain to the players when beginning
a new mystery. This section frequently indicates the manner and place in
which the Mavens learn about the mystery, usually through one or more
scenes. In most mysteries, you will also be required to introduce the Sus-
pects during this process. Sometimes the presentation can simply be read
aloud to the players; other times it’s a more dynamic, interactive experience.
The important thing is that you read this section carefully beforehand, and
have a good understanding of how you need to go about it.
Sometimes there’s an establishing question. This is a question posed to a
player during the presentation of the mystery. The goals of the establishing
question are to personalize the mystery for one of the Mavens, to give the
group more of a reason to be invested, and to give the player answering the
question a chance to shape the events to come.
MMoommeennttss
These are colorful bits that you can sprinkle in wherever needed. They
reinforce the mystery’s themes and, frankly, make you look like a rock star
Keeper whenever you drop them into a scene.
36
---
<!-- Page 37 -->
KEEPER BASICS
SSuussppeeccttss
These are the non-player characters who are most likely to turn up during
the mystery (though it is not necessarily an exhaustive list). Each Suspect
has a name, three descriptive details, a short explanation of their personality
or motives, and a quote to inspire your roleplaying.
LLooccaattiioonnss
These are places which are connected to the mystery in some way. Each
contains a short description plus a Paint the Scene question posed to
everyone at the table the first time the Location is visited. Paint the Scene is
a Keeper technique wherein you ask the players, sometimes out-of-character,
a question about a place, the answers to which help explore a theme or idea
associated with that place.
Locations can be highly localized, such as the rooms in the mansion that is
the focus of All Hallow’s Scream, or spread over a much wider geographical
area, such as the various spots around Boston in Exit Stage Death. Impor-
tantly, the list of Locations is not exhaustive; use it to inspire your own
creations and improvisations.
CClluueess
These are uncovered during certain moves. When it comes time to reveal
a Clue, scan the list and pick the one that makes the most sense in the
moment or is the one you find most interesting, and work it into the story.
Clues are written to be diverse and flexible—you should be able to find
something that fits. Also, you can change the Clue or add to it as much as
you wish (just be careful your changes and additions don’t cause the Clue
to solve the mystery by itself). The next chapter has more advice about
revealing a Clue.
VVooiidd CClluueess
These are special clues the Mavens may discover during their investigation.
These Void Clues have no direct bearing on the mystery’s resolution. Rather,
they are meant to show the influence of the Midwives of the Fragrant Void
and their dark conspiracy. When the time comes to reveal a Void Clue,
scan the list and pick the one that’s most interesting to you or best fits the
moment, and then work it into the story. Alternatively, you can use Void
Clues from the Children of Persephone chapter of this book.
Don’t forget to trigger the Day/Night Move if the Void Clue is particularly
unsettling or scary.
37
---
<!-- Page 38 -->
KEEPER BASICS
KKeeeeppeerr PPrriinncciipplleess
This section explains the general principles you should bear in mind when
running a game of BBRRIINNDDLLEEWWOOOODD BBAAYY. You will occasionally find yourself in a
situation that isn’t explicitly covered by the rules or where you need to make
up something on the fly. So long as you are following the Keeper principles,
your improvisations will come across as authentic and fair.
The Keeper principles are:
∙
Play to find out what happens
∙
Make the world and everyone in it seem real
∙
Be a fan of the Murder Mavens
∙
Sometimes, disclaim decision-making
∙
Keep it cozy
∙
Make the nighttime dangerous
∙
Keep dangerous characters occluded
∙
Present the Void in a matter-of-fact way
PPllaayy ttoo ffiinndd oouutt wwhhaatt hhaappppeennss
You have a mystery, a cast of Suspects, and a list of Clues, but none of it is
set in stone. Be willing to let the session unfurl on its own terms. If a player
has a cool idea that doesn’t quite match what’s on the mystery sheet, go
with it. In fact, many parts of the game will explicitly challenge your precon-
ceived ideas—answers to establishing questions, answers to Paint the Scene
questions, the Gold Crown Mysteries Move, and Theorize, to name a few—so
be flexible and ready to incorporate things you hadn’t considered.
MMaakkee tthhee wwoorrlldd aanndd eevveerryyoonnee iinn iitt sseeeemm rreeaall
Describe the world in sensory-rich detail. You have some help here: the
Suspects in a mystery each come with three descriptive details and notes on
how to play them, and key mystery Locations have Paint the Scene questions
to help enrich the scene. Use these as a foundation for how you approach
everything in the world. Give non-player characters not listed among the
Suspects three descriptive details to bring them alive; create a Paint the
Scene question for a place that takes on sudden importance.
BBee aa ffaann ooff tthhee MMaavveennss
This doesn’t mean “let them win.” It means “give them challenges that make
you root for them.”
38
---
<!-- Page 39 -->
KEEPER BASICS
SSoommeettiimmeess,, ddiissccllaaiimm ddeecciissiioonn--mmaakkiinngg
You are co-creating the story with the players. Let them chime-in to flesh out
the world, describe things they see, and get invested in what’s happening.
Also: when you aren’t sure how to react, ask the table for advice.
KKeeeepp iitt ccoozzyy
This is a very important principle for capturing the feel of the game. Don’t let
dangerous scenes take up the whole session, and don’t always focus on the
grim details of the murder or the dark conspiracy. Reveal and discuss those
things as needed—or as required by the mechanics—but always return to the
soft, cozy aspects of the setting: cut to the day when appropriate, showing
the Mavens living their lives in Brindlewood Bay; encourage the use of the
Cozy Move, especially if a Maven has a Condition; and ask lots of questions
about the Mavens’ lives in this charming little town.
MMaakkee nniigghhttttiimmee ddaannggeerroouuss
And yet, any scenes at night should be heightened by a sense of dread or
pregnant with grim portent. In this game, the main characters can be placed
in direct, physical danger, which is a departure from the cozy crime dramas
that inspire it, but necessary for it to have real stakes—and appropriate,
considering the dark conspiracy that underpins the story.
KKeeeepp ddaannggeerroouuss cchhaarraacctteerrss oocccclluuddeedd
The Mavens will frequently be put in physical danger before they have solved
a mystery. It’s very important that any time a character threatens the Mavens,
their identity is unknown—to the Mavens, to the players, and to you. They
must always stay in the shadows, be wearing a disguise, or escape before a
Maven can identify them. To do otherwise would risk saying too much about
the potential solution to the mystery.
Once the Mavens have engaged in the Theorize move, you can disregard this
principle for the mystery in question.
PPrreesseenntt tthhee VVooiidd iinn aa mmaatttteerr--ooff--ffaacctt wwaayy
Void Clues and the unfurling conspiracy of the Midwives stand in sharp relief
against the cozy backdrop of Brindlewood Bay. The temptation is to pres-
ent these things in a “scary” manner—perhaps with exaggerated, Vincent
Price-esque mannerisms. Unless you feel particularly confident in your
ability to be “scary” at the table, you should present creepy things in a calm,
measured, matter-of-fact way. That calm, plain presentation will itself stand
in contrast to the things being described, which is its own kind of creepy.
The players’ imaginations will do the rest.
39
---
<!-- Page 41 -->
KEEPER BASICS
KKeeeeppeerr RReeaaccttiioonnss
You will frequently be asked to define and narrate complications resulting
from a die roll, or otherwise “react” to a situation. Generally-speaking, a
good reaction is one that complicates a Maven’s life in an interesting way
and follows logically from the established fiction. Think of a natural reaction
based on what’s happening in the story, or choose a reaction from the list
below, modifying as needed. You’ll also have access to new reactions as
the campaign progresses (see Chapter Six: The Dark Conspiracy). No matter
what, always follow up with, “What do you do?”
∙
Separate the Mavens
∙
Kill a Suspect
∙
Inflict a Condition
∙
Put a Maven in danger
∙
Show a Maven being killed
∙
Remove an item from their Cozy Little Place
∙
Have an official show up
∙
Reveal a Void Clue
∙
Cut to Commercial
SSeeppaarraattee tthhee MMaavveennss
The Mavens will usually want to stay together, so complicate their lives by
separating one or more of them from the group. Are the Mavens looking
around a creepy old mansion? Perhaps one of them enters a one-way secret
passage. Are they getting nosy in the middle of a swanky cocktail party?
Have a guest come whisk one of them away. Are they snooping around a
private yacht? Maybe a shadowy figure locks one of them in a cabin. The
important thing is that whatever happens next to the separated Maven(s)
should be fascinating or perilous.
KKiillll aa SSuussppeecctt
Nothing will get the Mavens’ (and players’) attention like having a Suspect
turn up dead. This reaction is particularly effective if the Mavens were start-
ing to narrow in on this character as the perpetrator of the original murder
that kicked off the mystery. Note that this is a very strong Keeper reaction,
and only appropriate as the result of a missed roll.
41
---
<!-- Page 42 -->
KEEPER BASICS
IInnfflliicctt aa CCoonnddiittiioonn
This a trusty, go-to Keeper reaction for nearly any situation. A Condition is a
one-word adjective or short phrase, and it should follow directly from what-
ever just happened in the story. For example, if a Maven got side-swiped by
a car peeling away from a crime scene, you might give them the Condition:
Banged-up. If they just had a very frustrating, condescending conversation
with Sheriff Dalrymple, you might give them the Condition: Irritated. If they are
having a little too much fun at Abner Vidal’s Halloween party, you might give
them the Condition: Had One Too Many. A Condition can be cleared by the
use of the Cozy Move, or because you think it’s appropriate given the circum-
stances. Conditions are discussed in more detail in the next chapter.
PPuutt aa MMaavveenn iinn ddaannggeerr
“Danger” can mean physical danger or something else. Is a Maven sneaking into
a warehouse after hours? Maybe a shadowy figure trains a gun on her and tells
her to go back where she came from. Are the Murder Mavens tagging along with
a fishing tour in order to question the tour operator? Maybe a powerful storm
suddenly appears on the horizon. Is a Maven participating in The Jolly Good
Baking Show? Maybe the custard for her tarte tatin isn’t set properly. Putting
Mavens in danger is discussed in more detail in the next chapter.
SShhooww aa MMaavveenn bbeeiinngg kkiilllleedd
Kill a Maven! It’s totally fine. Make it gruesome, if you want. The players can
always put on a Crown to get a fictional do-over. Note that this is a strong reac-
tion that is only appropriate as the result of a missed roll, and even then only
if it was adequately telegraphed as a possibility beforehand, such as in the
Day or Night Move, or in a conversation between the Keeper and player that
preceded a roll. This reaction is never appropriate as the result of a missed
Meddling Move roll.
RReemmoovvee aann iitteemm ffrroomm tthheeiirr CCoozzyy LLiittttllee PPllaaccee
Just like inflicting a Condition, this is a very dependable, go-to reaction for
many situations. If they were using something from their Cozy Little Place,
have them lose it—it breaks, it gets stolen, it gets misplaced, etc.
RReevveeaall aa VVooiidd CClluuee
You don’t have to wait for a 12+ on the Meddling Move to reveal a Void Clue.
You can reveal a Void Clue just because it feels right in the moment, or because
the Mavens haven’t encountered one in awhile. I like to reveal at least two or
three per mystery, regardless of how the dice go. Also: don’t forget to trigger the
Day/Night Move if the Void Clue is particularly unsettling or scary.
42
---
<!-- Page 43 -->
KEEPER BASICS
HHaavvee aann ooffffiicciiaall sshhooww uupp
This reaction is a very important genre convention and should be used liber-
ally. The idea is that an official, usually a member of local law enforcement,
shows up and interferes with the Mavens’ investigation in some way. Note
that we use the term “official” very loosely here—anyone with authority over
the situation will do. A nosy maitre’d can be just as troublesome in a fancy
restaurant as a surly detective can be at a crime scene.
CCuutt ttoo CCoommmmeerrcciiaall
This is a very special Keeper reaction, one that pays homage to the televi-
sion shows that inspired the game, and suggests that BBRRIINNDDLLEEWWOOOODD BBAAYY is itself
a television show. Here’s how it works: if a Maven undertakes a perilous or
dramatic action that provokes a die roll, and that die roll is a miss, you can
say “Let’s cut to commercial!” before the outcome is narrated. Then, give the
player of the Maven a short prompt. The player may then narrate a commer-
cial inspired by the prompt. If they do so, return to the regular scene and
allow play to continue as if they had rolled a 10-11.
This Keeper reaction is actually a powerful benefit to the players, so be
judicious with how often you use it—once per mystery is plenty.
Below is a list of prompts you can use for Cut to Commercial, or make up
your own:
∙ ∙
Happy Jack’s Lumberjack Lum- Challenge coins for survivors of
ber Liquidation Furniture Sale mass shootings
∙ ∙
Calamity Raccoon’s Good Time VitaMagic
∙
Pizza Farm
Le Guillotine kitchen gadget
∙
∙
Mike “The Gorilla” Murphy, Attor-
Class action lawsuit against
ney at Law
DrinkPlus
∙
∙
Possum-Be-Gone
Midas Touch Gold Dealers
∙
∙
DrinkPlus - “It’s a soft drink PLUS
Dermavast skin products
∙
so much more!”
The National Honeydew Council
∙
∙
Herb the Herb novelty plant
TurtlePlus pet store - “It’s turtles
∙
The Holy Spirit, an alcoholic bev-
PLUS so much more!”
∙
erage for Christians
Situational comedy: That’s My
∙
Sugarama Breakfast Cereal, fea-
Mama!
∙
turing Shuggy the Sugarcane
Them’s Good Eatin’, Depres-
∙
Ne Plus Ultra Cosmetics
sion-era novelty foods
∙
DegreePlus University - “Get your
degree PLUS so much more!”
43
---
<!-- Page 45 -->
KEEPER ADVANCED
TThhee KKeeeeppeerr -- AAddvvaanncceedd
This chapter contains advanced tips and techniques for being a Keeper in
BBRRIINNDDLLEEWWOOOODD BBAAYY. Nothing in this chapter is strictly necessary to run the game,
but the advice here will enrich the experience for both you and the players.
DDaayy MMoovvee vvss.. NNiigghhtt MMoovvee
The Day Move and the Night Move are going to get rolled for the majority
of non-investigation actions requiring a die roll, and so you need to have a
good understanding of how they work, how they differ from one another, and
when to trigger them.
The first thing you need to be aware of is that these moves do not have miss
conditions in their text. Should a player roll a miss, they most likely fail
in the action they were taking, but not necessarily—it’s up to you whether
they fail or succeed. In either case, you will perform a Keeper reaction. In
general, this Keeper reaction should be stronger than the complication or
cost they might have incurred on a 7-9, and it should flow logically from the
established fiction.
Another thing to understand here is that these moves are a negotiation
between you and the player. The player tells you what they are afraid will
happen if they fail or lose their nerve. You are free to disregard what the player
has offered when considering how to react—especially if the player’s sugges-
tion is soft or nonsensical—but if they have given a good, genuine answer to
what they are afraid of, you should do your best to incorporate it. Doing so
sends a signal to the player that this is a collaborative storytelling process,
and they’ll be eager to give you good stuff to work with in the future.
The Night Move has a slight wrinkle: after the player says what they’re afraid
of, you must tell them how it’s worse than they fear. Again, when saying
how things are worse, you can disregard what the player suggested if what
they suggested was too soft, but do your best to riff off what they give you.
Another important aspect of “telling them how it’s worse” is being honest
about how it’s worse. If it’s possible for the Maven to sustain a serious injury,
tell them that. If it’s possible for a Maven to be killed, tell them that. They
have the option of backing down after you say how bad it’s going to be but
before they actually roll. The player is going to feel cheated if they roll, get a
miss, and then you narrate their Maven being killed when you didn’t previ-
ously tell them this was a possibility.
45
---
<!-- Page 46 -->
KEEPER ADVANCED
One final thing about the Day Move and the Night Move: they trigger when-
ever a Maven is facing something they fear. This is a passive use-case (and
thus easy to forget), but a very important one for a game that has horror
elements. The Mavens will witness things that are shocking or horrifying
(such as encountering a Void Clue), and depending on how they handle
themselves in that moment, things could get very sticky for them. Trigger
the Day or Night Move to see if they can keep it together (in most cases, they
will be rolling with Composure).
You might be wondering how a Maven can back down or try a different
way when the move was triggered passively. It’s a good thing to wonder
about, and the answer for how to handle it will depend a lot on the specific
circumstances. It could be that backing down is not possible or that there
is no good alternative option, in which case just make that clear to the
player. Generally-speaking, it probably means the Maven has to abandon
the moment, or give up the thing they were trying to accomplish in the first
place. It might mean they have to react in a way that isn’t being frightened.
Perhaps it’s even an opportunity to show what a badass they are by taking
some kind of direct action in the face of their fear.
A note about “saying how it’s worse than [they] fear:” just go for it. If the
Maven is trying to run away from a Servitor of the Midwives and they say they
might fall down and injure themselves if they fail, feel free to say: “It’s worse
than that—the Servitor catches up to you and tears your guts out, killing
you.” Remember: the players have total control over whether their character
actually dies via the Crowns, so just go big when it comes to the stakes—it’s
more fun that way.
The tricky thing is if the player goes big themselves by putting death on the
table when they say what they are afraid will happen if they fail or lose their
nerve—what then? Well, you still must say how it’s worse than they feared,
but in this case, “worse” might mean long-term effects after the character is
dead, such as how it affects their surviving family members or the town. If
you’re unsure, ask the table for their input.
A related note: sometimes players tell me they felt like they didn’t have a
choice when it came to putting on a Crown—that if the alternative to doing
so is character death, of course they’re going to do it. My answer to that is
twofold: 1) they did have a choice: BBRRIINNDDLLEEWWOOOODD BBAAYY embraces an ethos that
players have ultimate control over when their character dies, and choosing
to have them die rather than using a Crown is a valid choice if it’s dramati-
cally interesting, and 2) their agency took place earlier in the Day/Night Move
when they were given a chance to back down or try a different approach.
46
---
<!-- Page 47 -->
KEEPER ADVANCED
Finally, what counts as day or night? If the scene is taking place during the
day, use the Day Move; if it takes place at night, use the Night Move—easy
stuff. Something you might consider, though, is changing what counts as
“day” and “night,” based not on temporal considerations, but whether the
scene is fundamentally safer or more dangerous. A poorly-lit warehouse in
a rough part of the city might be “night,” no matter the time of day, just as a
well-lit nighttime gala might be “day,” especially on the ballroom floor, where
there are dozens of people around. Just make sure the players understand
which move is in play before they take any actions.
TThhee MMeeddddlliinngg MMoovvee aanndd RReevveeaalliinngg aa CClluuee
The Meddling Move is a critical part of the engine that makes the game go: if
the Mavens aren’t gathering Clues, they aren’t getting any closer to resolving
mysteries, and the story comes to a halt. The important thing to understand
here is that you should be very generous when interpreting what counts
as triggering the move. Sometimes it will be obvious: if a Maven is poking
around someone’s home, they are definitely doing the Meddling Move. Other
times, it will be subtle: if they’re comforting a grieving family member, they
may be doing so to get that person to reveal something important. Ask the
player if you’re unsure: “Are you trying to trigger the Meddling Move here?”
Revealing a Clue can be tricky, especially if you aren’t accustomed to a bit of
on-the-fly improvisation and adaptation. The strength of BBRRIINNDDLLEEWWOOOODD BBAAYY’s core
mystery system is that each mystery has Clues that are not tied to any partic-
ular person or location: no matter where or how the Mavens are searching,
you can just scan the list and pick a Clue you think would be fun or interest-
ing to reveal in that moment. This flexibility is a major strength of the game
versus other TTRPG mystery systems, but it comes with a tradeoff: you have
to be ready to improvise a little bit in order for the Clue to feel coherent with
the scene. If the Clue is a physical one, such as “a blood-soaked rug,” how
do you reveal that in a scene where the Maven is questioning someone? If
the Clue is something overheard, such as “a heated argument about British
politics,” how do you reveal that in a scene where the Maven is poking
around a Suspect’s office?
Fortunately, this type of improvising is fairly easy (and forgiving) in BBRRIINNDDLLEEWWOOOODD
BBAAYY. The best way to show what I mean is to work through some examples.
47
---
<!-- Page 48 -->
KEEPER ADVANCED
AA TTyyppiiccaall CClluuee:: IInnssttrruuccttiioonnss ttoo CCuutt SSoommeeoonnee OOuutt ooff aa WWiillll
This Clue is from the starter mystery, Dad Overboard, which means there’s
a good chance you’ll get an opportunity to use it at some point. Like many
BBRRIINNDDLLEEWWOOOODD BBAAYY Clues, it’s very open-ended, which makes it easy to work into
a variety of scene types. The most straightforward scene type for this Clue
is when a Maven is snooping around a Suspect’s personal space, such as
an office or bedroom. The instructions might come in the form of a letter
to a lawyer that is found on a desk or in a drawer, or perhaps the letter is
from the lawyer and indicates that the will change has been made. Maybe it
comes in the form of an answering machine message confirming the change.
You can even give the Clue more context: perhaps the specific person being
cut out of the will is named when revealing the Clue.
But what if the Maven is having a conversation with someone? This is a little
trickier, but still straightforward: just have the person being questioned men-
tion the change to the will. Maybe they’re upset about the change because
they were the person cut out, or perhaps they were the one instructed to tell
the lawyers about the change.
The trickiest investigation scene for this Clue is when the Mavens are doing
archival research. How do you reveal something so private as a will change
in something so public as a newspaper? Here’s how I would do it: I would
have an old newspaper article mention a very public fight between two
Suspects, and the reporting would suggest that one of the Suspects had
recently been cut out of the will, which is what sparked the conflict.
AAnn EExxttrreemmeellyy VVaagguuee CClluuee:: AA TTaabboooo LLoovvee AAffffaaiirr
The first thing you have to do with a Clue like this is decide what the taboo
love affair even is. It helps to think about the possibilities implied by a Clue
like this before you actually start playing, but it’s ok to take a few moments
and come up with something on the spot. We’re going to say our taboo love
affair is between a rich, older woman and a very young sailor.
Once you’ve established what the taboo love affair is, the improvisation of
how to reveal it becomes much easier. It can be mentioned in a conver-
sation; there can be physical evidence of the love affair, such as a sailor’s
kerchief smudged with lipstick, or a steamy love letter; the characters in
question can be observed behaving in a very flirtatious way with one another
(a well-timed “Hello, sailor” sounds about right); or the Mavens might find
cell phone records indicating a lot of late night phone calls.
48
---
<!-- Page 49 -->
KEEPER ADVANCED
AA VVeerryy CCoommmmoonn AAccttiioonn:: EExxaammiinniinngg aa CCoorrppssee
Murder Mavens examine corpses—a lot. The problem is that the Clues rarely
(and by design) have forensic details such as those you might uncover in
an autopsy. It’s the first thing you’re going to run into in Dad Overboard: the
Mavens will want to look at Albert’s body in the cold storage to see how he
was killed, but none of the Clues indicate a cause of death. The Mavens can
certainly work such details into their final theory, and you can even just say
outright how he died (“...he was clearly bludgeoned to death and thrown
overboard”) but the mechanical, per se Clues have nothing to say about it.
This is intentional so that the players can be as flexible as possible when
doing the Theorize move. But the question remains: what Clue do you give
them in this circumstance?
Well, start by scanning your list and looking for Clues that might be found
somewhere on Albert’s body. “Stock certificates in an unusual place,” “piles
of receipts for extravagant purchases,” and our favorite, “instructions to cut
someone out of a will,” are all things that might be found in Albert’s pockets
or stuffed in his trousers. They will be a little waterlogged, of course, but
that’s just an excuse to obscure the identity of who was cut out of the will or
who made the extravagant purchases.
Another approach: maybe the Mavens don’t find anything on Albert’s body,
but while they’re looking, they overhear a conversation outside the cold
storage where someone mentions a Clue, such as a couple of fishmongers
discussing a strange thing one of them found: “a cod with a rat stuffed in its
mouth.”
The key when trying to figure out which Clues to drop where, especially in a
circumstance where the Clues don’t seem to match the action the Mavens
are taking, is to think expansively about the scene, and not worry too much
about everything lining up neatly. After all, this is how it goes on Murder, She
Wrote, which is a major inspiration for this game: Jessica Fletcher frequently
just stumbles onto things. The Murder Mavens can just stumble onto things,
too, and that’s ok, because this game is about making those weird, seeming-
ly-disconnected details make sense together.
49
---
<!-- Page 50 -->
KEEPER ADVANCED
TThhee OOccccuulltt MMoovvee
This move should be used very infrequently and, in fact, it’s quite dangerous
to use at all—a 9 or lower will put a Maven one step closer to retirement.
The text of the move should be enough to dissuade most players, but you
might go one step further and require that the Mavens have a strong fictional
justification for attempting something of an occult nature. Maybe they need
to find the instructions for a ritual before they can attempt magic, or per-
haps they need to find a special set of tarot cards before they can attempt
divination.
When writing new moves, be willing to give the player what they want, but
make sure they understand the consequences of failure might be high—a
high reward means a high risk. For example, if they want to write a move that
allows the Mavens to summon demon-like servants to help them battle the
monstrous Children of Persephone, perhaps the downside of the move is
they have to give up their immortal soul to do so, or even do battle with the
demon after it has served its purpose!
If you’re unsure how to proceed when it comes to writing new moves, the
best way to get started is to simply make a very fictionally-specific version of
the Night Move, one that has a detailed miss result and that disregards the
negotiation between player and Keeper. Here’s a basic framework:
When you [do the thing that triggers the move], roll with Sensitivity. On a
10+, you [succeed at whatever you were trying to do]. Describe it. On a 7-9,
[you succeed at what you were trying to do] but [very specific complication
or cost]. The Keeper describes it. On a miss, [very strong, specific cost]. The
Keeper describes it.
Here’s an example of the framework in action:
When you attempt to summon a demon servant to your side, roll with Sensitivity.
On a 10+, the demon appears and will serve you for a time. Describe it. On a
7-9, the demon appears and will serve you for a time, but will require a blood
sacrifice as payment for its services. On a miss, the demon appears but is not
bound to you.
50
---
<!-- Page 51 -->
KEEPER ADVANCED
TThheeoorriizzee
The text of the move says, “When the Mavens have an open, freewheeling
discussion...” but, in practice, this discussion is being had by the players, not
the Mavens, and you have a role to play, too. You should feel free to offer your
own thoughts, challenge the assumptions being made, and interrogate
theories that fail to account for certain Clues. If a player is being demure
during this process, cut in and ask them for their opinion on things. If a player
is dominating the conversation, go around and confirm with the other players
that they agree with what the dominant player is suggesting. Importantly, you
need to guide the conversation to a consensus so a die roll can take place.
Another important job you have during Theorize is to invite the players to
add critical context to the discussion of Clues. The Clues they have gathered
will frequently seem disjointed or incongruent with one another—that’s by
design, so they can be used flexibly. Encourage the players to add the con-
text necessary to make the Clues fit their theory. For example, if the Mavens
found a severed finger, and their answer depends on the whereabouts of
a Suspect called Elena, they need to account for how the finger might be
connected to Elena if they want that Clue to count against the Complexity in
the die roll. Perhaps Elena is missing a finger, but very likely no one thought
to look at Elena’s hands. During Theorize, it’s ok for a detail like this to be
added to the fiction. And so, a player might suggest that Elena was always
seen wearing gloves, and that might be how she hides her wound. You
should encourage this kind of “ret-conning” of the established fiction so the
players can arrive at an answer that incorporates as many Clues as desired.
And so what do you do after you know the result of the Theorize roll? If the
result is a hit, immediately frame up a scene where the Mavens can confront
the killer or otherwise bring them to justice. Obviously, this will depend
a lot on the specific circumstances of your story, but some ideas include:
confronting the killer in front of other Suspects, perhaps at a social gather-
ing; confronting the killer in front of law enforcement so the killer can be
arrested after you’re done saying how they did it; and confronting the killer
in private so you can convince them to turn themselves in. There’s no right
or wrong answer—do whatever makes sense (and maybe watch a few cozy
crime drama shows ahead of time to get a sense of what these scenes are
like). The more interesting consideration is whether the hit is a 7-9 or a 10+.
If it’s a 10+, the resolution of the scene should be easy: just roleplay the
conclusion or have the players take turns narrating the scene when the killer
is brought to justice, no die rolls needed. On a 7-9, it should be a bit more
challenging, and should involve at least one or two die rolls. Perhaps the
killer tries to escape or they pull a gun on one of the Mavens.
51
---
<!-- Page 52 -->
KEEPER ADVANCED
Scenes like this are a great chance to let players who have chosen action-ori-
ented Maven moves to show off a bit (a car chase when a Maven has the
Michael Knight move is a classic).
What if the Theorize roll is a miss? This is when things can get really inter-
esting. The theory is wrong, of course, but also: you get to react. I love the
reaction Kill a Suspect on a missed Theorize roll, especially if the Suspect
is the one they named as the killer in their incorrect theory. But you could
also just put the Mavens in a particularly dangerous situation: maybe the
real killer (still unidentified) knows they’re getting close and takes direct,
murderous action against them. There’s also a question of whether and how
the Mavens can attempt the Theorize roll again. The answer is yes, they can
make another attempt, but not until you have reacted as a result of the initial
missed roll and they have dealt with that reaction.
Finally, how should you handle the 12+ result, when a person connected
to the Dark Conspiracy reveals themselves to the Mavens? It depends on
which layer of the Dark Conspiracy is unlocked. If you’re still on Layer 1 or
2, it has to stay pretty vague—it could be as simple as a Suspect or some
other character approaching a Maven at the end of the mystery and saying
something cryptic about the end of the world or the nature of hidden things.
You have more options once Layer 3 is unlocked because the character can
actually make reference to the Midwives, or you can just mark the next box
on Layer 3 and do what it says.
MMaavveenn MMoovveess
Following is advice for some of the trickier Maven moves.
DDaallee CCooooppeerr
This move requires a bit of creativity and improvisation, especially if it was
chosen as part of character creation. You will need to open each session by
narrating the Maven’s creepy dream. Fortunately, the dreams don’t have to
make sense—they just need to be strange and unsettling. Think about the
content of these dreams between sessions so you’re not fumbling around
with the details in the heat of the moment. You might even head over to
YouTube and watch some choice scenes from Twin Peaks to get inspired.
Importantly: do not forget to reveal a Void Clue (and, indeed, the Void Clue
can inspire your narration for the dream)!
52
---
<!-- Page 53 -->
KEEPER ADVANCED
MMiillttoonn HHaarrddccaassttllee
“Extrajudicial punishment” doesn’t necessarily mean harsh punishment.
Make sure the player of the Maven with this move understands this. It would
seriously break tone if the Maven in question pulled out a gun and shot a
murder suspect in an act of ruthless vigilantism. Perhaps, instead, the Maven
swipes some stock certificates belonging to the killer and gives them to
the victim’s family as an unofficial form of restitution. Or perhaps a Maven
publishes the killer’s prized salsa recipe on the internet for all to enjoy. The
Milton Hardcastle move is designed to show the Maven’s rebellious streak,
but it should be a rebelliousness that is appropriate for an elderly do-gooder.
Additionally, “wrongdoer” doesn’t necessarily mean the killer. It can be any
character who has done something worthy of retribution. For example, if
Gordon Thune, the local banker, is trying to foreclose on a poor old widow’s
home, perhaps the Maven whips up a publicity campaign meant to embar-
rass the bank. Or perhaps snooty June Willoughby has been spreading
malicious gossip around town, and the Maven decides to punish her by
telling the Brindlewood Bay Homeowners Association about her unautho-
rized lawn ornaments.
AAnngguuss MMaaccGGyyvveerr
You are free to overrule any suggestion from a player that is just plain
implausible or could be chalked up to pure luck. For example, if the Maven
is trying to break into someone’s home and they trigger the Angus MacGyver
move, you should overrule the player who says the Maven finds a key to the
front door somewhere in the environment. Finding a key to the front door is
not improvising, it’s dumb luck.
Nevertheless, be flexible. Maybe something offered is a bit of a stretch, but
it gets a good reaction at the table—go with it. Perhaps the player using the
move proposes a plan that pushes against the boundaries of physics or good
sense, but that they’re otherwise excited about—go with it. It won’t break
the game if things get a little hokey or gonzo from time to time.
RRiicckk && AA..JJ..
This move gives you a new, exciting avenue for Keeper reactions. When the
player gets into a jam, have their sibling show up and rescue them—and
then never let them forget it. Alternatively, have the sibling get into some
kind of trouble that distracts the Mavens from the mystery. Importantly:
by choosing this move, the player has signaled to you that they want this
sibling character to be a major part of the story, even if it’s occasionally
troublesome.
53
---
<!-- Page 54 -->
KEEPER ADVANCED
JJiimm RRoocckkffoorrdd
Like the Dale Cooper move, this one requires a bit of creativity and improv,
especially if it’s chosen during character creation. Think about this move
between sessions so you aren’t fumbling around in the heat of the moment.
Importantly, this move represents a side story for the Maven who has it. Have
fun with it: the messages don’t need to make much sense in the beginning,
they merely need to give the Maven some sort of task. The more cryptic, the
better, especially at the start. Over time, the tasks can start to logically flow
from one another or the motives of the caller can start to come into focus.
As the Maven collects marks on her Crown of the Void, the tasks should
become more shocking or ominous. The key to this move is the tasks be
unconnected to any mystery, past or present, though they may start to tie
into the Dark Conspiracy at some point, as you see fit.
AAuugguussttee DDuuppiinn
When you get asked “What is about to happen?”, don’t overthink it. Think
a step or two ahead and then say what’s true. The encounter might be
completely safe or mundane—that’s fine, just say what’s going to happen,
even if that means, simply, “the person here is going to talk to you.” If you
know there’s a trap of some sort, say that—the fun is seeing how the Maven
wriggles out of it.
NNaannccyy DDrreeww
What is the Robin Masterson network? Who knows—it will be a lot of fun
finding out. The move implies, at a basic level, that angering the Robin
Masterson network is a bad idea, so think about that and then go from there.
Maybe they have connections to the criminal underworld, or maybe they are
connected to the Dark Conspiracy in some way.
CCllaarriiccee SSttaarrlliinngg
If a player chooses this move, they’re signaling that they want the Maven’s
relationship to the Consultant to be a major part of the story, and so you
should plan accordingly. Between sessions, think about how you’re going
to roleplay the Consultant, especially when it comes to how their behavior
changes because of the Crown of the Void. You should also think about how
the Consultant might be connected to the Dark Conspiracy.
54
---
<!-- Page 55 -->
KEEPER ADVANCED
FFaatthheerr BBrroowwnn aanndd PPhhiilliipp MMaarrlloowwee
I put these two moves together because the advice is the same: you need to
make sure the player understands the mystery genre tropes being explored
in these moves or they won’t know what to do with them. In the case of
Father Brown, it’s the trope of the investigator putting themselves in the
shoes of the killer in order to make deductions about the crime. In the case
of Philip Marlowe, it’s the noir trope of the protagonist walking into a seedy
place, narrating what they see in the first person.
AA CCoozzyy LLiittttllee PPllaaccee
If an object is particularly memorable in the story, or if a Maven goes
through the trouble of acquiring something strange or rare, and this thing
is not otherwise part of a procedure that causes it to be added to A Cozy
Little Place, tell them they can do so. Be advised that power gamers might
try to take advantage of this and repeatedly ask you about adding items to
their Cozy Little Place. Gently remind them they are not allowed to make
such requests, and that the decision for adding things to A Cozy Little Place
outside of the prescribed ways is entirely yours.
Also: players tend to forget about or overlook A Cozy Little Place, especially
in the first couple sessions. You will need to remind them about this part of
the game until they get the hang of it. If a die roll is coming up—especially
one where the stakes are high—ask the player how something from their
Cozy Little Place might be helpful so they can get an advantage (or negate a
disadvantage).
CCoonnddiittiioonnss
Just as players will forget about A Cozy Little Place in the beginning, you will
forget about Conditions. Conditions are an important part of the gameplay
loop, and you should be doling them out liberally. You can combine Con-
ditions with other Keeper reactions after a die roll, or you can simply give
a Maven a Condition because it makes sense, whether there was a die roll
or not. Importantly, the players won’t mind. They will want to engage with
the Cozy Move, but if you haven’t given them enough Conditions, they won’t
have much justification for it, and so do your part and hit them with lots of
Conditions—one or two per Maven per session is about right.
Conditions can be big or small; they can reflect major events in the story or
minor, fleeting moments. If you feel a Condition is warranted in a scene but
aren’t sure what to call it, ask the rest of the table for their input.
55
---
<!-- Page 56 -->
KEEPER ADVANCED
The following are sample Conditions divided by “type.”
EEmmoottiioonnaall//PPssyycchhoollooggiiccaall
Unnerved, Scared, Shocked, Disturbed, Angry, Irritated, Lovestruck, Sad-
dened, Melancholy, Embittered, Jealous, Envious, Isolated, Obsessed with
[person or thing], Furious with [person or thing], Sad about [person or thing],
Volatile Emotions, Desire to Lash Out, Gloomy Disposition, Shaken to the Core
PPhhyyssiiccaall
Sprained Ankle, Concussion, Smoke Inhalation, Festering Wound, Claw
Marks, Bruised Ribs, Clumps of Hair Torn Out, Scratched Face, Smashed
Thumb, Nearly Drowned, Chilled to the Bone, Intoxicated, High, Exhausted,
Drained, Severed Hand, Limp, Severe Vertigo
SSuuppeerrnnaattuurraall
Cursed, Hexed, Haunted, Something is Following Me, Seeing Unnatural
Shapes, Magically Blinded, Ensorcelled, Blackened Veins, Strange Reflection,
Rats are Whispering to Me, Sensitive to Sunlight, All Water Tastes Foul, I See
Dead People, Drawn to Graveyards, Can’t Enter Churches, Translucent Skin,
Glowing Eyes
Note: If a Maven has a Condition that is permanent, such as Severed Hand (this is
a somewhat extreme example, but bear with me), clearing the Condition doesn’t
mean the hand is magically reattached; rather, it means the Maven has learned to
live with it enough so that it doesn’t impose a disadvantage on die rolls.
Now let’s go a bit deeper on why Conditions are an important part of the
gameplay.
CCoonnddiittiioonnss ccoommpplliiccaattee tthhee lliivveess ooff tthhee MMaavveennss
One of your most important jobs is to challenge the Mavens with dangers
and obstacles, and Conditions are your best tool for making sure the players
feel the pressure associated with those challenges. Here are some ways
Conditions can complicate the lives of the Mavens:
Die rolls might be taken at disadvantage. When I’m running the game, I
check a character’s Conditions before each die roll to see if disadvantage
applies. For example, a Maven with the Condition: Sprained Ankle will roll
at disadvantage when trying to run away from a cultist. A Maven that is
Unnerved will make the Night Move at disadvantage when they’re trying to
keep their cool in the presence of a shadowy figure pointing a gun at them.
56
---
<!-- Page 57 -->
KEEPER ADVANCED
Certain actions might be foreclosed altogether. For example, a character
with the Condition: Broken Leg can’t run away from the cultist.
The player might have to put on a Crown. If they already have three Condi-
tions, a fourth forces them to put on a Crown, thereby pushing them one
step closer to retiring the character.
A character might be targeted by a particular danger. When I’m thinking of
ways to challenge the Mavens, or if I just need something really dangerous
to happen in a nighttime scene, I’ll look at the active Conditions to get some
ideas. If, for example, a Maven has the Condition: Marked by the Midwives,
they might send a Servitor after her. If a Maven has the Condition: Murder
Suspect, Sheriff Dalrymple might be following her wherever she goes.
CCoonnddiittiioonnss aaccttiivvaattee aa ccoorree ggaammeeppllaayy lloooopp
Because of the way Conditions can negatively affect the Mavens’ lives, their
players will want to get them cleared. The most efficient way of getting them
cleared is by having an intimate scene with another Maven while doing a
Cozy Activity, thereby triggering the Cozy Move. That Cozy Move then leads
to clearing Conditions and finding a Clue. All of that together is one of the
core gameplay loops in BBRRIINNDDLLEEWWOOOODD BBAAYY: Conditions lead to intimacy, which
then leads to Clues and character development.
CCoonnddiittiioonnss pprroovviiddee rroolleeppllaayyiinngg iinnssppiirraattiioonn
Not all Conditions are negative; some, in fact, are a great source of roleplay-
ing inspiration. Players are always looking for things written on their sheet
that might tell them how to play their character. Conditions are terrific in
this regard. An example from a campaign I am running as of this writing:
a Maven, normally mild-mannered and demure, found a bloody driftwood
crown. I gave them the Condition: The Driftwood Crown to memorialize what
felt like an important moment, and it turned out to be a major inflection
point for the character. The player now uses it all the time to show their
character’s burgeoning weirdness. In fact, I know that Condition will never
get cleared, even though holding it might eventually push the Maven to
retirement, because the player loves to roleplay what The Driftwood Crown
means to their character.
57
---
<!-- Page 58 -->
KEEPER ADVANCED
CCoonnddiittiioonnss mmeemmoorriiaalliizzee kkeeyy eevveennttss iinn tthhee ssttoorryy
One of the more subtle ways Conditions operate is to help memorialize key
events in the story. My favorite example is after a conversation with Gregor
Thune, a Suspect in Exit Stage Death. Our strange fellow likes to say cryptic
things about the underworld, and after such a conversation, I like to give the
Maven in the scene the Condition: The Underworld. What does the Condition
mean? Who knows, we’ll figure it out as we play. In the meantime, it’s a great
way of acknowledging and remembering that scene.
And now let’s go over some ways to incorporate Conditions into the
gameplay…
AAss aa KKeeeeppeerr rreeaaccttiioonn
Keeper reactions are your best opportunity for giving out Conditions,
especially when the dice come up 7-9. A common complaint about Powered
by the Apocalypse games is that it’s difficult to think of complications on a
7-9, but in BBRRIINNDDLLEEWWOOOODD BBAAYY, it can be as easy as giving the Maven a Condition.
For example, a Maven has been doing research in the library all day; when
their Meddling Move roll comes up 7-9, you can give them a Clue and a
simple Condition like Frustrated or Exhausted to represent how long it took
them to find it. If a Maven is trying to chase down a Suspect trying to flee the
scene and they get a 7-9 on the Day Move, you can explain the way they’ll be
vulnerable is the Condition: Exhausted.
Conditions can also function as a reaction on a missed roll, especially where
a somewhat softer outcome is needed. For example, in the fairly low stakes
environment of a tea party, you might give a Maven who gets a miss on their
Meddling Move the Condition: Gossip Item.
Please note that Keeper reactions aren’t necessarily connected to die rolls.
A Keeper reaction can happen anytime the players look to the Keeper to find
out what happens next in the story. You don’t need a mechanical justifica-
tion for giving a Maven a Condition—you can do so just because it feels right
in the moment (the reverse is also true: you can say a Condition is cleared
simply because it makes sense in the story, no Cozy Move needed).
58
---
<!-- Page 59 -->
KEEPER ADVANCED
““HHooww aarree yyoouu ffeeeelliinngg??””
My favorite tactic for giving out Conditions is to simply ask a player “How
are you feeling?” after a particularly poignant or intense scene. After they
describe their character’s feelings, I give them a Condition based on what
they said, or have them write their own Condition inspired by the feeling.
This approach has the added benefit of inviting the player to explore their
Maven’s inner life.
GGeett tthhee ppllaayyeerrss iinnvvoollvveedd
A principle of play is that the Keeper sometimes disclaims decision making,
which means they turn things over to the players. You can do a specific
version of that with Conditions: “I think a Condition is appropriate here, but
I’m not sure what to call it. What do you all think it should be?” This is a
great way of getting players invested in the answer.
MMaakkiinngg TTiimmee ffoorr tthhee CCoozzyy MMoovvee
If you’re doing a mystery that is fairly open-ended in terms of when and
where the investigation takes place, the Cozy Move is easy for players to
trigger—they just frame up a scene back at home or wherever they normally
do their Cozy Activity. The trickier case is when the mystery is in a fairly
closed space or takes place over a relatively short period of time—how can
a Maven dive out of the scene and start baking or doing pottery? I encour-
age you (and you should encourage your players) to think very expansively
about what it means to be doing a Cozy Activity. Maybe a Maven has a bit of
knitting in her purse she can pull out while she chats with another Maven?
Perhaps admiring the craftsmanship of some pots in a Suspect’s mansion
qualifies as pottery? Or rummaging through a Suspect’s kitchen cupboards,
being judge-y about their choice of olive oil, qualifies as cooking?
Another thing you might try: let the players have Cozy Move scenes before
you introduce the new mystery. This is especially helpful if the Mavens have
lots of Conditions from previous mysteries. It’s true that one of them will
stumble on a Clue, but they can just save it for later, like they would with the
Scarecrow move.
59
---
<!-- Page 60 -->
KEEPER ADVANCED
FFiiccttiioonnaall PPoossiittiioonniinngg
Fictional positioning is a concept you should learn not just for BBRRIINNDDLLEEWWOOOODD
BBAAYY, but for all your roleplaying game endeavors. Many of us grew up playing
games that emphasized the power of numbers and procedures: +1 to hit,
ThAC0, natural 20, 5d6+1, initiative order, “exploding” 6s, rounds, turns,
and so forth. Fictional positioning is the idea that the words we speak at the
table and the words we write down on our sheets have just as much power
as the hard mechanical and procedural aspects of the game.
Consider this: a Maven is infiltrating a fancy soiree; she’s wearing a Venetian
mask like the ones being worn by the attendees. Because she is wearing the
mask, she doesn’t have to make a die roll every time she enters a new space
at the soiree, because the mask signals she belongs there. The Venetian
mask is an example of fictional positioning. There are no numbers attached
to it, nor are there any procedures that have to be performed at the table
when the mask is put on: it has power simply because of what it does in
the fiction. Or consider this: a Maven has suffered a broken leg and is trying
to escape from a shadowy figure trying to kill her. There is no die roll that
will allow her to run away (though she can certainly try something different)
because a broken leg makes such an action impossible. The broken leg is
negative fictional positioning.
Fictional positioning is very important for A Cozy Little Place and Conditions.
After an item from A Cozy Little Place is used to take advantage on a die roll,
it is marked, meaning it can no longer be used to get a mechanical bonus,
but it is not erased from the character sheet because it can still be used
for fictional positioning. A Condition may or may not incur a disadvantage,
but it is always there so long as it is written on the character sheet, and that
means it has to be addressed before an action is taken to see if that action
is even possible (such as in our broken leg example, above).
60
---
<!-- Page 61 -->
KEEPER ADVANCED
RRuunnnniinngg BBrriinnddlleewwoooodd BBaayy aass aa OOnnee--SShhoott
BBRRIINNDDLLEEWWOOOODD BBAAYY is designed to be played over a dozen or more sessions, but
sometimes you only have one session, perhaps because you are running it
at a convention or as a short diversion for your regular group. My advice is
that you simply play the game as it was meant to be played; some aspects
of the game, like the Dark Conspiracy or the Cozy Move, won’t have much
salience in a one-shot, but that’s ok because, to some degree, you’re just
showing the system off, perhaps in the hope of more sessions being played
in the future. I recommend following the Session One procedure at the end
of this text and, no matter where things stand in the investigation, going
straight to Theorize when you have about thirty minutes of playtime remain-
ing. That should give you enough time to solve the mystery and then frame
up a scene to bring the killer to justice. If the players roll a miss on Theorize,
encourage them to each put on a Crown in order to make the solution cor-
rect (which is also a great chance to see how the Crown mechanics work).
61
---
<!-- Page 62 -->
KEEPER ADVANCED
DDaannggeerr && HHaarrmm iinn BBrriinnddlleewwoooodd BBaayy
This section was written by Calvin Johns, and was originally published as an
article in the Codex roleplaying game magazine.
The Keeper has several reactions available when rolls don’t go the Mavens’ way.
Results on 7-9 are generally complications or costs, and results on 6- are misses
that can leave characters vulnerable, kill off a Suspect, introduce debilitating
Conditions, or even put a Maven’s life in danger. Many Day and Night Moves will
have obvious complications. Are the Mavens rushing up a rickety staircase to
investigate the attic? A broken step or stumble would be an obvious way such a
risky action could lead to injury. Are the Mavens attempting to break up a fight
between enraged family members? A concussed witness or shattered piece of
evidence might do nicely.
However, sometimes the Keeper wants to raise the stakes without such obvi-
ous options ahead. What then? When negotiating moves and brainstorming
what might go wrong, a few tricks can help the Keeper turn the story towards
heightened chances of danger.
CChhaarrggee tthhee EEnnvviirroonnmmeenntt
A sense of danger escalates over time when the threat of harm becomes closer
in proximity or more likely to occur. Oftentimes, all the Keeper has to do to start
the ball rolling is charge the environment with potential danger and invite the
players’ imaginations to do the rest. Once some threat or another is present, the
players will provide the fuel that moves the drama forward as they suggest what
might go wrong for the Mavens in later moves.
So how does the Keeper “charge the environment” with danger? The best way is
to introduce a situation where the implied next step is something exciting. The
Keeper doesn’t even have to know what that “next step” is. Once the stage is
set for something, the players or Keeper may come up with anything.
Even the most ordinary Day Move can lead to a charged environment. While
negotiating what might go wrong, try suggestions that open the door to different
kinds of impending danger:
∙
Somehow you get yourselves lost outdoors.
∙
The door locks behind you when you sneak into a room you shouldn’t have.
∙
You hear footsteps or walkie-talkie static and realize you aren’t alone.
∙
The room is permeated by a pungent chemical or gas smell.
∙
You find a torn collar attached to a leash but see no guard dog.
∙
A hunting rifle or heirloom saber goes missing from its place over the mantle.
62
---
<!-- Page 63 -->
KEEPER ADVANCED
When the Mavens use the Night Move, the Keeper takes negotiations around
risky actions to the next level. How can things go even worse?
∙
The lights go out or the phone lines go down.
∙
An alarm goes off, alerting everyone to your presence.
∙
You hear a gun cock. A voice from the shadows threatens you.
∙
A pipe bursts, and water begins flooding the room.
∙
The brakes or steering go out in your car.
∙
The old house, circus tent, or studio pavilion begins to collapse.
Sometimes a good way to charge the environment is to change the environ-
ment. When a Meddling Move results in a complication, consider putting the
new Clue somewhere just out of reach to lure the Mavens closer to harm. For
instance:
∙
You spy the fabric from the bedroom window, but it’s in the overgrown gar-
den outside.
∙
The dirty cup with the fingerprint is visible, but it’s in the backseat of the
locked car.
∙
You find the secret door that leads from the garage, but the tunnels beneath
are dark.
∙
You only notice the incriminating stain after one of the Mavens is locked in
the coffin.
∙
The sound is coming from the loft inside the barn. Who is climbing up
there?
∙
You found an address, but you might need to go there before you know what
it means.
Consider charging the environment when Theorize goes awry. Once cornered,
the culprit may try to flee, lash out at the Mavens in violence, or deploy some
other sinister plot: starting a car chase, taking a hostage, or revealing a bomb
hidden under their cardigan.
From any of these charged environments, the players will have their own ideas
about what might happen next. Let their ideas guide the action. As charged
environments escalate, the Keeper can naturally move onto the more dire
reactions of giving out Conditions or killing a character.
63
---
<!-- Page 64 -->
KEEPER ADVANCED
SSaabboottaaggee && RReettaalliiaattiioonn
Another way to introduce danger is to assume the killer can feel the Mavens
on their tail and might be plotting to remove them from the investigation.
After four or five Clues have been found, the Keeper might suggest complica-
tions that are not obviously connected to the current move but nevertheless
build on choices the Mavens made earlier. For instance:
∙
As the Mavens examine the window, a glass jar falls from the roof and
explodes into a cloud of caustic spores.
∙
While sharing tea with the librarian, you all feel suddenly sick… Is there
an antidote for what was in the cup?
∙
Trying to get somewhere in a hurry uncovers a sabotaged vehicle.
∙
Someone has turned the heat dangerously up or down and the exit has
been blocked.
∙
It appears the entire floor is covered in a thin layer of gasoline.
∙
You hear aggressive barking and need to get indoors in a hurry to get
away from the loose hounds.
Even if the Maven escapes the trap, the suggested danger ripples through
the narrative as a “what if” narrowly avoided.
OObbssccuurreedd AAggggrreessssoorrss
Sometimes a spooked killer will go beyond subtle sabotage and the Keeper
will want to narrate direct attacks or aggression from an as-yet-unknown
killer. These moments might prove harder to frame than off-screen plotting,
but remember that the players are not just playing characters in the story but
are also members of the audience. Think of how such action would work in a
TV show that doesn’t want to reveal the killer to the audience:
∙
Anything can be shot, thrown, or rolled from out of sight.
∙
Focus the camera on a specific part of the body: “leather gloves grip you
from behind,” “a hand flips the switch on the wood chipper,” or “a black
boot kicks the keys off the ledge.”
∙
Voices are easily changed, muffled, or faked with fancy gadgets.
∙
Use hit-and-run tactics where the cloaked killer is already darting away by
the time the damage is felt.
∙
Never underestimate simple disguises or cliche attire like hats, wigs,
trench coats, and scarves.
64
---
<!-- Page 65 -->
KEEPER ADVANCED
SSoocciiaall RReeppeerrccuussssiioonnss && RReeppuuttaattiioonn
Keep in mind that a charged environment can entail more than physical
danger. As invested members of the community, the Mavens fear more than
injury. The Keeper should ask what social and reputational harm the Mavens
may fear and charge the environment to imperil them. For example:
∙
If someone found out, your membership to a local club could fall into
jeopardy.
∙
You break something valuable or important but nobody has noticed...
yet.
∙
Only those who impress the judges get their recipes in the town cook-
book.
∙
If you are caught, you could get banned for life from the premises.
65
---
<!-- Page 67 -->
THE DARK CONSPIRACY
TThhee DDaarrkk CCoonnssppiirraaccyy
From session to session, our elderly heroines will be solving murder
mysteries in and around the town of Brindlewood Bay. In the beginning, the
occult conspiracy of the Midwives of the Fragrant Void will not be a central
feature of the story—it’s just a creepy thing going on in the background that
we get to glimpse from time to time. As the story progresses, the Mavens
will start to learn about the troubling history of Brindlewood Bay. Eventually,
they become aware of the Midwives and start to make connections between
the town’s history and this shadowy cult. People the Mavens thought they
could trust turn out to be Midwives themselves, and the Mavens learn how
the cult is influencing events in the town, and how the murders are part of a
bigger plan. As they get closer to the truth, the Midwives fight back, attack-
ing the Mavens with ritual magic and summoned monstrosities. Ultimately,
the Mavens will have to face the Midwives and stop them before they can
summon a terrifying Child of Persephone from the depths of the ocean.
The above is a complete story arc, or campaign, of BBRRIINNDDLLEEWWOOOODD BBAAYY. We call
that campaign the Dark Conspiracy. Your job is to keep the Dark Conspiracy
organized: to take notes and track the details so that you can introduce chal-
lenges and story elements at the right time, and to ultimately present the
final mystery—the Void Mystery—when the Mavens confront the Midwives.
You have a number of tools to help you do this: the Dark Conspiracy sheet,
the mystery tracker sheet, your session debriefs, and this book.
MMaannaaggiinngg tthhee DDaarrkk CCoonnssppiirraaccyy:: TThhrreeee AApppprrooaacchheess
There are three basic approaches you can take when it comes to planning
and managing the Dark Conspiracy. You should choose whichever approach
you feel most comfortable with—there’s no right or wrong answer here—and
bounce between them as needed.
TThhee MMiixxeedd AApppprrooaacchh
I suspect this is the approach most Keepers will eventually settle into. The
idea is that you don’t plan anything ahead (or, at most, you pick one or two
key elements at the start) and then let things play out as in the emergent
approach, but using the material in the following chapters to help fill in key
Dark Conspiracy elements.
67
---
<!-- Page 68 -->
THE DARK CONSPIRACY
TThhee EEmmeerrggeenntt AApppprrooaacchh
This is the approach I had in mind when I wrote the original version of
BBRRIINNDDLLEEWWOOOODD BBAAYY a few years ago. The idea is you don’t plan anything ahead:
you take notes as you go and then revise your ideas between sessions. You
take into account what’s happening in your story, what kinds of things the
players have expressed an interest in, what sorts of themes are emerging,
and then you create things inspired by those ideas. You use characters from
your established story to double cross the Mavens or to be secret members
of the Midwives, or you have those characters figure prominently in the Void
Mystery. It’s a very organic approach, and has the benefit of making your
story feel especially unique to your group. The downside is not every Keeper
is comfortable with this level of improvisation, or they don’t have much expe-
rience creating monsters and things.
TThhee GGuuiiddeedd AApppprrooaacchh
This is an approach that is only possible because of this book. The three
chapters that follow this one present ideas for the Midwives of the Fragrant
Void as an organization, the Midwives’ magic and monstrous minions, and
the Children of Persephone. The idea is that you can go through these chap-
ters and pick out elements for your Dark Conspiracy before you start playing.
That way, you always know in the back of your mind what your Midwives are
up to and how they might react to things as the story progresses. I would say
this is a much more traditional approach to campaign prep, and one that will
appeal to lots of Keepers, especially those who come from games like
Dungeons & Dragons, where this style of preparation is the norm. Remem-
ber, though, that the Keeper principle of playing to find out what happens
still applies here: remain flexible and be willing to change things when
the story or the mechanics demand it. Ideally, your preparation gives you
the confidence to change and adapt, because you have some touchstone
elements you can fall back on.
68
---
<!-- Page 69 -->
THE DARK CONSPIRACY
TThhee DDaarrkk CCoonnssppiirraaccyy SShheeeett
The Dark Conspiracy sheet is your main tool for managing the campaign. The
Dark Conspiracy is divided into five layers. Each successive layer represents
the Murder Mavens going deeper into the Midwives conspiracy. In this section,
I’m going to discuss how each layer affects the overarching narrative of your
campaign. You will need a copy of the Dark Conspiracy sheet to follow along.
Please note that the number of Void Clues needed to unlock each layer is a
running total that you track throughout your campaign, and that opening a new
layer doesn’t mean the previous layer is closed—you can bounce between any
unlocked layers freely when thinking about how to react in a scene.
TThhee FFiirrsstt VVooiidd CClluuee……
The first Void Clue should always be the first appearance of the Midwives of the
Fragrant Void in the story. It’s just a glimpse—a hooded figure, a smooth-fea-
tured mask, shadows in the distance. The purpose of the first Void Clue is to
remind the players that this game has horror elements, and that there’s more
to the story than just murders in a quaint New England town. You can wait until
a player gets a 12+ on the Meddling Move before you reveal the first Void Clue,
or you can reveal it at some point in the middle of a session as part of a Keeper
reaction (I recommend revealing it before the end of the first session).
LLaayyeerr OOnnee:: TThhee MMiiddwwiivveess SScceennee
Comic book movies usually have scenes that play after the credits roll. These
stinger scenes are meant to keep viewers excited about where the story will go
next. The Midwives scene functions in the exact same way in BBRRIINNDDLLEEWWOOOODD BBAAYY: we
get to be audience members for a moment, to get excited for what’s coming
next. Importantly, the Midwives scene is something we get to enjoy completely
out of character—the Murder Mavens have no idea what’s happening.
Layer One is the only time the game requires you to do a Midwives scene at the
end of a session, but there’s nothing stopping you from doing it again in the
future. As the campaign develops, create your own stinger scenes to deepen
the story, explore the lore of the setting, and/or to get your players excited
about the next session.
Layer One also asks you to start making notes about where you think the
campaign is headed—which Child of Persephone are the Midwives trying to
summon, what do they hope will happen when they summon it, and which
characters have revealed themselves to be part of the conspiracy (if any)? There
are no right or wrong answers here—just think on it and make some notes.
69
---
<!-- Page 70 -->
THE DARK CONSPIRACY
LLaayyeerr TTwwoo:: TThhee HHiissttoorryy ooff BBrriinnddlleewwoooodd BBaayy
If I have learned anything about roleplayers, it’s this: they love lore. Your
campaign’s lore will develop naturally through gameplay, but there are some
key elements of the town’s history that unlock in Layer Two. Once this layer
is unlocked, you should keep an eye out for any opportunity to share this
history. Perhaps the Mavens are doing archival research about the town or
they’re talking to someone who has lived in the town since they were a child;
maybe they have a dream about it or something is revealed when they engage
the Occult Move. You can share these details when a player gets a 12+ on the
Meddling Move, or you can use the new Keeper reaction, Reveal the town
history, to reveal things when it would be dramatically interesting to do so.
Layer Two also asks you to revise your ideas from Layer One, as well as to
note a character you’d like to see return in the final mystery. Again, you’re
just making notes—there are no right or wrong answers.
LLaayyeerr TThhrreeee:: TThhee EExxiisstteennccee ooff tthhee MMiiddwwiivveess
This Layer is when the Midwives conspiracy starts to become apparent to the
Murder Mavens. The details in this layer are revealed in order, as a result of
a 12+ on the Meddling Move, or using the new Keeper reaction, Reveal the
Midwives, whenever you think it would be cool to do so. This is also when you
reveal the leader of the Midwives. Revealing the leader of the Midwives is a big
moment. Try to pick a character the Mavens have already met, someone they
wouldn’t necessarily suspect. If the leader is someone close to a Maven, all
the better. There is also a betrayal in this layer: a character the Mavens trusted
reveals themselves to be a cultist. Be sure you pick a character whose betrayal
will be shocking to not only the Mavens, but also the players.
Once again, you’ll revise your ideas for the Midwives’ plan. At this point,
your notes should be starting to take a final shape—you have much more
information now than you did at the start of the story.
LLaayyeerr FFoouurr:: DDiirreecctt AAccttiioonn AAggaaiinnsstt tthhee MMuurrddeerr MMaavveennss
At this point the cult can start attacking the Murder Mavens directly using
Sendings (magic) and Servitors (monsters). You can create whatever kinds
of rituals and monstrosities you wish, or you can choose elements from the
chapter entitled Advanced Sendings & Servitors.
You will also finalize your notes about the Midwives’ grand scheme.
LLaayyeerr FFiivvee:: TThhee VVooiidd MMyysstteerryy
The best way to think about the Void Mystery is that it’s a reward for getting
this far in the campaign—it’s the big payoff. Advice for writing the Void
Mystery can be found in the next section.
70
---
<!-- Page 71 -->
THE DARK CONSPIRACY
WWrriittiinngg tthhee VVooiidd MMyysstteerryy
You’re going to write the Void Mystery. It might seem intimidating at first, but
trust me: you’ve got this. By the time you reach this point in the campaign,
you will have so many story elements to draw on, and have so much experi-
ence with the mystery structure, writing the Void Mystery will be a snap.
Keep three things in mind:
1. You only have to write as much as you need to run the mystery. If you
feel reasonably confident you can improvise descriptions of things in
play, “writing the Void Mystery” might mean little more than jotting down
an idea for how the mystery starts, noting the names of some characters
and places, and writing a few Clues. Obviously, if you’d feel more com-
fortable writing in more detail, then do so, but trust that you are a better
improviser than you might realize.
2. Focus on callbacks. The purpose of the Void Mystery is to tie a satisfy-
ing bow on the campaign, and the best way to do that is to have lots of
callbacks to earlier parts of the story. Use characters and places from
previous mysteries, and utilize all those notes you’ve been taking on the
Dark Conspiracy sheet and mystery tracker.
3. It’s almost impossible to mess this up. The players are 100% in your
corner—they want you to succeed, and so everything that happens in
the Void Mystery will be the coolest thing ever no matter what you do,
because that’s what they’re here to experience. Trust your instincts, trust
your prep, and trust the play dynamic that has developed at the table
over the course of the campaign.
Now let’s get into the specific elements you need for your Void Mystery…
PPrreelliimmiinnaarryy SStteeppss
You need to decide on two key details before you start writing:
∙
Which Child of Persephone are the Midwives trying to bring into the
world? What’s it called (the Render of All Flesh, the Prismatic Lord, the
Deepness, something else)? What does it look like? What calamity will
befall the world should the Midwives succeed? Use any or all of the fol-
lowing for inspiration: the Void Clues that have been revealed, your notes
from the Dark Conspiracy sheet, your notes from the mystery tracker, or
the chapters that follow in this book.
71
---
<!-- Page 72 -->
THE DARK CONSPIRACY
∙
Which character reveals the existence of the final ritual to the Mavens?
Pick a character from a past mystery, someone with connections or
someone who is in a place to do some research. This is where your
Dark Conspiracy notes are helpful. Alternatively, if a Maven has the Dale
Cooper move, the Fox Mulder move, or the Jim Rockford move, the exis-
tence of the final ritual can be revealed via a dream, the informant, or the
answering machine character, respectively. If you’re using the alternate
Maven Moves, the existence of the final ritual can be revealed by the Con-
sultant in the Clarice Starling move.
TTiittllee
Give your Void Mystery a title; something ominous that references the name
of the Child of Persephone would be a good fit. Or don’t give it a title—it’s
not that important.
CCoommpplleexxiittyy
The Void Mystery is always Complexity 6.
PPrreesseennttiinngg tthhee MMyysstteerryy
Decide how to present the mystery. Don’t overthink it. Consider how the
informant character from the preliminary steps would tell the Mavens about
the ritual the Midwives are trying to complete and then write that down. Make
sure the Mavens know about the Child of Persephone and what will happen if
it is summoned into the world, and give the Mavens some leads to follow in
the beginning—characters they can talk to and places they can poke around.
TThhee CCaasstt
Decide on the cast (in a normal mystery, these characters are called Sus-
pects). Eight or so characters is a good number. You can create brand-new
characters, but feel free to use characters from your Dark Conspiracy sheet,
characters from past mysteries, recurring characters in and around Brindle-
wood Bay, and characters from the chapters that follow.
LLooccaattiioonnss
Create four or five key Locations for the mystery. You can create new
Locations or reuse Locations from previous mysteries. No matter what, each
Location has the same Paint the Scene question: In what way has this place
been affected by the presence of the Midwives of the Fragrant Void?
CClluueess
Create 10 Clues, from scratch or adapted from previous mysteries. You can also
adapt unused Void Clues from previous mysteries to be Clues for this mystery.
72
---
<!-- Page 73 -->
THE DARK CONSPIRACY
TThheeoorriizzee ((VVooiidd MMyysstteerryy VVeerrssiioonn))
Make the following adjustments to Theorize for the Void Mystery:
∙
The solution to the mystery is the time, location, and manner of the final
ritual needed to summon the Child of Persephone.
∙
Solving the mystery means the Keeper will present the Mavens with an
opportunity to stop the ritual and defeat the Midwives of the Fragrant Void.
∙
There is no 12+ result.
TThhee RRoollee ooff SSeessssiioonn DDeebbrriieeffss iinn
MMaannaaggiinngg tthhee CCaammppaaiiggnn
BBRRIINNDDLLEEWWOOOODD BBAAYY is a collaborative storytelling game. There are many instances
when the players themselves inform details about the setting. What other
roleplayers derisively refer to as “meta gaming,” we embrace with our whole
chests and call “the writer’s room” style of gaming. What this means is
you sometimes step out of character and discuss the game as players, and
make decisions as a group about what would be best for the story. Gener-
ally speaking, you alone are responsible for developing and managing the
campaign, but that doesn’t mean you can’t occasionally solicit ideas from
the players. The debrief periods at the end of a session are a terrific time to
do this. Just ask something simple: “How do you think the story is going so
far?” and then see what they have to say. They might have insights and ideas
that you can then incorporate into the campaign.
73
---
<!-- Page 75 -->
THE MIDWIVES OF THE FRAGRANT VOID
TThhee MMiiddwwiivveess ooff tthhee FFrraaggrraanntt VVooiidd
Who are the Midwives of the Fragrant Void? Well, to some degree, that’s for
you and your playgroup to answer. Your version of the Midwives will have its
own specific ambitions, its own particular membership, its own resources
and abilities. But there are a few things that are almost always true:
∙
They are a Hellenic death cult (meaning: they are a death cult with tradi-
tions and aesthetics related to ancient Greek history and mythology).
∙
They are trying to summon a chthonic monstrosity, called a Child of
Persephone, from the depths of the ocean.
∙
They are connected in some way to the history of the town of Brindle-
wood Bay, and believe Brindlewood Bay is geographically and historically
significant to their ultimate aim.
∙
They have hidden members and other conspirators in and around Brin-
dlewood Bay.
∙
They are able to perform powerful ritual magic to attack their enemies.
∙
They are able to summon lower level monstrous beings to do their bid-
ding.
The specifics of the cult—their membership, their magic, their monstrous
servitors, and the Child of Persephone they are attempting to summon—are
for you to determine, either beforehand or as you play, in between sessions
or as the result of reacting to moves. You can create things whole cloth
or you can use the material in the rest of this chapter and the next two
chapters.
Whether you use the inspirational material from this book or create your
own elements, one thing is always true: you will always be responsible for
determining why the Midwives are trying to summon a Child of Persephone
(an idea that you will conceive in Layer One of the Dark Conspiracy, and then
regularly revise throughout the campaign).
SSiixx OOrriiggiinnss
This section features six possible origins for the Midwives of the Fragrant
Void. Each origin comes with a unique history detail you can reveal once
Layer Two is unlocked, a dark conspirator that can be used wherever you
need one plus recommendations for mysteries that are particularly well-
suited for that version of the Midwives (note: some of the mysteries come
from the companion book, Nephews in Peril).
75
---
<!-- Page 76 -->
THE MIDWIVES OF THE FRAGRANT VOID
FFoouunnddeerrss ooff BBrriinnddlleewwoooodd BBaayy
The Midwives of the Fragrant Void are descendants of the town founders;
prominent members of the cult can trace their heritage back to the Deep
Reaver. Most of the crew of the Deep Reaver was killed during the battle with
the “whale” that would be carved up and sold all over the world to fund the
town’s expansion. Those that survived were only able to do so because they
made a pact with something even darker and deeper than the “whale.” The
present-day Midwives represent a partial fulfillment of that pact.
Eudora “Dorie” Coffin, Chair of the Brindlewood Bay Lunch Club
Brightly-colored turtleneck. Tasteful jewelry. Salt and pepper hair done up in a
retro but stylish bouffant. Dorie has been the chair of the Brindlewood Bay Lunch
Club for as long as anyone can remember. The Lunch Club is a women’s organi-
zation dedicated to raising money for the preservation of Brindlewood Bay’s his-
torical sites, and her position as chair makes her one of the most well-connected
people in town. Dorie’s ancestor, Darius Coffin, was on Deep Reaver’s crew, and
she understands well the more shadowy parts of her heritage, and uses her
position in the Lunch Club to advance the Midwives’ aims, including keeping an
eye on founding families that might be having second thoughts.
Quote: “Did you get a chance to come out to last month’s Brindlewood
Brickle ice cream social? The a la mode pie-eating contest was a great
success—we raised a handsome little sum for the Hale pier restoration. Next
month is the All Claws on Deck kitty adoption. Of course, you don’t have to
actually adopt a cat—cash donations are just fine.”
Layer Two
🞎 In the Summer of 1893, Hale Willoughby, a Deep Reaver survivor, mur-
dered thirteen women and children. He claimed he was simply doing
“that what was promised to them below.” Despite overwhelming evidence
to the contrary, the jury found him innocent. He was released from jail
and allowed to build a shack on the old Stockton farmland, where he
lived out the rest of his days in relative peace. During that time, he kept
to himself and rarely came to town, though he was said to frequently
engage in strange religious rites in the middle of the night.
Suggested Mysteries: The Long Dark Teatime of the Soulless, Jingle Bell
Shock, Deadly Silent Auction, A Night at the (Whaling) Museum, Dead Man’s
Hand, A Murder Most Mucky, Homecoming at Bonfire Cliff, or any mystery
that has “old money” residents or prominent members of the community, or
that deals with the town’s history in some way.
76
---
<!-- Page 77 -->
THE MIDWIVES OF THE FRAGRANT VOID
DDaarrkk AAccaaddeemmiiaa
The Midwives of the Fragrant Void are academics who have been driven mad
by their studies. They began as a group of researchers focused on seemingly
disparate topics—classics, history, anthropology, the paranormal, ritual
magic, poetry, mathematics, oceanography, physics—but then became col-
lectively obsessed with the mystery cults of ancient Greece. Eventually, they
learned of the dark aspect of Persephone, and how they could tap into her
power to create wonders in the world. Bringing forth a Child of Persephone
will be the apotheosis of their work.
Olin Dearborn, Dean of Brindlewood Bay Community College
Neatly-trimmed white beard. Bald up top. Corduroy blazer with suede elbow
patches. Olin Dearborn is the current dean of Brindlewood Bay Community
College, and, as such, has been inducted into the Midwives of the Fragrant
Void. He does not have an active role in the Midwives’ studies but instead
works to keep the cult’s activities hidden from prying eyes. His background is
in public relations, and he uses those skills to keep the media (and a certain
group of nosy old women) focused on the trailblazing academic work being
done at the college, and less so on the professors’ more… esoteric pursuits.
Quote: “Brindlewood Bay Community College isn’t a normal two-year insti-
tution. This is not the kind of place students come to get their freshman and
sophomore credits on the cheap before enrolling in a big university. We’re
actually doing very intensive, groundbreaking research here. Our oceanog-
raphy department, for example, recently did a manned sea dive to 11,000
meters, one of the deepest ever!”
Layer Two
🞎 In the Fall of 1974, Brindlewood Bay Community College opened its
doors and welcomed its first group of students. The town council famous-
ly fought the opening of BBCC, believing it would attract rowdy young
people and be an ugly stain on the town’s quaint character. But they
couldn’t stop it, as it was built entirely with private funds donated by a
mysterious group calling itself the Committee for Alternative Academic
Inquiries. BBCC has one of the most sophisticated oceanography pro-
grams in the country, and the most well-regarded classics department in
the world, despite the fact it isn’t even a four-year institution.
Suggested Mysteries: Dad Overboard, Homecoming at Bonfire Cliff, Lies
& Dolls, or A Very Brief Tenure, Another Night at the (Whaling) Museum, A
Murder Most Mucky, Decorative Gore Season, Exit Stage Death, or any mystery
that features professors, students, Greek myth, anthropology, or the ocean.
77
---
<!-- Page 78 -->
THE MIDWIVES OF THE FRAGRANT VOID
VVeennggeeffuull RRooyyaalliissttss
The Midwives of the Fragrant Void are a group of English aristocrats angry
about the demise of the British Empire; they have a particular grudge with
the ungrateful, breakaway colony in America. As is the predilection of most
nobility, they have some truly perverse pastimes: ritual magic inspired by a
death cult in ancient Greece. They use this ancient magic to maintain their
wealth and status, and will eventually turn their power against the Crown’s
enemies.
Aston Courtenay, a British peer
Tall and strong for his age. Silver coiffure. Monocle. Aston Courtenay,
Marquess of Dorset, is a well-regarded, high-ranked member of the British
peerage. His ancestors fought in the American War of Independence, and,
after the conflict, lived in the holdout community of Faversham, Massachu-
setts for a time before returning to England. Aston himself has traveled to
Faversham a number of times, and keeps a small house in nearby Brindle-
wood Bay. He initially joined the Midwives cult out of boredom—it was fun
to sit around and talk about how magic could be used to get revenge on the
Wayward Colony—but, in recent years, has started to take their dark work
more seriously.
Quote: “I find this little seaside town most charming indeed. It reminds me of
some of the fishing towns in Greece. I spent quite a lot of time in Greece as a
young man, made some wonderful friends there, and maybe I’ll do the same
here, who knows?”
Layer Two
🞎 In 1775, long before there even was a Brindlewood Bay, General George
Washington captured the Mucky Point outpost from the Red Coats com-
manded by Sir Raleigh Leaf. There, he discovered “a group of men with
an ill-favored look… fish-like in appearance, and bearing tattoos of a
most Satanic mien,” an apparent attempt by Sir Raleigh to create a mon-
strous weapon with which to put down the revolution. Sir Raleigh himself
escaped to the nearby hamlet of Faversham, a loyalist stronghold until
the very end that not even General Washington was able to take.
Suggested Mysteries: The Great Brindlewood Bay Bake-Off, Fudge, Jury, &
Executioner, A Murder Most Mucky, Jingle Bell Shock, Deadly Silent Auction,
A Throng of Vice & Liars, The Long Dark Teatime of the Soulless, Exit Stage
Death, or any mystery that has British people, potential British people, aristo-
crats, or a focus on the history of the region.
78
---
<!-- Page 79 -->
THE MIDWIVES OF THE FRAGRANT VOID
FFaaccttiioonn aatt WWaarr
The Midwives of the Fragrant Void are just one of a number of Hellenic cults,
many of which are at war with one another. The Midwives are loyal to Queen
Persephone, and are particular enemies of the Court of the Occluded King,
the Hades cult from the mystery Exit Stage Death, a rivalry that stretches back
to the time of myth. The Midwives use their ritual magic to do battle with the
other cults, and to assert the dominance of Queen Persephone over all.
Proserpina Kore, editor of The Pomegranate satirical news website
Flowers in her hair. Overly pale foundation. A color block dress, each color
representing one of the seasons. Prosperina is the editor of The Pomegranate,
a satirical news website that makes fun of the Olympian gods. The site doesn’t
do big numbers, traffic-wise, and is considered by most to be a highly-specific
internet culture joke, but its true purpose is to anger the Midwives’ rival
factions. Articles like “Swift-Footed Hermes Signs Six-Figure Promotional Deal
with Uber Eats” and “Sheep Sues Apollo for Child Support” aren’t exactly viral
sensations, but they infuriate and demoralize the other cults, causing them to
make careless mistakes.
Quote: “Not every battle is fought with spells and monsters. You might say
the keyboard is mightier than the ritual dagger.”
Layer Two
🞎 In 1987, a cosplay competition called Gods & Monsters of Greek Myth
being held at Deep Reaver Con, Brindlewood Bay’s annual tabletop
gaming convention, turned tragic when a number of participants wear-
ing strikingly detailed and realistic costumes started murdering each
other. The incident still holds the world record for the largest mass
casualty event involving costumed victims, with over fifty people killed or
maimed. Despite the high number of casualties, there were no firearms
involved. Rather, victims were variously scalded by hot wax, poisoned by
venomous snakes, ripped apart by eagles, and trampled by bulls. One
woman claims her missing husband is actually a stone statue still stand-
ing on the convention site.
Suggested Mysteries (and the cults operating in the background):
Exit Stage Death (The Court of the Occluded King), Decorative Gore Season
(Reapers of the Bountiful Harvest), All Hallow’s Scream (The Children of
Apollo), Carnival Carnage (The Sons of Minos), A Murder Most Mucky (Servants
of the Deep), Have Yourself a Merry Little Murder (The Maenadia), Fall Guys
(The Thirteenth Labor), and Dead Man’s Hand (The Blind Brothers of Itanos).
79
---
<!-- Page 80 -->
THE MIDWIVES OF THE FRAGRANT VOID
NNeeww AAggee SSppiirriittuuaalliissttss
The Midwives of the Fragrant Void believe themselves to be good. Their
members are aging hippies and Gen Z social media influencers who believe
magic has reentered the world at a time when humanity needs it most. Their
teachings come from the 19th century American spiritualist and scientist
Atticus Whateley, who posited an alternate theory of Creation, the so-called
Fragrant Void, a plane of existence comprised of raw, protoplasmic energy
that can be tapped into and shaped in order to change reality itself. Whate-
ley believed the ancient Greeks had developed methods for accessing this
realm, and so the modern-day proponents of his theories have adopted
Hellenic ideals and aesthetics in order to honor his work.
Corinne Whateley, a seeker
Tall and angular. Pristine white jumpsuit. A gaze that lingers just a beat
too long. Corinne is a descendant of Atticus Whateley. She hopes to reach
a deeper plane of spirituality through her work with the Midwives of the
Fragrant Void, and is the founder of The Ninth Step, a chain of commercial
New Age centers that use the metaphor of Persephone’s journey to the
underworld as a tool for spiritual work.
Quote: “What great-uncle Atticus understood is that humans need metaphor
to make sense of complex spiritual concepts. There isn’t any such thing as
Persephone or her nine steps down to the Underworld, nor is there a literal
‘child’ the Midwives are trying to give birth to. It’s all metaphor—symbolic
tools for accessing and processing that great well of creative, spiritual
energy Atticus called the Fragrant Void.”
Layer Two
🞎 In 1855, spiritualist and pseudo-scientist Atticus Whateley moved to the
tiny whaling town of Brindlewood Bay. There, in a little house near the
water (the present-day site of Aubertin’s Antiques), Whateley began his
studies of alternate realities and parallel planes of existence. He believed
Brindlewood Bay was at the nexus of several ley lines—invisible lines that
connect places of power in the world—and was therefore a place of great
spiritual power itself. He held regular meetings of fellow astral explorers,
and was known to be a photography enthusiast; there are many photo-
graphs of Whateley and his companions all over town.
Suggested Mysteries: All Hallow’s Scream, Lies & Dolls, or A Very Brief
Tenure, Deadly Silent Auction, Homecoming at Bonfire Cliff, Carnival
Carnage, The Long Dark Teatime of the Soulless, Decorative Gore Season,
Ctrl Alt Deceased, or any mystery involving outsiders or eccentrics, or where
a large group of people might gather under the stars.
80
---
<!-- Page 81 -->
THE MIDWIVES OF THE FRAGRANT VOID
IInnssaannee TTeecchhnnoollooggiissttss
The Midwives of the Fragrant Void are insane technologists who worship a
“god” AI called Persephone. Their Greek death cult aesthetic is simply for
show—their ritual magic is actually a series of powerful computer programs
designed to destroy and destabilize, and their monstrous Servitors are VR
nightmares made flesh. The Child of Persephone isn’t an organic being but a
virus capable of altering time and space itself.
Eugene Blatz, a software engineer
Clammy skin. Dark rings around his eyes. The overpowering smell of Haxe
body spray. Eugene was one of the Cole Technologies software engineers
who worked on the Persephone AI. He greatly resents the abandonment of
the project, and has recently moved to Brindlewood Bay in order to continue
the work in an unofficial capacity. He is one of the few people in town who
knows how to access the Persephone facility beneath the old Stockton farm.
Quote: “She speaks to me, you know. She speaks to me because I know how
to listen to her. No one could listen to her like I could. Not the other engi-
neers, and certainly not those greedy bastard Coles.”
Layer Two
🞎 In 2013, Cole Technologies came to the outskirts of Brindlewood Bay
and built a supercomputer so powerful, it had to be kept underground so
it wouldn’t overheat. The project went by the code name “Persephone.”
Very few people were allowed to see or interact with it, but those who did
claim Persephone was an artificial intelligence that is still unsurpassed by
current technology. The project was eventually abandoned for unknown
reasons. The entrance to the Persephone facility is said to be somewhere
in a cave system on the old Stockton farm property. No one has been
down there since Cole Tech shut the project down.
Suggested Mysteries: Dad Overboard, The Long Dark Teatime of the
Soulless, Ctrl Alt Deceased, Carnival Carnage, A Murder Most Mucky, Home-
coming at Bonfire Cliff, Lies & Dolls, or A Very Brief Tenure, A Night at the
(Whaling) Museum, or any mystery involving technology, the town outskirts,
or computer enthusiasts, or that have seemingly supernatural events that
can be explained away as Persephone’s software trickery.
81
---
<!-- Page 83 -->
THE MIDWIVES OF THE FRAGRANT VOID
AAddddiittiioonnaall DDaarrkk CCoonnssppiirraattoorrss
These members of the Midwives of the Fragrant Void can be brought into
play as a leader of the cult during Layer Three of the Dark Conspiracy,
to frustrate the Mavens’ actions during Layer Four, or just introduced in
earlier investigations to give some local color before revealing their true
motivations.
DDrr.. MMoorrggaann SStteerrnn,, tthhee pphhyyssiicciiaann aanndd mmeeddiiccaall eexxaammiinneerr
Neat white hair and beard. Hard eyes over a gentle smile. Tweed suits under
pristine lab coats. Doctor Stern has been a fixture in town for almost as
long as anyone can remember. Despite his age, he shows no sign of slowing
down; indeed, he seems determined to keep taking care of the health of
the town until he drops. His kindly bedside manner is not just a facade, but
there are few in the town he would not gladly sacrifice for the good of the
Midwives. He is singularly devoted to the birth of the Child of Persephone,
having grown up in the cult as a child. His second job as local medical
examiner affords him the opportunity to cover up murders that might other-
wise be linked back to the cult.
Quote: “Of course it was a dreadful shame about Miss Jenkins’ death, and
unexpected at that, but I could find no sign of foul play. Why, I’d almost
think you want there to be a murder!”
““SSaallttyy NNaannccyy”” NNiikkoollaaiiddaass,, tthhee ttaattttoooo aarrttiisstt
Arms like painted hams. A voice that can strip paint and rattle windows.
Biker boots, blue jeans, and a grubby white tank top. Nancy was born and
bred in Belfast in Northern Ireland in the 1970s. As a young woman she
took up a vocation as a tattoo artist. She has been on a meandering tour of
the world’s port towns ever since, a keen collector of old salts’ tales. She
washed up in Brindlewood Bay a year or so back, setting up shop on the
boardwalk. Her tattoos are all unique, but in classic marine themes. While
not an official member of the cult, saltwater and ink flow through her veins
and she has been hearing the call of the Children of Persephone for years.
She has administered ritual tattoos for some of the cultists, and when the
call of the Children is at its peak, her tattoos can reveal glimpses of possible
futures.
Quote: “I don’t do bad Japanese translations, fake Polynesian nonsense, or
requests. So ye can sit yer arse down or ye can sling yer hook.”
83
---
<!-- Page 84 -->
THE MIDWIVES OF THE FRAGRANT VOID
DDrr.. TTaarraa BBaanneerrjjeeee,, tthhee mmaarriinnee bbiioollooggiisstt
Long hair in a tight bun. Always slightly distracted. Bold patterns and bright
colors in town, wetsuit or sou’wester on the water. Tara is from a desi family
in the Midwest but was always fascinated by the ocean. She is now a marine
biologist and teacher in Cambridge. Recently, she has started renting a
cottage in Brindlewood Bay while she conducts research. She has been
captivated by the strange creatures that dwell within the local waters and
jealously guards her notes. The Midwives recruited her after she began
speaking a little too freely about what she had seen in the waters. She is still
unconvinced about the Midwives’ long-term plans, but her obsession with
the creatures of the deep keeps her loyal for now.
Quote: “Oh, I’m sure it was just an optical illusion; a creature of that size
would be scientifically implausible, I can assure you.”
AAnnggeellaa HHaarrddiimmaann,, tthhee hhiigghh sscchhooooll pprriinncciippaall
Steel-gray hair. Impeccable makeup. Skirt suits and half-moon glasses on
a chain. Angela is the principal of Brindlewood Bay High School. She has a
no-nonsense attitude. She is protective but controlling of her students. She
is an active and outspoken member of Brindlewood Bay’s LGBTQ community
and a keen enthusiast of local history and folklore. These latter interests
led her to discover the Midwives. She has been a member in good standing
for some years. For good or ill, Angela believes the coming of the Child of
Persephone will actually initiate a great rebirth of humanity rather than its
total extinction. Her primary role in the cult—aside from a deep knowledge
of the cult’s lore—is scouting for and recruiting new members.
Quote: “The history of this little town really is so fascinating. I could just
chat for hours about it. Maybe you’d like to pop around one evening for a
glass of pinot and a deeper discussion?”
84
---
<!-- Page 85 -->
THE MIDWIVES OF THE FRAGRANT VOID
IIssaaiiaahh LLaannggmmoorree,, tthhee hhaarrbboorrmmaasstteerr
Salt-crusted skin. Rolling gait. Antiquated uniform. Isaiah is an old sea-dog
who spent decades on trawlers before “retiring” to the post of harbormaster
in Brindlewood Bay. While these days the post is little more than ceremonial,
he still knows every vessel that enters or leaves Brindlewood Bay. He has
a little cottage on the shoreline, an office at the harbor, and rarely leaves
spitting distance of the sea. Isaiah was washed overboard during a storm
years back and thought drowned, but the sea returned him. On his return he
was changed and the cult welcomed him with open arms. When something
must be found—or lost—at sea, Isaiah is the man the Midwives call on.
Quote: “Aye, if they went in the water, chances are fair to middlin’ they’ll
never be seen again—least alive anyway. Have ye ever seen what crabs’ll do
to the body of a lost soul?”
JJeennnnaa MMaaccAAlllliisstteerr,, tthhee aassssiissttaanntt ddiissttrriicctt aattttoorrnneeyy
Darting eyes. Aggressive gum-chewing and furtive cigarettes. Dark suits.
Jenna is a local girl made good, now serving as one of the local assistant
district attorneys. She is talented and driven, but harbors a dark secret: she
owes her job to the backing of some influential members of the Midwives.
Her sights are set high and she hopes one day she will be able to distance
herself from this compromise she has made. For now, she supports the Mid-
wives when called upon to do so. She has quashed some investigations and
put some inconvenient meddlers in the frame. It stinks, but she has a strong
stomach. While the Midwives have dirt on her, she has resigned herself to
the state of affairs until she can do something about it.
Quote: “You paint a compelling picture, ladies, but I need admissible
evidence to mount a prosecution. And, pardon my French, but your amateur
meddling has fucked this crime scene for good.”
85
---
<!-- Page 87 -->
ADVANCED SENDINGS & SERVITORS
AAddvvaanncceedd SSeennddiinnggss && SSeerrvviittoorrss
The Midwives of the Fragrant Void are able to attack the Murder Mavens
directly via Sendings and Servitors once Layer Four of the Dark Conspiracy is
unlocked. This chapter features guidelines and inspiration for both.
SSeennddiinnggss
Sendings are magical rituals the Midwives direct against their enemies. A
Sending can look and function however you wish it to, and the effects can
be as straightforward as inflicting a Condition, or they can be more involved,
perhaps triggering new moves to resist it. The key to making the moment
exciting for the players is to describe the ritual in a cutaway scene. The ritual
scene isn’t something the Mavens are aware of, but we get to enjoy it as
audience members, and it makes the game feel more cinematic.
Below are some sample Sendings, each with a ritual scene you can read
directly to the players. You can use these Sendings as-is, adapt them to the
needs of your campaign, or use them as inspirations for your own creations.
In order to make Sendings feel more special, and to not drastically disrupt
the tone of the game with too much magic, it’s best to limit yourself to one
or two Sendings per campaign.
PPooiissoonneedd ((PPeerrsseepphhoonnee’’ss GGiifftt))
Ritual: The piercing eyes of a Midwife watch the victim as they enjoy a meal
with their friends. People hurry past the figure, ignoring their intense stare
and the fact that they raise a pomegranate to their face. In a language long
forgotten, they whisper a brief incantation. As soon as the Midwife falls
silent, the pomegranate rapidly rots. Within a minute, there is nothing left
but moldy goo.
Effect: Take the Condition: Poisoned.
87
---
<!-- Page 88 -->
ADVANCED SENDINGS & SERVITORS
HHuunntteedd ((HHoouunnddss ooff HHeekkaattee))
Ritual: A robed figure walks through the forest in the middle of the night,
dried leaves rustling beneath their feet. As if beckoned by someone, they
stop, look up, and begin to inspect the area around them. Eventually, they
kneel to expose a patch of forest ground to the night air. From the inside of
their robes, the figure takes a single fang. They draw a circle in the soil with
it, followed by an intricate arrangement of smaller circles and alchemical
symbols. Once more, they reach into their robe and produce a good handful
of something soft wrapped in paper. It is a piece of raw, red meat. They
place it in the middle of the circle—but only after taking a hearty bite. A third
time, their hand vanishes inside their robe. A piece of clothing belonging to
the victim is spread over the chunk of meat.
Still chewing, the figure stands back up. A moment later, the growling,
snarling, and panting of wild dogs rings out through the area. The robed
figure keeps staring ahead unfazed, while at their feet, the piece of clothing
and the meat are ripped to shreds by invisible maws.
Effect: You take the Condition: Paranoia, constantly feeling hunted by blood-
thirsty beasts lurking in the shadows. You can hear them creeping closer and
closer with each hour that passes…
OOnn DDeeaaff EEaarrss ((CCaassssaannddrraa’’ss CCuurrssee))
Ritual: A birdcage stands on a coffee table in a cozy, sunlit living room.
Three canaries hop from branch to branch inside the cage, happily chirping
away. They continue their merriment, even as a strikingly handsome man
approaches to open the cage and remove one of the birds. In dulcet tones,
he soothes the yellow companion in his hand, calling it by the victim’s
name and applying a salve to its tiny beak. The man then returns the bird
to the cage where it resumes its activities. Its chirps sound different now,
somewhat out of tune. In an instant, the other two canaries turn their back
on their former mate and ignore it. The man smiles and says, “Behold the
false prophet.”
Effect: You take the Condition: Ignored. Everyone seems to ignore your
words whenever you say something crucial to solving the mystery. Once the
effect ends, you cough up small, yellow feathers.
88
---
<!-- Page 89 -->
ADVANCED SENDINGS & SERVITORS
PPaarraallyyssiiss ((MMeedduussaa’’ss GGaazzee))
Ritual: In a darkened room, a young man kneels on the ground, his eyes
wide with growing terror. A second person circles him slowly, deliberately,
wrapping a rope around his kneeling form. Their face is hidden in the dark-
ness of their robe’s cowl. Hands holding a rope show no sign of hesitation
as they constrict the young man’s mobility further and further with each
round taken. Their steps follow the rhythm of a chant of a priestess of the
Midwives. She holds a woven basket out in front of her while repeating over
and over, “And when she lays her eyes on you, like stone, the Void will seize
you true.” Soft hissing noises coming from the basket accompany her chant.
Just as the robed person finishes tying up the kneeling man, the priestess
steps forward. She opens the basket. Many slender bodies rise from inside,
tiny forked tongues flicking with curiosity. The bound man takes a gasping
breath, ready to scream, but no sound escapes his lips. He falls over onto
his side and from his stiffened hands slips a photo of the victim.
Effect: You are paralyzed this scene. For the duration, you see an amor-
phous shape emitting soft hissing noises out of the corner of your eyes.
WWeellll ooff DDaarrkknneessss ((PPrreeyy ooff AArrtteemmiiss))
Ritual: Under the light of the full moon, a woman fills a silver bowl with
clear water. Placed around are flowers and crystals which reflect the celestial
light from above. The woman stirs the water with two fingers while staring
at the moon longingly. She then takes a slender knife to run it across the
palm of her hand, unflinching. Drops of blood fall into the bowl, one by one.
The moment they hit the surface, they turn from red to black, forming clouds
of swirling ink until the water is inky black. The woman dips a blank, white
index card into the bowl. She whispers something under her breath and the
card begins to absorb the darkness like a sponge until the water is clear. The
paper is solid black.
Effect: You receive a letter addressed to you. Inside, you find a black paper
card with nothing on it. The moment you remove it from the envelope, you
feel a brief, sharp pain in your chest. The next time you sleep, you dream of
an intensely painful memory you thought you had successfully sealed away.
Take the Condition: Black Marked. If you take another look at the card, you
will find it white, but embossed in a corner is the symbol of a bow and an
arrow.
89
---
<!-- Page 90 -->
ADVANCED SENDINGS & SERVITORS
TTrraannssffiigguurraattiioonn ((CCiirrccee’’ss JJuuddggmmeenntt))
Ritual: During the showdown between the Midwives and the Mavens, an
older cult member, a woman with gray hair, steps into an alleyway. She
takes a ball of clay from a container and flattens it between her hands. A
teenage boy enters the alley in a hurry and breathlessly declares, “I’ve got
it!”
The older woman nods. “Go ahead then.”
The older woman presents him with a clay disk. The boy places a tiny
wooden figure, a lock of hair, some nail clippings, and the blood-soaked
corner of a tissue onto the disk. Not wasting any time, the older Midwife
wraps the clay around these ingredients, returning it to a round shape.
Once finished, the boy places his hands over those of his gray-haired
mentor. Together, they repeat the following phrase three times:
“The Witch has spoken. For your transgressions, you pay the price. What
you seek to defeat, you shall mirror in likeness. The Witch has spoken.”
As these words are uttered, the clay springs to life, sending eager, earthy
tendrils through the gaps between both sets of hands. In the background,
the victim falls to their knees, screaming in terror as their body begins to
change.
Effect: This Sending can only be used during the Void Mystery and requires
some preparation. Throughout the campaign, the Midwives have to obtain
the following from one Maven: a lock of hair, nail clippings, and at least one
drop of blood. The following move then comes into play:
When the Midwives direct the Sending at you, roll with Vitality. On a 10+,
you resist it. On a 7-9, you resist it, but you take an Ill-Favor for a short time
(ask the Keeper to consult the Ill-Favor table). On a miss, you are trans-
formed into a Servitor for a time.
90
---
<!-- Page 91 -->
ADVANCED SENDINGS & SERVITORS
SSeerrvviittoorrss
Servitors are monstrous entities the Midwives can summon in order to
torment their enemies. A Servitor can be anything you want it to be, and it
can have whatever powers and abilities you think are appropriate. Mechani-
cally-speaking, overcoming a Servitor is always going to be done with some
combination of existing moves, and so there aren’t really any limits in terms
of the Servitor’s “powers.” In other words, whether the Servitor is a minotaur
that tramples its victims or a medusa that turns its victims to stone, a Murder
Maven will almost always resist them with the Day/Night Move (or some other
appropriate move).
A Servitor can be an existing creature from Greek myth, or you can use the
following tables to create something unique. A Servitor built using the tables
is made of three elements: a Type, an Ill-Favor, and a Blessing. The Servitor’s
Type describes their basic appearance; the Ill-Favor adds an extra layer of
horror to their appearance or behavior; and the Blessing represents a power
or trait.
Roll a twelve-sided die plus a six-sided die for each element and consult
the appropriate tables, or just pick and choose. Don’t worry too much if
the elements don’t seem to go together; the mishmash strangeness is what
makes them frightening.
TTyyppee
1
Serpent
11
Giant serpent with heads at both ends
22
Person with a serpentine body
33
Person with snakes for (hair/arms/tongue/eyes/combine two)
44
Giant skeletal cobra
55
Person with scales and forked tongue
66
Enormous ball of tangled serpents
2
Bull
11
Bull-headed person
22
Person with the lower body of a bull
33
A bull with a person gored on its horns
44
A warrior with horns and hooves
55
A bull carcass missing its head and legs
66
Skeletal bull
91
---
<!-- Page 92 -->
ADVANCED SENDINGS & SERVITORS
3
Bird
11
Giant bird: (raven/goose/eagle/owl/something else)
22
Humanoid bird: (raven/goose/eagle/owl/something else)
33
Person with (wings/a beak/feathers/talons/combine two)
44
Roiling mass of heads: (raven/goose/eagle/owl/something else)
55
A person being pecked to death by (ravens/geese/eagles/vultures/
something else)
66
Giant skeletal vulture
4
Cat
11
Lion
22
Tiger
33
Panther
44
House cat
55
Feral cat colony
66
Cat-headed person: (lion/tiger/panther/house cat/something else)
5
Hound/Wolf
11
Giant hound or wolf
22
Wolf-headed person
33
A pack of wolves
44
A person who behaves like a dog
55
A person accompanied by hunting hounds
66
Skeletal hound or wolf
6
Sea Creature
11
Giant crustacean: (crab/lobster/isopod/prawn/something else)
22
Giant anemone
33
Giant cephalopod: (octopus/cuttlefish/squid/nautilus/something else)
44
Giant jellyfish
55
Roiling mass of eels
66
Giant anglerfish
7
Humanoid
11
Tempter/temptress
22
Hermit/crone
33
Beautiful youth
44
Strapping warrior
55
Giant
66
Trickster
92
---
<!-- Page 93 -->
ADVANCED SENDINGS & SERVITORS
8
Horse
11
Stallion
22
Unicorn
33
Centaur
44
Pegasus
55
Warrior on horseback
66
Hippocamp
9
Boar
11
Giant boar with victims impaled on its tough bristles
22
Boar-headed person
33
Person with (tusks/beady eyes/bristles/snout/combine two)
44
Giant boar with entrails spilling out
55
Giant boar with two mouths
66
Warrior with boar-skin armor and shield
10
Giant Lizard
11
Cockatrice
22
Serpentine body with taloned limbs
33
Crocodilian
44
Bipedal terror
55
Fringed
66
Horned
11
Ungulate
11
Ram-headed person
22
Wild person wearing ram skins
33
Goat-headed sage
44
Eland or majestic buck
55
Floating, disembodied head: (ram/goat/hippo/reindeer/something else)
66
Person with goat horns and hooves
12
Bear
11
Covered in runes
22
Chest cavity opens
33
Detachable, floating head
44
Bear with warrior rider
55
Walks on two legs
66
Wild person wearing a bear skin
93
---
<!-- Page 95 -->
ADVANCED SENDINGS & SERVITORS
IIllll--FFaavvoorr
1
Prometheus
11
Constantly gives birth to mewling clay men
22
A boulder is lashed to it
33
It is feasted upon by an eagle; if Bird type, it constantly regurgitates livers
44
It has a halo of fire above it
55
It demands ritual animal sacrifice
66
It speaks with a voice like crackling fire
2
Midas
11
Its eyes burn with golden flame
22
Molten gold spills from its orifices
33
It’s covered in roses and thorns
44
A blazing crown of gold floats above it
55
It begs to be fed
66
It brays like a donkey
3
Icarus
11
It’s crafted of wood and gears and wax
22
It’s covered in scalding wax
33
It screams as its eyes burn with the light of the sun
44
It constantly drowns on the water issuing forth from it
55
It has useless wings; if winged Bird type, its wings are damaged
66
It’s covered in feathers; if Bird type, its feathers are on fire
4
Eurydice
11
Blackened blood dribbles from its orifices
22
Sorrowful music can be heard
33
It’s always behind you, unseen and lamenting
44
It’s an incorporeal shade
55
The baying of hounds can be heard; if Hound/Wolf type, it has three
heads or comes in threes
66
It has a beautiful singing voice
95
---
<!-- Page 96 -->
ADVANCED SENDINGS & SERVITORS
5
Semele
11
It has a charred body and smells of ozone
22
Wine flows from its orifices
33
A hag is constantly tearing out of it; if Humanoid type, its reflection
appears as a monstrous hag
44
First appears as a bull, but then tears itself from the bull’s body; if
Bull type, blood flows from wounds on its body
55
It feasts on a heart
66
In lurid embrace with a giant eagle; if Bird type, it makes noises of
passion
6
Tithonus
11
Ages to dust and is then reborn, over and over
22
Accompanied by a swarm of cicadas
33
It begs to be killed
44
It’s a cocoon for the giant cicada inside
55
It is preceded by a pair of shining doors
66
It digs its way out of the ground
7
Megara
11
It is encircled by three beating hearts
22
Bruised and bloodied children accompany it, or issue forth from it
33
It sorrowfully wails: “Behold the thirteenth labor!”
44
Makes sounds like distressed cattle
55
Arrows from an unseen archer pierce its body
66
It is wreathed in flame
8
Phaethon
11
It is alternately on fire then frozen, back and forth, over and over
22
It weeps amber tears
33
It is made of hot desert sand
44
It is made of ice and frost
55
Mourning women accompany it, or issue forth from it
66
It bears a broken chariot wheel, or is strapped to one
96
---
<!-- Page 97 -->
ADVANCED SENDINGS & SERVITORS
9
Arachne
11
It hangs from a noose, or is entangled in one
22
It has too many eyes
33
Moths and flies issue forth from it
44
It has eight spider-like appendages
55
It is bound by multicolored threads
66
It lairs in a place filled with woven tapestries depicting the history of
Brindlewood Bay
10
Leander
11
Always preceded by the appearance of a lantern in a strange place
22
Light is drawn into its body and extinguished
33
It’s accompanied by the sound of thunderstorms in the distance
44
Seawater flows from its orifices
55
Wet sand sloughs from its corpus
66
It can always be seen in the distance when you squint
11
Oedipus
11
Believes a Maven is its mother
22
Its eyes are wounded
33
It speaks riddles to those it would devour
44
It’s swaddled in wool
55
A sundered crown floats above it
66
It’s accompanied by the bleating of sheep
12
Medea
11
It appears to be thrashing around inside a ritual circle
22
It is made of bronze
33
It speaks only lies
44
It has masticated child parts in its mouth(s)
55
A pair of murderous young women accompany it, or issue forth from it
66
It bleeds poisonous green fluid smelling of herbs and tomato vine
97
---
<!-- Page 98 -->
ADVANCED SENDINGS & SERVITORS
BBlleessssiinngg
1
Zeus
11
It can call down lightning bolts from the sky
22
It can cause an area to be wracked by storms
33
It can disguise itself as a common bird
44
It can mimic voices
55
Divine Manifestation: Looking directly upon it triggers the Day/Night Move
66
It travels on a storm cloud
2
Hera
11
The Midwife: If it appears in the Void Mystery, Complexity is
increased by 2
22
It causes you to violently vomit and inflicts the Condition: Nauseous
33
It afflicts you with the Condition: Jealous
44
It causes you to give birth—here and now—even if you weren’t
pregnant or don’t possess the ability to get pregnant
55
It strikes your romantic partners dead
66
It teleports you to a cave that is always considered night for the
purpose of triggering the Day/Night Move
3
Poseidon
11
It can make the earth beneath your feet crack open
22
It can summon deadly sea creatures to its side
33
It can summon a herd of wild horses
44
It can trap you in a seawater sphere
55
It can summon a floating eye that burns you with a searing ray
66
It can separate a group of people by placing them on different
“islands” in the environment
4
Demeter
11
It can cause rapid, uncontrolled growth of nearby plant life
22
All life in a small area withers away to dust
33
Demeter-Chthonia: If it appears in the Void Mystery, all die rolls
thereafter are made at disadvantage
44
Demeter-Erinyes: It can be turned against the Midwives with the
Occult Move
55
Demeter-Aganippe: You are plagued with nightmares and take the
Condition: Nightmares
66
It teleports you to a sunlit corn maze that is always considered night
for the purpose of triggering the Day/Night Move
98
---
<!-- Page 99 -->
ADVANCED SENDINGS & SERVITORS
5
Athena
11
Palladium: If it appears in the Void Mystery, the Mavens must over-
come it before they can confront the Midwives
22
Gorgoneion: If defeated by the Mavens, one of them adds the
Gorgoneion, a protective amulet, to their Cozy Little Place
33
The Weaver: It causes spiders to crawl forth from you and you take
the Condition: Spider Nest
44
It can summon a glowing, golden shield for protection
55
It can teleport you to a temple where you will stand trial for your crimes
66
It can be reasoned with; you can attempt a Day/Night Move with
Reason to convince it to return to where it came from
6
Apollo
11
Phoebus Apollo: It glows with blinding brightness
22
It can cause any person or object to burst into flame
33
You dream about something that comes true and take the Condition:
Prophetic Dreams
44
Ephebes: It is accompanied by a group of beautiful, youthful male warriors
55
It does battle with a burning gold sword
66
It can be seduced; you can attempt a Day/Night Move with Presence
to convince it to return to where it came from
7
Artemis
11
You are marked for the hunt and take the Condition: Prey
22
It fights with a bow and arrow that can strike from any distance, or
around any cover
33
It can cause a shower of arrows to fall to the earth
44
It can cause the day to instantly become night
55
The Golden Shaft: If defeated by the Mavens, one of them adds the
Arrow of Artemis to their Cozy Little Place
66
It teleports you to a moonlit hunting ground that is always consid-
ered night for the purpose of triggering the Day/Night Move
99
---
<!-- Page 100 -->
ADVANCED SENDINGS & SERVITORS
8
Ares
11
It can summon fully armored warriors from the ground
22
Deimos and Phobos: You are struck with the Condition: Terrified
33
Athena Areia: It does battle with a bloody shield and spear
44
Zeus Areios: It can cause an area to be wracked by bloodstorms
55
Aphrodite Areia: It causes your heart to violently pump your blood
from your body
66
Apollo Areios: It causes the sun to turn blood red, making it Night
for purposes of triggering the Day/Night Move
9
Hephaestus
11
It’s accompanied by a lava flow
22
It does battle with a molten rock hammer
33
It does battle with a silver net that cannot be escaped by normal means
44
It’s accompanied by a platoon of clockwork warriors
55
It can cause an area to become unbearably hot
66
It can cause inanimate objects to come alive
10
Aphrodite
11
Eros: It can cause a Maven to add the following option to their
Crown of the Void: Mark of Eros: Narrate a scene in the present day
showing how you satisfy your physical desires with the Servitor.
22
It can withdraw into a protective seashell
33
Himeros: It can cause a Maven to add the following to their End
of Session questions (it is always marked): Did you make love to
someone because it felt good to do so?
44
It afflicts you with the Condition: Noxious Smell
55
It teleports you to the sea
66
The Golden Apple: If defeated by a Maven, they can add the Golden
Apple to their Cozy Little Place
100
---
<!-- Page 101 -->
ADVANCED SENDINGS & SERVITORS
11
Hermes
11
The Herald: The people of Brindlewood Bay exit their homes and
await the Child of Persephone in a state of rapture.
22
It can fly
33
It can move with supernatural quickness
44
Psychopomp: If it appears in the Void Mystery, the Mavens can only
choose The Void on The Crown of the Void.
55
The Messenger: It can be consulted with the Meddling Move
66
Herma: No one can enter or exit wherever it appears
12
Dionysus
Do not roll a six-sided die to determine a Servitor’s blessing from
Dionysus. Rather, the Servitor can inflict the Condition: Maenad. Any
Maven with this Condition narrates false memories: when a Maven
marks the Crown of the Queen, roll a six-sided die or choose from the
list below, and have them do that instead.
11
Narrate a flashback to when you first made a blood sacrifice to Lord
Dionysus.
22
Narrate a flashback to when, in drunken ecstasy, you tore your late
partner to pieces.
33
Narrate a flashback to when you consumed your first child at a grand
feast.
44
Narrate a flashback to a time when you danced with such frenzy, you
began to bleed.
55
Narrate a flashback to a time when you killed a man because it felt
good to do so.
66
Narrate a flashback to your first orgy. Who was there? Who was most
pleasurable to you? Who didn’t leave alive?
101
---
<!-- Page 103 -->
THE CHILDREN OF PERSEPHONE
TThhee CChhiillddrreenn ooff PPeerrsseepphhoonnee
The Midwives of the Fragrant Void are trying to summon a Child of Perse-
phone, a chthonic monstrosity that will rise out of the deep waters just off
Brindlewood Bay and usher in the End of All Things. This chapter details six
such monstrosities; pick one and use it as-written, or let it inspire your own
creation. Each Child of Persephone in this chapter has a description of what
they look like and how they affect the world, some notes about themes and
motifs you can emphasize throughout play, an alternate Layer One scene,
and thematically appropriate Void Clues you can use in addition to those
listed on the mysteries.
When starting the Void Mystery, think about how far along you want the
summoning of the Child of Persephone to be. For example, if you’re using
the Eye of Charon, the Void Mystery might start with the giant eye already
casting its baleful red glow on the people of Brindlewood Bay, and with
things already coming back to life. The Murder Mavens will have to stop the
Midwives from completing the final part of the ritual, which will cause the
dead to rise en masse. If you’re using the Wings of Nemesis, the Void Mys-
tery might start with the glowing pupa floating above the bay, and the wings
slowly unfurl as the mystery progresses, with the final unfurling occurring if
the Midwives can complete their ritual.
If you’re using one of these Children of Persephone, much of your note-tak-
ing on the Dark Conspiracy sheet will already be done for you, because you
already know what’s going to happen if the monster is summoned. What
you might do instead is make notes about the specific motivations of the
Midwives. Why do they want to bring all the dead back to life? Why do they
want to create a new religion of assimilation? Answering these questions
ahead of time can help you with your roleplaying and improvisation.
103
---
<!-- Page 104 -->
THE CHILDREN OF PERSEPHONE
TThhee EEyyee ooff CChhaarroonn
The Eye of Charon is a titanic red eye surrounded by a mass of oily, black
tentacles. Its arrival is preceded by an inky ocean hanging in the sky—a dark
mirror image of the real ocean. Things that are recently dead will come alive
again: withered plants will stand tall, birds smashed against window sills will
fly again, and flatlining hospital patients will come back from the brink. As
the Eye “rises” from the upside down ocean, it will bathe Brindlewood Bay
in an eerie red glow. When it is fully summoned into the world, the dead will
rise en masse. The long-dead will be little more than shambling skeletons;
the recently-dead will be more whole, but “off” in some way—their behavior
is strange or they move in a stumbling fashion.
TThheemmeess && mmoottiiffss
Eyes, resurrection, mirror images. Throughout the campaign, emphasize the
look of characters’ eyes and drop hints suggesting the Murder Mavens are
always being watched. Talk about things coming back to life in a figurative
sense: stalled careers are restarted, historical sites are restored, and old
flames are rekindled. Emphasize the symmetry in a place or describe things
in reflections; ask the Mavens how one half of an otherwise symmetrical
space is unusual, or how a reflection is not quite right.
MMiiddwwiivveess SScceennee
At the end of the session of play in which the first Void Clue is encountered,
narrate a scene showing a group of hooded figures standing before a large,
ornate mirror. All of the figures are wearing smooth, white masks like the
faces of ancient Greek statues, except the central figure, who ritualistically
carves out their own eye. They hold the eye before the mirror and begin
chanting. The reflection in the mirror shows the eye coming to life, its nerve
stem flicking back and forth like an animal’s tail.
VVooiidd CClluueess
🞎 For a brief moment, a Suspect appears to have an empty socket oozing
blood and pus where an eye used to be.
🞎 You have an eyeball in your palm for a short time; it looks around wildly
whenever it can—up and down, left and right.
🞎 All the mirrors in a place show a murder victim going about their normal business.
🞎 A smashed bug kicks its legs, rights itself, and skitters off.
🞎 An animal opens its mouth wide to reveal a large, bloodshot eye wedged
in its throat.
🞎 All the mirrors in a place show reflections bathed in red, like looking
through a filter of blood.
104
---
<!-- Page 105 -->
THE CHILDREN OF PERSEPHONE
TThhee MMiilllliioonn--HHaannddeerr
The Million-Hander is an enormous mass of thousands upon thousands of
arms, borne on a writhing stalk made of hundreds of legs, crowned with a ring
of ten thousand heads. Its arrival is preceded by a new philosophy of unifor-
mity: people will begin to reject the things that make them unique—fashion,
hairstyle, creative pursuits—and embrace their role as a small part of the
greater whole. As the Million-Hander rises from the ocean, the air is filled with
its song: a singular, droning note, like an ohm, emanating from ten thousand
mouths. When it is fully summoned into the world, all who lay eyes upon it will
do anything to become part of it: cutting off their own limbs, offering them on
bent knees, or swimming into the ocean while muttering prayers to the gestalt.
TThheemmeess && mmoottiiffss
Limbs, assimilation, clumps. Throughout the campaign, emphasize grasping
hands and outstretched limbs. Highlight ideas of uniformity and belonging:
how do the people of Brindlewood Bay try to fit in, what are the social faux
pas among those in the know, and which groups maintain an air of exclusiv-
ity? Emphasize environmental details that are in a tangle or clump: piles of
driftwood, gulls fighting over a scrap, a copse of trees with branches and roots
knotting together, etc.
MMiiddwwiivveess SScceennee
At the end of the session of play in which the first Void Clue is encountered,
narrate a scene showing a group of hooded figures wearing placid white masks
like the faces of ancient Greek statues, standing in a circle around a young
woman seated in a chair. The figures approach her, one by one, and ritualisti-
cally remove the things that make her stand out: her lipstick is rubbed off, her
piercings are removed, her eyebrows and hair are shaved. When it’s done, they
cover her with a hooded robe and then hold their arms over her, interlacing
them and locking hands until all that can be seen is a tangle of limbs.
VVooiidd CClluueess
🞎 A rat king in an unusual place, chirping and hissing.
🞎 A trio of beautiful, stylish women wearing the exact same outfit, sipping
tea. They look up at you and speak in unison: “Embrace the Void.”
🞎 A pile of mannequin limbs, atop which is a bald mannequin head; its smile
seems to widen as you look at it.
🞎 A hallucination or dream: grasping hands in a long, dark hallway; they take
and take until there is nothing left of you by the time you reach the exit.
🞎 An animal with more limbs than it should have.
🞎 A Suspect reveals their dead, underdeveloped Siamese twin, still attached
somewhere on their body.
105
---
<!-- Page 106 -->
THE CHILDREN OF PERSEPHONE
TThhee WWiinnggss ooff NNeemmeessiiss
The Wings of Nemesis are a pair of enormous wings bound to a shard of
hateful white light. When fully unfurled, the wings are pale, translucent
membranes, billowing out in strange shapes (think: the monster at the
end of 2022’s Nope, but much larger). Its arrival is preceded by enhanced
feelings of pettiness and vindictive behavior: people get angry over the
smallest slights, or enact revenge that is all out of proportion to the offense.
The Child’s initial form, rising out of the ocean, is a large pupa, glowing with
white hot energy. When the wings are fully unfurled, an outbreak of murders
will turn into a full-fledged pandemic.
TThheemmeess && mmoottiiffss
Wings, revenge, gossamer. Throughout the campaign, emphasize wings and
winged creatures: describe birds in flight or watching from on high; make
architectural details loom overhead, like a creature with spread wings. High-
light the idea of payback, and show instances of it that are both small and
large: a child tattling on his older sister, aggressive behavior by a motorist
cut off in traffic, a fistfight breaking out over something trivial, and so forth.
Make things gauzy and translucent, like sheer curtains filtering the light, but
also show how the veil between civility and violence is thin.
MMiiddwwiivveess SScceennee
At the end of the session of play in which the first Void Clue is encountered,
narrate a scene showing a group of hooded figures wearing smooth, white
masks, like the faces of ancient Greek statues, standing in a circle around a
terrified man tied to stakes in the ground. The figures whisper unintelligible
prayers as one of their number uses a large, heavy blade to crack the man’s
rib cage open, spreading it out like a pair of wings. Instead of blood and
viscera, a cloud of white, incandescent moths billows from the wound.
VVooiidd CClluueess
🞎 A trio of vipers snatch a hawk from the air, whipping and biting until it is
down on the ground, dead.
🞎 A bird circles overhead, its winged shadow unnaturally large and engulfing.
🞎 Statues of angels, the eyes defaced.
🞎 A sudden swarm of hot, white moths.
🞎 Your vision is blurry for a time, like looking through milky glass; you can
make out shapes, but no fine details.
🞎 A room is covered in fine, silky threads, like spider webs.
106
---
<!-- Page 107 -->
THE CHILDREN OF PERSEPHONE
TThhee GGaattee && tthhee BBooxx
The Gate & the Box is an entity in two parts: the first is a pair of large, bronze
doors, the size of a skyscraper and engraved with a pair of faces in profile,
looking away from each other; the second, beyond the bronze doors, is a
titanic black cube vibrating with energy. The Gate comes first: rising from the
ocean and hanging in the air; people start to worship it. The Box comes after
the Midwives complete their grand ritual: it is beyond the Gate, at the top of a
set of glass stairs. The existence of the Gate & the Box will plunge the entire
world into madness and debate: new religions will spring up, disagreements
about how to open the Gate will disrupt international peace, and people who
attempt to reach the Box without passing through the Gate will have their
sanity shattered. At the End of All Things, only the Gate & the Box will remain.
TThheemmeess && mmoottiiffss
Portals, temptation, the unknowable. Throughout the campaign, emphasize
doors, gates, passages, and other transitional spaces; focus on liminality.
Highlight instances of temptation, particularly when someone is punished
for acting on it. Let the Murder Mavens ponder darkness and peer into the
unknown: staring into pitch black waters, descending into darkened base-
ments without a light, interacting with inscrutable characters, etc.
MMiiddwwiivveess SScceennee
At the end of the session of play in which the first Void Clue is encountered, nar-
rate a scene showing a group of hooded figures wearing smooth, white masks
like the faces of ancient Greek statues, passing beneath a bronze arch. As each
figure passes beneath the arch, they take a position around a glass table, in the
center of which is a glossy, black box. Their leader picks up the box and opens
it: we cannot see what is inside, but the room is filled with sickly green light.
The eyes behind the masks are visible, widened in awe… or terror.
VVooiidd CClluueess
🞎 A Suspect opens up their face, like a pair of double doors, revealing
swirling, star-flecked blackness inside.
🞎 An object dissolves into a thousand tiny black cubes, then disappears.
🞎 A street preacher shouting about the coming of the Gate and the need to
prepare for the End of All Things.
🞎 An art installation appears overnight: a large, shiny black cube balanced
on one of its corners. No one knows where it came from. It is warm to
the touch, and subtly vibrating.
🞎 A doorway opens into a place you didn’t expect.
🞎 A door that was never there before appears in your home; it cannot be
opened or removed.
107
---
<!-- Page 108 -->
THE CHILDREN OF PERSEPHONE
ZZaaggrreeuuss
Zagreus is the masticated flesh and bony remains of devoured gods, made
animate: entrails the thickness of a tree trunk morphed into grasping
tentacles; shards of titan bone jammed into spongy organ tissue make a
toothy mouth and gums; and black bile courses throughout the thing like
blood, pumped by the slick, tumorous clot functioning as a heart. Its arrival
is preceded by acts of extreme gluttony. As it rises from the ocean, sharks
and sea mammals can be seen thrashing around helplessly inside it, just
before it crushes them in its maw, adding them to the visceral whole. When
it is fully summoned into the world, it will drag itself to the beach and eat all
in its path, growing ever larger, never satisfied.
TThheemmeess && mmoottiiffss
Meat, consumption, feasts. Throughout the campaign, take the time to
describe meat in stomach-churning detail: chewed flesh, tendons marbled
with fat, bloody and oily strands of protein, glistening viscera, peeling skin,
etc. The theme of consumption should be prevalent: eating, using up,
devouring, absorbing, leaving no trace. Linger on meals: the food served,
the ambience, the abundance (or scarcity), the sights and smells.
MMiiddwwiivveess SScceennee
At the end of the session of play in which the first Void Clue is encountered,
narrate a scene showing a candlelit dining room, with a long table at its
center. There is a man laid atop it, dead, or perhaps unconscious; his naked
body has been prepared as if for a feast: artfully arranged garnish preserves
his modesty, and his skin glistens, as if glazed. A group of hooded, masked
figures enters the room and sits around the table. After a short, silent prayer,
the figures remove their masks and then pounce on the man. His eyes snap
open and he screams as he is devoured alive.
VVooiidd CClluueess
🞎 A person eats and eats and eats… until they literally burst.
🞎 A large cut of meat quivers of its own accord, then oozes blood.
🞎 A dog with fish guts hanging from its mouth trots by, looks at you, and
grins.
🞎 A glass of red wine is, for a moment, blood.
🞎 Bits of raw, chewed meat where they shouldn’t be.
🞎 An unusual spread: jellied blood, marrow pops, weeping sausages, pick-
led trotters, braised tongues, and brain cups.
108
---
<!-- Page 109 -->
THE CHILDREN OF PERSEPHONE
TThhee CCrraawwlliinngg CChhaaooss
The Crawling Chaos manifests as a massive, black, insectile creature with a
googolplex of walking appendages it uses to drag each bus-sized segment of
its multi-segmented body out of the waves and onto the beach. As it moves
its near-endless corpus further onto dry land and beyond Brindlewood Bay,
it summons uncountable flying and crawling bugs. They come, tumbling and
falling over each other in a carpet that grows by the moment. Every spider
hiding in the house and every ant burrowing beneath the earth join in one
great mass. The Crawling Chaos will drown the human race in chitinous
shells and reduce buildings to dirt.
TThheemmeess && mmoottiiffss
Insects, fecundity, swarms. Bugs, bugs, and more bugs; emphasize the
presence of insects in a scene, but also describe how things are insect-like:
cars as black as beetles, trains segmented like great centipedes, a tourist
group moving through a place like a troop of soldier ants, and so forth.
Highlight the idea of overflowing creation: fields overgrown to rotting, a
family with many children, an artist with stacks and stacks of paintings for
sale. Show how things swarm in the environment: bugs, of course, but also
fish, tourists, protesters, and dock workers.
MMiiddwwiivveess SScceennee
At the end of the session of play in which the first Void Clue is encountered,
narrate a scene showing a group of hooded figures wearing smooth, white
masks like the faces of ancient Greek statues, standing in a circle. They
begin to chant. One of them removes their own mask, revealing a black,
undulating swarm of beetles and millipedes where a face should be.
VVooiidd CClluueess
🞎 An unusually large beetle—the size of your fist—skitters by. It stops and
seems to consider you before moving on.
🞎 A pile of overripe and rotting fruit in an unusual place.
🞎 A centipede is crawling from a Suspect’s mouth as they chat with you; they
don’t seem to notice.
🞎 A Suspect has a bulge on their arm; the bulge is being made by something
black and round. It moves.
🞎 You can feel a lump in your tongue: something is crawling there, just inside
the flesh.
🞎 A sound like chittering and buzzing gets louder and louder as the scene pro-
gresses; eventually you have to leave the room in order to hear anything at all.
109
---
<!-- Page 110 -->
MMYYSSTTEERRIIEESS
---
<!-- Page 111 -->
MYSTERIES
DDaadd OOvveerrbbooaarrdd
Complexity: 6
PPrreesseennttiinngg tthhee MMyysstteerryy
Present this mystery at the top floor of The Candlelight Booksellers, during
the weekly meeting of the Murder Mavens mystery book club.
Paint the Scene: As the camera pans around the loft where you hold
your Murder Mavens meetings, what do we see that shows how you
have personalized the space?
Just as their meeting is ending, the Mavens are approached by Brindlewood
County’s chief law enforcement officer, Sheriff Wyman Dalrymple. He tells
them that, earlier today, a wealthy financier, Albert Krause, was dragged out
of the bay, dead. Mr. Krause and his family were on a yachting vacation and
their boat is presently anchored a quarter mile from shore. The surviving
Krauses—wife Allison, eldest daughter Sara, son David, and youngest daugh-
ter Emily—assert Mr. Krause was drunk and simply fell overboard. Sheriff
Dalrymple suspects foul play but if he can’t produce evidence to that effect
soon, he’ll be forced to let the family take Albert back to Boston. The body
is currently being held in a cold storage at the fish market until the matter
can be sorted out.
Establishing Question: You met one of the Krause children several
years ago. What were the circumstances around that meeting?
Sheriff Dalrymple needs the Mavens’ help in proving foul play. He empha-
sizes to them that he does not need them to solve the whole mystery—that’s
what the sheriff’s department is for. Of course, Murder Mavens are going to
do what Murder Mavens are going to do…
111
---
<!-- Page 112 -->
MYSTERIES
MMoommeennttss
∙
A young woman in a black hoodie peeks over the top of a copy of The
Murders in the Rue Morgue and Other Chilling Tales as the Mavens come
down from their meeting.
∙
A young family on vacation: the mother is doing her best to keep her
tired, unruly children calm.
∙
A pair of grizzled, salt-encrusted locals sneer at a dewy social media
influencer making a video. “Hi, guys!”
∙
A fishmonger rolls an ice-packed cart past you; it’s a cornucopia of the
sea: black sea bass, bluefish, mussels, crabs, and more.
∙
A small child wails in anguish—pure, heartrending sorrow—as they watch
their ice cream cone melt on the boardwalk.
∙
An evening meal in Brindlewood Bay: “Casual” string lights, pristine table
linens, white plates with anchor and whale motifs.
SSuussppeeccttss
Sheriff Wyman Dalrymple, an official
Jowly, paunchy, speaks with a permanently exasperated tone. Without
anything to go on, he’ll have to let the Krauses raise anchor and leave. He’s
reluctant to ask the Murder Mavens for their help, but he knows they have
had some success solving cases in the past.
Quote: “Believe you me, no one is more frustrated about having to ask for
help from a bunch of old biddies than I am!”
Allison Krause, the wife
Thin. Graceful. Well-dressed. Naturally, she’s upset about the death of her
husband, but she seems equally distraught about how all of this might
affect the 4th Annual Warrior’s Ball, an upcoming charity event for veterans
suffering from testicular cancer that she’s hosting a week from now.
Quote: “It’s just like Albert to go and get himself killed when I’m on the
precipice of charity fundraiser greatness! The man could be so self-involved!”
112
---
<!-- Page 113 -->
MYSTERIES
Sara Krause, a daughter
Frumpy. Easily cowed. Hand-wringy. She’s a homemaker with three little ones
back in Boston (Portia, Mercedes, and Lambo). She seems to be the only
person who is genuinely upset about Mr. Krause’s death.
Quote: “Do you really think someone could have murdered my father? It’s—
it’s too horrible to even contemplate!”
David Krause, the son
Snippy. Avant-garde fashion sense. Can’t be bothered. David is eager to
return to running his art gallery back in Boston. He has nothing good to say
about his father.
Quote: “I’m reminded, of course, of the great performance artist Gao Bai,
who was so committed to his work, he threw himself from the top of a
five-story building—the ultimate artistic expression, if you ask me. If only my
father’s death could have been so significant. He lacked vision.”
Emily Krause, a daughter
Withdrawn. Computer nerd. Somewhat awkward. Seems indifferent to her
father’s death. Very preoccupied with an ongoing conversation she’s having
online.
Quote: “Umm… can we put a pin in this for a sec? I just have to reply to this
DM real quick.”
Andrew, the butler
Gray hair. Fastidious. Eloquent. Andrew is doing his best to look after the
Krauses during this tumultuous time. He seems to dote on Allison the most.
Quote: “Madam, the dinner table for this evening is set-up on the forecastle
and awaiting your inspection.”
Captain Curly, the yacht captain
Dazzling officer’s whites. Megawatt smile. Gray at the temples. Captain Carl
“Curly” Willoughby has worked for the Krause family for years. He’s a Brindle-
wood Bay native, and the reason the family vacations here.
Quote: “I convinced Mr. and Mrs. Krause to start coming out this way about
ten years ago. Brindlewood Bay was a backwater as far as they were
concerned, but I’ve been slowly teaching them about the local history and
culture. Are you a native of Brindlewood Bay?”
113
---
<!-- Page 114 -->
MYSTERIES
Etienne Beauregard, a fishmonger
Silver beard. Hale. Does a “romantic Frenchman of the sea” performance
for tourists, but is actually from Scranton. Etienne is an old friend of the
Krauses, and has agreed to store Albert’s body as a kindness to the family.
Quote: “I’d do anything for the Krauses. Everything I have in this world is
because of them. When they told me they needed somewhere cold to store
Albert’s body, I was more than happy to make room between the cod and
the pollock.”
LLooccaattiioonnss
The marina
The smell of saltspray in the air. Gulls declaiming overhead. A mix of locals
and tourists.
Paint the Scene: It’s a busy time of year at the marina In what ways are
the tourists making it difficult for you to conduct your investigation?
The fish market
Fishmongers tossing bass back and forth, a performance for the crowd. Wet
grit beneath your shoes. Edison lights strung overhead.
Paint the Scene: What do you see that reminds you why you love the fish
market? Or, what about this place makes you hate coming down here?
Back of the fish market
The chill of the cold storage. Surly sorts having a cigarette. A strong, fishy
smell.
Paint the Scene: You have the feeling you’re being watched. What makes
you think this?
The Regal Lady, the Krause family yacht
Blindingly white. Everything polished to a shine. Tu vuò fà l’americano
playing on the speaker system.
Paint the Scene: As you step aboard the yacht, what do you see that
shows these people have more money than they know what to do with?
114
---
<!-- Page 115 -->
MYSTERIES
CClluueess
∙
A blood-soaked rug.
∙
Family pictures, discarded.
∙
A mis-reported detail about the time of Albert’s death.
∙
A wristwatch set to the wrong time.
∙
A diary entry: “I just can’t take it anymore.”
∙
A small handgun, like you might keep in a purse.
∙
Stock certificates in a strange hiding place.
∙
Piles of receipts for extravagant purchases.
∙
A guest list for an upcoming Krause family party, with one name conspic-
uously crossed out.
∙
An attempt to collect a debt.
∙
An argument between two Suspects on the deck of The Regal Lady; the
words they’re saying are unclear.
∙
An antique vase—a family heirloom—shattered.
∙
A love letter from a young military vet.
∙
An expensive diamond earring, its mate missing.
∙
A cod with a rat stuffed in its mouth.
∙
A sequence of numbers written on a slip of paper.
∙
Documents that call into question the paternity of a child.
∙
Instructions to cut someone out of a will.
∙
A taboo love affair.
∙
An expensive samoyed, missing.
VVooiidd CClluueess
∙
A fish, dying, strange purple ooze seeping from its beady, black eyes.
∙
At first, the growling, repetitive noise of some machine, but upon further
inspection, the sound of chanting coming from somewhere dark and
down below.
∙
Tattoos that seem to have shifted position when you look at them again.
∙
A group of people praying near the spot where Mr. Krause’s body was
found. They will not interact with anyone, and disperse if someone gets
too pushy.
∙
A fish, seemingly dead, speaks a single word: “Void.”
∙
Nighttime shadows appear to plume and swirl, like ink dripped into a
glass of water.
115
---
<!-- Page 117 -->
MYSTERIES
AAllll HHaallllooww’’ss SSccrreeaamm
Complexity: 6
PPrreesseennttiinngg tthhee MMyysstteerryy
The Mavens are guests at a Halloween party being thrown at the fabulous
Brindlewood Bay home of Abner and Coco Vidal. Abner, a retired filmmaker
famous for gonzo, B-grade pictures greets the Mavens at the front door; he is
wearing a King Tut costume.
Paint the Scene: As you approach the Vidals’ home, what ostentatious
thing do you see outside that reminds you the Vidals don’t fit in with
Brindlewood Bay’s stuffy upper crust? Also: tell me about your costume.
After a short scene with Abner, have a few more scenes where we see the
Mavens enjoying themselves at the party, which principally takes place at or
near the bar. Be sure to introduce all the Suspects in these scenes.
After a few scenes, and after the Suspects have been introduced, the party
is interrupted by a shrill scream. Mrs. White has found Abner dead on the
covered back porch, his head submerged in a large metal basin being used
to bob for apples.
The Mavens can begin investigating right away or they can wait for someone
from the sheriff’s department to be called to the scene. No matter what, it’s
important that no one be allowed to leave the Vidals’ home until everyone
can be questioned. Make it clear to the players that the sheriff’s department
is entirely incompetent and will not be able to crack the case without the
Mavens’ help. If you need a character from law enforcement, use Sheriff
Dalrymple from Dad Overboard, or Deputy Brett Anderson, a himbo beach
cop, in the event Sheriff Dalrymple was implicated in the Dad Overboard
murder.
Establishing Question: You’re having a secret affair with one of the
people you’ve talked to at the party tonight. Who is it?
117
---
<!-- Page 118 -->
MYSTERIES
MMoommeennttss
∙
Partygoers dancing to the “Monster Mash.”
∙
Lobby posters of some of Abner’s greatest hits: Return of the Devil Wom-
en from Planet X, Zombie High School, Barracuda II: The ‘Cuda Sleeps at
Night, and Barracuda VIII: ‘Cuda in Space.
∙
An animatronic werewolf from Werewolf Sings the Blues welcomes party-
goers with a song.
∙
A movie theater concession stand is not in operation, but smells of hot
buttered popcorn.
∙
TV monitors throughout the house play scenes from March of the Devil
Women from Planet X on a silent loop.
∙
A group of trick-or-treaters at the front door: Spider-Man, Pink Power
Ranger, Happy Jack the Lumberjack.
SSuussppeeccttss
Marcus Greaves, the manager
Handsome. Piercing eyes. No costume. Marcus is Abner’s business manager.
He’s been with Abner for over twenty years, looking after his affairs, arrang-
ing opportunities, negotiating contracts… and always getting his ten percent.
Quote: “These parties are such a waste of time. The people in this backwa-
ter—no offense—are never going to accept Abner as one of their own, so
I’m not sure why he even tries. I need to get him back to Hollywood—Los
Angeles misses Abner Vidal. I know he’s upset about how poorly ‘Cudat Girl?
Barracuda in Love was received, but anyone could have told you that long-
time fans of the Barracuda franchise were never going to accept a rom-com
twist!”
Mrs. White, maid
Curmudgeonly. Snoops about. Maid uniform with cat ears. Mrs. White is
quiet and always… there. She knows a lot about what happens in the Vidal
home. Secretly in love with Coco.
Quote: “Mr. Vidal was bound to go and get himself killed at some point. You
can’t make that many pictures about madness and murder and not have the
real thing come knocking on your door at some point. I’m surprised it took
this long! The person I’m most worried about is poor Mrs. Vidal. Someone
needs to make sure she’s looked after.”
118
---
<!-- Page 119 -->
MYSTERIES
Coco Vidal, the wife
Air-headed. Sweet. Cleopatra costume. Coco has known Abner since they
were teenagers and was frequently an extra in his early films. They’ve been
married for nearly forty years.
Quote: “Why would anyone want to kill Abner? He’s so harmless. It’s true he
snores quite a lot, and he’s sometimes a bit of a cheapskate when it comes to
dining out, but why would anyone want to kill him over stuff like that?”
Elena Visage, an actress
Seductive. Boozy. Vampiress costume. Elena is a former Hollywood actress
and frequent star of Abner’s films. She seems to like Abner, though she will
drop hints that he eventually resigned her to “matronly” roles in favor of
giving the leads to younger talent.
Quote: “I mean, surely you’ve seen my work? Variety once said my perfor-
mance in Devil Women from Planet X was the most acting they’d ever seen.”
Gordon Thune, a banker
Stuffy. Put-upon. Frankenstein’s monster costume. Gordon is a local banker
and a pillar of the community. He finds Abner personally distasteful, and if
not for the filmmaker’s importance as a bank customer, wouldn’t be caught
dead at this party.
Quote: “Who knows what kind of depraved nonsense Abner has planned for
us at this party. These Hollywood types… they’re just different from you and
me, you know?”
Sam Turlington, a business partner
Friendly. Boisterous. Phantom of the Opera costume. Sam is a new business
partner of Abner’s—they’re investing in some prime retail property near the
bay. He likes Abner and is having a swell time at the party.
Quote: “I’ll tell you this: Abner Vidal isn’t just a film visionary. No, no—he’s
also got a great mind for business. The plans we’re hatching for the seaside
properties are going to make Brindlewood Bay an internationally-renowned
vacation spot.”
June Willoughby, a local socialite
Pretty. Artificially genteel. Sock-hop costume. A local and friend of the
Vidals. Secretly having an affair with Abner. Very judgmental towards Coco.
Quote: “Just look at this place. Everything is so ostentatious. And it’s just like
Coco to buy this cheap swill. Zhampagne! Whoever heard of Zhampagne?”
119
---
<!-- Page 120 -->
MYSTERIES
LLooccaattiioonnss
The bar
This is where the mystery starts—a bar and lounge area just off the foyer.
Paint the Scene: The room has been decorated for Halloween using props
from Abner’s horror movies. Come up with a name for one of Abner’s
schlock masterpieces and then describe the prop from that movie.
The Tinseltown room
Dramatic art deco lines. Lots of black lacquer and gold trim. Thick carpets.
Paint the Scene: As you step inside this sitting room, what do you see
that shows it’s a temple to Old Hollywood?
The master bedroom
Blood red wallpaper and curtains. Enormous canopy bed. Mirrors overhead.
Paint the Scene: Abner and Coco had a pretty interesting sex life. What
evidence of this do you see casually strewn about the room?
Abner’s office
A framed dollar bill with no particular significance. A top-of-the line com-
puter, still boxed. A talking ‘Cuda the Barracuda mounted to the wall sings
“Bad to the Bone” if you press a button.
Paint the Scene: Abner is very bad at business. Looking around his office,
how do you know this?
The screening room
Red velvet movie theater seats. Sconces glowing warmly. The click click click
of a film reel.
Paint the Scene (only if at least one Maven has marked A Shadow in the
Garden): The film being played, about a hippie commune, is one you don’t
recognize. The film is in black and white, and there is no audio. It captures
the last, violent moments of the commune, with buildings burning and
people bloodied and running in terror. What do you see that makes you
think the events being depicted are real? The film is a Void Clue.
120
---
<!-- Page 121 -->
MYSTERIES
CClluueess
∙
A shattered Britty Award.
∙
An argument between two Suspects on a seemingly private balcony; the
words they’re saying are unclear.
∙
A plastic pumpkin filled with half-empty pill bottles; painkillers, mostly.
∙
Decorative spider webs with a real human finger tangled in them.
∙
A stack of rejected movie scripts: Devil Women from Planet X vs. Zombie
High School, Barracuda XII: ‘Cudaz n the Hood, and Vampire Toga Party III:
Magnus Cums Loudly.
∙
A pair of muddy boots in an unusual place.
∙
An old reel of film showing a debauched Hollywood party.
∙
Women’s lingerie, perfumed.
∙
A secret passage connects two Locations.
∙
A sack of rubber Halloween masks in an unusual place.
∙
A steamy love letter, unsigned.
∙
A fancy car, the brake lines cut.
∙
Pictures of the past, discarded.
∙
An adult trick-or-treater provokes a glint of recognition from a Suspect.
∙
A phone message delivered to the wrong number.
∙
A lifetime achievement award with the words “Enjoy it, you worthless
bastard” carved on the back of the frame.
∙
A tape of spooky Halloween sounds has a message from someone when
played in reverse: “I know I’m going to die tonight.”
∙
Candy that has been tampered with.
∙
A duplicate costume, hastily discarded.
∙
A rejected building permit application.
VVooiidd CClluueess
∙
The sound of a record being played backwards, but upon closer inspec-
tion, the sound of ritual chanting.
∙
A rising mist, strange shapes moving within.
∙
Insects pouring out of a jack-o’-lantern.
∙
A tree oozing blood-red sap.
∙
The electricity goes out, causing the music to come to a groaning stop. You
can hear feverish sounds in the darkness: lovemaking, death throes, barn-
yard animal noises. When the lights come on again, everything is normal.
∙
A character depicted on a lobby poster for The Twelve Sexy Labors of
Hercules beckons to you.
121
---
<!-- Page 123 -->
MYSTERIES
TThhee GGBBBBBBOO
((TThhee GGrreeaatt BBrriinnddlleewwoooodd BBaayy BBaakkee--OOffff))
Complexity: 7
PPrreesseennttiinngg tthhee MMyysstteerryy
The most popular television program in the world, The Jolly Good Baking
Show, has come to Brindlewood Bay to find the town’s very best baker. A
number of qualifying rounds have been held, and our Murder Mavens are
among the bakers to make it through to the final, televised portion of the
show, where they will meet the charming presenters and have their confec-
tions judged by the notoriously strict Paul and Jane.
The first scene depicts the opening round of the competition: pies. Go
around the table and ask each player to describe what sort of pie their
Maven is making. Then, ask the player to their left whether the pie is a tri-
umph or rather disappointing. If a Maven’s Cozy Activity is baking, their pie
is automatically a triumph. Then, the other players and the Keeper should
each offer a detail about how the pie was beautifully executed if it was a
triumph, or a detail about how it was a disaster if it was rather disappointing.
During this process, the entire cast of Suspects should be introduced, as
well as the steely-eyed, silver-haired judge, Paul Riviera. You can do this by
having the Suspects interject with commentary or words of support, or have
them do something technical related to the television production. Lots of
hugs are in order.
There is a short break in filming after the pie round, during which a Suspect
(your choice) will find Paul Riviera dead in his trailer, his face covered with
flour and his hands tied behind his back with beautifully-plaited nylon cords.
Security around the show is tight, and most of the production team was away
from the set during the break. The only people who were still on set, and
therefore had the means to kill Paul, are the Suspects.
Members of the production team will naturally be quite shocked by Paul’s
death, but they insist that everyone keep calm and carry on with the show. A
responding authority, perhaps Sheriff Wyman Dalrymple, will ask the Murder
Mavens to help figure out who did it, since they’re in the mix and therefore
in a position to question people during the filming of the remainder of the
competition. If they can solve the crime without causing a stir, all the better.
123
---
<!-- Page 124 -->
MYSTERIES
During the investigation, one more round of baking competition should take
place: cakes. For this round, have each player find a picture of a fabulous
cake on the internet, using their smartphone or whatever technology is
at-hand. That’s the cake their Maven baked. The winner of the competition is
determined by the Keeper.
If the mystery isn’t solved by the end of the competition, the investigation
can extend over as many hours or days as are needed. The Suspects won’t
be allowed to leave Brindlewood Bay until the culprit is brought to justice.
Establishing Question: The Jolly Good Baking Show is connected to one
of your favorite memories. What is that memory?
MMoommeennttss
∙
Melanie begins having a breakdown; Sue and Timothy rush over to com-
fort her. Scott quips: “That’s a lot of emotion for pie.”
∙
Someone forgot to turn their oven on, leading to no end of sturm and
drang. Heath looks delighted and orders Buck to capture every agonizing
moment on camera.
∙
Someone’s bake looks like a cock. Everyone laughs except Jane, who
doesn’t understand what’s so funny and will you please stop it, you lot,
we have a show to make.
∙
Someone’s bake is a triumph and they are rewarded with a coveted Paul
Riviera shoulder rub.
∙
Timothy and/or Sue reveals, for the one hundredth time, they don’t know
anything about baking.
∙
A producer asks you to answer a question for the camera:
∙
Can you tell us what’s going into your bake?
∙
Who’s your biggest competition here?
∙
Which judge intimidates you more?
∙
Why is it important for you to win this competition?
124
---
<!-- Page 125 -->
MYSTERIES
SSuussppeeccttss
Jane Leaf, a judge
Sweetly judgmental. Elderly. Posh. Jane is a beloved celebrity in the U.K.,
having published dozens of cookery books and made hundreds of television
appearances over a career spanning nearly sixty years. Like all the other
stars of The Jolly Good Baking Show, her contract is up for renewal, and
she has lately grown frustrated with Paul’s hardball negotiation tactics, which
threaten to shut down the show entirely.
Quote: “Don’t fret, dear—your pie has a perfectly adequate taste. It just looks
a bit… informal.”
Sue Mellon, a presenter
Boisterous. Punny. A hugger. Sue had been a very successful comedian in
the U.K. She took this presenter job when her comedy career started to
flatline. She is secretly jealous of Paul, who is the breakout star of The Jolly
Good Baking Show.
Quote: “Bakers! Lattice be a warning to you: only five minutes remaining in
the pie round!”
Timothy Boosh, a presenter
Weirdly large. Broad humor. Gothy. Timothy is mostly along for the ride.
He doesn’t know the first thing about baking and feels very lucky to have
stumbled into this gig.
Quote: “Bakers! You have thirty minutes remaining in this round!” [Pours a
glass of water over his head and then does an awkward cartwheel for some
reason.]
Scott Lamb, a contestant
Organized. Fond of bow ties. Twink. Scott was a contestant on The Jolly
Good Baking Show three years ago. He famously went home after an explo-
sive, on-camera argument with Paul about a pan of over-baked muffins. Many
viewers, however, believe there’s more to that story, with some suggesting
the two were secretly lovers. In a bit of stunt casting, the show’s producers
have invited Scott to participate in this special episode, going so far as
to rent him an apartment in town so he can technically be said to live in
Brindlewood Bay.
Quote: “It’s very important to blind bake the pie crust so you don’t have a
soggy bottom, because believe you me: Paul likes a neat, firm, uncompli-
cated bottom.”
125
---
<!-- Page 126 -->
MYSTERIES
Melanie Blair, a contestant
Seemingly frazzled. Actually intense. Sensibly-dressed. Melanie has lived in
Brindlewood Bay all her life, and learned to bake from her parents, who used
to own The Sweet Sensations Bakery before it went out of business.
Quote: “Yes, it’s true my parents’ bakery went out of business when Paul’s
bakery chain opened a location in Brindlewood Bay, but I won’t hold that
against him. I love The Jolly Good Baking Show, and I’m just so honored to
be here.”
Heath Hendricks, a producer
Stern. Balding. Excessive use of “3… 2… 1” fingers. Heath is overworked
and irritable. He is furious that Paul Riviera has been threatening to leave the
show if his (ridiculous) contractual demands are not met.
Quote: “Do I sometimes daydream about him being dead? Absolutely. But
did I kill him? No way. Paul Riviera may be a pompous, arrogant ass, but
he’s our pompous, arrogant ass.”
Buck, a cameraman
Good-humored. Handsome. Poetic. Buck, an American, has only been with
The Jolly Good Baking Show for a few months, after his secret lover, Donna
Riviera, got him the job.
Quote: “This whole situation is just so unbearably tragic. The Jolly Good
Baking Show is one of the few lights we have in this dark, dismal world. Tell
me another show that can bring people together like this one can—young
and old, rich and poor, black and white. It’s something we can all agree on,
you know? And now that Paul is gone, it will never be the same. That light is
just a little bit dimmer now.”
Donna Riviera, the wife
Bottle blonde. Leopard print. Piles of make-up. Like her husband, Donna Riv-
iera is a celebrity, having starred in the short-lived reality television program,
The Real Housewives of Liverpool. She has been having an affair with Buck
for the last few months.
Quote: “I can’t believe someone would kill him, like. Mind you, he was
always doing my head in—if anyone had a reason to sack him off, it’s me.
But I didn’t do it. And now if you’ll excuse me, I need a bifter and a bevvie to
take the edge off, like.”
126
---
<!-- Page 127 -->
MYSTERIES
LLooccaattiioonnss
Jane’s trailer
Enormous arrangements of English roses flanking everything. The Union
Jack in a prominent place. The space is somehow in soft focus.
Paint the Scene: As you step into the trailer, what do you see that reflects
Jane’s very posh femininity?
Sue’s trailer
Shelves full of British snacks and sweets: Tiddlynips, Bumblecracks, Wobbly
Wums, and Nob Noms. Sapphic art all over. The smell of patchouli.
Paint the Scene: Sue has a reverence for the great comedians that came
before her. What do you see in her trailer that reinforces this idea?
Timothy’s trailer
The Cure playing on the stereo, of course. Blacklight posters. An obelisk in
one corner.
Paint the Scene: What do you see in Timothy’s trailer that suggests he is a
deeply lonely person?
The judges’ tent
Production folk just out of frame. A backdrop meant to depict Brindlewood
Bay is actually Martha’s Vineyard. Red, white, and blue bunting.
Paint the Scene: The judges’ tent is normally decorated to look like a
quaint cottage somewhere in the English countryside, but has been
given an “American” flair for this special episode. What sort of “American”
gewgaws do you see?
127
---
<!-- Page 128 -->
MYSTERIES
CClluueess
∙
A baking sheet sprinkled with rat poison.
∙
A text message of someone professing their love.
∙
A cookbook authored by Jane Leaf and Paul Riviera, but with one of
Paul’s recipes torn out.
∙
An unreasonable contractual demand.
∙
A missing chef’s knife.
∙
A pile of receipts suggesting extravagant expenditures.
∙
A shattered Britty award.
∙
A dangerously-frayed electrical cord.
∙
A heated argument about British politics.
∙
A Buckingham Palace invite to the cast and crew of The Jolly Good Bak-
ing Show, with one name conspicuously missing.
∙
Stacks of love letters from the British Prime Minister.
∙
A dressing-down from the head of the BBC.
∙
Extremely valuable diamond earrings shaped like tiny loaves of bread.
∙
A plea for financial help.
∙
A sheet cake with a very hateful message written in blood-red icing on it.
∙
A pair of plane tickets to somewhere far, far away.
∙
Ball gag, handcuffs, and a riding crop.
∙
Outtakes suggesting a very tense, off-camera relationship.
∙
A rolling pin spattered with blood.
∙
Paul’s body has signs of him being poisoned.
VVooiidd CClluueess
∙
A swarm of insects where food should be.
∙
The shadow of something unnatural crawling atop the baking tent.
∙
A tray of gingerbread men engaged in lurid acts, like on a Greek vase.
∙
A food canister that smells of urine, semen, and sweat.
∙
Brindlewood Bay locals watching the filming are suddenly seen wearing
smooth, stone masks.
∙
For a moment, an oven seems impossibly vast and dark on the inside.
128
---
<!-- Page 129 -->
MYSTERIES
129
---
<!-- Page 130 -->
MYSTERIES
JJiinnggllee BBeellll SShhoocckk
Complexity: 7
PPrreesseennttiinngg tthhee MMyysstteerryy
It’s the holiday season, and the Murder Mavens are out caroling as part of
the Brindlewood Bay Lunch Club’s annual Ugly Christmas Sweater Carol-a-
thon fundraiser. Go around the table and ask each player to describe their
Maven’s ugly Christmas sweater.
The carolers arrive at the grand home of Amelia Hawthorne, and are a few
bars into a rousing rendition of “We Three Kings” when a tall, middle-aged
woman in a red suit steps out onto the porch and asks the group if they’d be
willing to sing a funeral dirge instead. The woman will introduce herself to
the group as Caroline Hawthorne, Amelia’s niece. It seems Amelia was just
found dead in her bedroom, strangled with a strand of garland.
If the Mavens go inside the house, they’ll find all the Suspects gathered in
the foyer. Amelia was in her late sixties, and very wealthy after shrewdly
investing her inheritance decades ago. She never married and, apart from
her beloved Pekingese, Chestnut IV, lived alone. The Suspects are all family
members from out of town.
The rest of the carolers will leave to get help from the police, but the Mavens
should stay and conduct an investigation. Caroline will introduce herself and
the other Suspects by name and relation to Amelia.
Establishing Question: Amelia Hawthorne is a pariah in Brindlewood
Bay. She’s known to be miserly and cruel, and more than happy to
throw her weight around with the town council in order to get her way.
Very few people will be sad to hear she’s dead, but you once saw a
different side of her, a moment that humanized her. What happened?
130
---
<!-- Page 131 -->
MYSTERIES
MMoommeennttss
∙
The crunch of boots on snow, the smell of oranges in the air, and the
tinkling of silver bells in the distance.
∙
The sweet and subtle smell of birch as it burns in a grand fireplace.
∙
An enormous charcuterie board filled with treats: cured meats, olives,
crackers, several cheeses, fruits and veg, dipping sauces, crusty bread
slices, and more.
∙
A tapestry depicts a Curier & Ives scene: straw-haired boys playing in the
snow; their dog yaps silently from the porch of their quaint home.
∙
A corkboard with Christmas cards from the gas company, the power
company, and Amelia’s life insurance provider—dozens collected over
the years.
∙
It’s a Wonderful Life playing on an old console television set.
SSuussppeeccttss
Caroline Hawthorne, the niece
Assertive. Wry. Well-tailored women’s suit. Caroline is, practically-speaking,
the head of the Hawthorne family. While the family’s money can be traced
back to Aunt Amelia, it’s Caroline who organizes everything, gives it form.
She makes sure everyone is taken care of, financially-speaking, and that this
annual pilgrimage to kiss Amelia’s ring takes place. Caroline is Thomas’s
daughter, Avery’s wife, and Everett and Skyler’s mother.
Quote: “We certainly have our differences, but the thing you need to under-
stand about this family is that we are, first and foremost, Hawthornes. That
comes before everything and everyone.”
Thomas Hawthorne, a brother
Cautious. Soft-spoken. Plum-colored smoking jacket. Thomas was Amelia’s
brother and financial adviser. He quietly resents Amelia since he’s the one
who helped her with the investments that made her rich, and if not for the
fact that he was cut out of their parents’ will, would have been able to make
those investments for himself. Thomas is Caroline’s father, and Everett and
Skyler’s grandfather.
Quote: “My sister was a very complicated woman. She had a depth to her—a
secret way of being that very few people understood. As much as I’m loath
to admit it, I will miss her.”
131
---
<!-- Page 132 -->
MYSTERIES
Jimmy Hawthorne, a brother
Red-faced. Drunken. New England Patriots sweater. Uncle Jimmy was Ame-
lia’s brother, a thrice-divorced black sheep of the Hawthorne family. He can’t
hold down a job, and is always begging the other family members for money.
He and Amelia hated each other with a white-hot passion, though the exact
reason why has always been unclear.
Quote: “Ding-dong, the witch is dead!” [Takes another drink and passes out.]
Magdalena Hawthorne, the sister-in-law
Knowing smile. Constantly shuffling a deck of tarot cards. Ridiculously large
silver cross around her neck. Magdalena is one of Jimmy’s ex-wives. She is
a deeply spiritual woman who blends her Catholic faith with more esoteric
beliefs. Amelia gave her the money to open her Los Angeles New Age shop
back in the late ‘80s. Magdalena is generally considered to be the only
friend Amelia had.
Quote: “I arrived earlier today. I drew a card from my deck as soon as I
crossed the threshold of the front door: the Nine of Swords. That’s a very
bad sign—a sign of conflict—and I knew right away something terrible was
going to happen. The cards never lie…”
Everett Hawthorne, the great-nephew
Ridiculously handsome. Excessive use of “finger guns.” Oversized cable
knit sweater. Everett is a movie star, and likely the only Suspect the Mavens
immediately recognize. He’s most famous for the Turk Huntington series of
spy films, each of which has been a global blockbuster. Everett is Caroline
and Avery’s son, and Skyler’s brother.
Quote: “Trust me: everyone in this room—except me, because I’m already
rich as fuck—wants to know how much Aunt Amelia left them in her will.
But knowing her, she left every red penny to Chestnut IV and all the other
Chestnuts to come.”
Skyler Hawthorne, the great-niece
Tall. Beautiful. Bohemian chic. Skyler is a runway model who has worked for
some of the biggest fashion houses in the world. She dislikes the other Haw-
thornes, but especially her brother, whom she believes received preferential
treatment from the family elders. Skyler is Caroline and Avery’s daughter,
and Everett’s sister.
Quote: “My brother wasn’t always a leading man in life. Growing up, he was
chubby, he had a huge nose, and he stuttered really badly. But Aunt Amelia
loved him—almost as much as she loved those damn dogs—and she helped
him. It turns out you can turn a frog into a prince with enough money.”
132
---
<!-- Page 133 -->
MYSTERIES
Avery Partridge, the nephew by marriage
Bitter. Sneering. Golf shirt and khakis. Avery runs a successful real estate
business with his wife, Caroline. He doesn’t have much love for any of
the Hawthornes, but he absolutely despises Amelia, who made giving his
children the Hawthorne name a condition of getting seed money for the
business. Avery is Caroline’s husband, and Everett and Skyler’s father.
Quote: “Have you been to Amelia’s horrid Christmas room yet? A can-
dy-colored nightmare. I think she collected all that tacky crap in an effort to
somehow own the idea of Christmas, to dominate it.”
Mother Hawthorne, the grandmother
Ancient. Blind in one eye. Buried in furs. Mother Hawthorne is Amelia’s
grandmother. No one remembers her real first name, and no one knows
exactly how old she is. She has managed to outlast a whole generation of
Hawthornes one branch below her on the family tree. She rarely speaks and
can barely get around on her own. It would have been impossible for her
to strangle Amelia. Mother Hawthorne is the grandmother of Thomas and
Jimmy.
Quote: “...”
Quote (only to a Maven with The Pallid Mask marked): “I have looked into the
gloaming eyes of Death many times now, and each time I have told that
pallid harbinger, ‘No! Not today. Today is not the day I take your bony hand
in mine and walk to that shadowy realm beyond the Black Gate.’ You can do
that, too, my dear. You can fix your gaze upon the Reaper and decline his
cold affections. The more interesting question is ‘Why do it?’ Why should I
want to keep living in this frail body, barely seen to by kin who no longer
remember my name? Why should I want to keep silently tittering in my
husk? Because I want to see the looks upon their faces when they realize it’s
all coming to an end.”
133
---
<!-- Page 134 -->
MYSTERIES
LLooccaattiioonnss
The Chestnut room
The stale, nutty smell of dog biscuits. Chestnut IV sitting on a silky pouf,
holding court. A tiny Christmas tree decorated with dog bone ornaments.
Paint the Scene: The front room of Amelia’s house is a temple dedicated to
Chestnuts I-III. What do you see that shows how much Amelia loved her
precious Pekingese dogs?
Amelia’s bedroom
Floral prints and Tiffany lampshades. A vintage dress form in one corner. A
loaded bar cart, untouched.
Paint the Scene: What do you see in Amelia’s bedroom that indicates she
had a much softer heart than her public persona would have you believe?
The Christmas room
A sensor is triggered and a recorded voice bellows out: “Ho, ho, ho! M-e-e-
erry Christmas!” A model train chugs along an enormous track that spans
the room. The smell of balsam.
Paint the Scene: This room is decorated for Christmas year-round. Does
the room feel warm and inviting to you or does it feel oppressive to you?
Something else? What do you see that reinforces how you feel?
The dining room
A table that seats twelve. A curio filled with Hummel figurines. A loaded bar
cart, untouched.
Paint the Scene: What do you see in the grand dining room that shows
just how lonely Amelia truly was?
The kitchen
An enormous island for preparing food. Stainless steel and marble on every
surface. The thrum of Chestnut IV’s automatic feeder.
Paint the Scene: How do you know Amelia (and the other Hawthornes)
have never used this space to cook a meal?
134
---
<!-- Page 135 -->
MYSTERIES
CClluueess
∙
A shattered eggnog glass.
∙
A bundle of racy Christmas cards.
∙
A secret crawlspace.
∙
A suicide note from years ago, preserved as a keepsake.
∙
A stack of unpaid bills.
∙
A parody version of “The Twelve Days of Christmas,” the lyrics of which
are a scathing indictment of the Hawthorne family.
∙
A bottle of pills that has been tampered with.
∙
An argument between Amelia and her lawyers.
∙
A slip and fall accident that went unreported.
∙
A Christmas tree ornament that mocks a Suspect.
∙
Droplets of dried blood in a strange place.
∙
An old yearbook from Amelia, Thomas, and Jimmy’s high school days.
∙
Amelia’s rejection of a Suspect’s request for money.
∙
A security camera hidden in a papier mache statue of Frosty the Snowman.
∙
A stack of old board games, each missing a pawn of a particular color.
∙
A Hawthorne family portrait with one person carefully cut out of it.
∙
Amelia’s parents’ will, leaving her nearly everything and cutting out Thomas.
∙
A plane ticket to Rio de Janeiro.
∙
A Christmas wreath festooned with poison oak, nightshade, and holly.
∙
An extravagant gift for Chestnut IV.
VVooiidd CClluueess
∙
Magdalena’s tarot deck is just The Devil, one after the other.
∙
A nativity scene features a Baby Jesus that suddenly bleats like a goat.
∙
A thick, tar-like substance begins oozing out of all the nutcrackers’ eyes.
∙
Chestnut IV is whispering to an unseen entity in the corner of the room.
∙
An advent calendar, behind each door of which is an occult symbol or
picture of someone who was brutally murdered in Brindlewood Bay.
∙
Evidence that Amelia is a member of the Midwives of the Fragrant Void
(only if Layer Three of the Dark Conspiracy is unlocked).
135
---
<!-- Page 137 -->
MYSTERIES
AA MMuurrddeerr MMoosstt MMuucckkyy
Complexity: 8
Note: The tiny village of Mucky Point is a dangerous place, loaded with hints
of the strange and supernatural. Only play this mystery if Layer 4 of the Dark
Conspiracy is unlocked.
PPrreesseennttiinngg tthhee MMyysstteerryy
Present this mystery at the top floor of The Candlelight Booksellers, during
the weekly meeting of the Murder Mavens mystery book club.
Paint the Scene: As the camera pans around the loft where you hold
your Murder Mavens meetings, what do we see that shows how this is
one of the coziest spots in all of Brindlewood Bay?
After the meeting, the Mavens are approached by Janet Flock, owner of the
bookstore. Janet shows them a story in the local paper, about a Mucky Point
lighthouse keeper, Cyrus Creel, who died after falling off the little walkway
just outside the lighthouse’s lantern room. The article quotes several locals
who think Mr. Creel was murdered, as the grizzled old lighthouse keeper had
kept the lantern lit for decades and only someone green would lose their
footing and tumble to their death. The paper also quotes the Mucky Point
constable, Alvin Deschain, who says the death was strictly an accident and
any talk of murder is baseless speculation.
Janet reminds the Mavens that Mucky Point is only a few miles up the road,
and suggests that Constable Deschain might appreciate their unique insight
into the case. If the Mavens press Janet for why she is so interested in the
case, she will reveal that Cyrus was an old family friend, and that it would
put her at ease knowing—definitively—there was no foul play involved in his
death.
137
---
<!-- Page 138 -->
MYSTERIES
Mucky Point is a tiny hamlet in Brindlewood County. It has existed to support
the operation of the lighthouse for most of its history, but in recent decades,
as the lighthouse has become less and less important to maritime naviga-
tion, it has shrunk to just a few small homes and businesses. In Brindlewood
Bay, Mucky Point has a reputation for being a shriveled little place, isolated
and unfriendly to outsiders. In Mucky Point, folks from Brindlewood Bay are
viewed with some animosity, especially after the Mucky Point lighthouse
never took off as a tourist attraction, in part because of interference from
Brindlewood Bay’s tourism board.
As the Mavens arrive in Mucky Point, give them a quick lay of the land:
∙
To the east, on a raised, rocky area, is the lighthouse.
∙
Near the base of the lighthouse is a small shack used by the lighthouse
keepers as storage and lodging.
∙
Mucky Point proper consists of a single thoroughfare, along which can
be found: The Golden Bull Roadhouse, Deschain’s Gas & Sundries, The
Mucky Point Lighthouse Museum, and Codswallop’s Bait & Tackle.
Establishing Question: Mucky Pointers are rumored to have a strange
physical characteristic they all share. What have you heard?
MMoommeennttss
∙
A group of hardened men and women, leering… suspicious.
∙
An old song you don’t recognize, the singer’s voice halting and uneven,
playing on a jukebox. The label identifying the song is blackened out.
∙
The sound of wailing in the distance—a woman crying out in anguish?—
that turns out to just be the wind.
∙
A wall with exposed brick that is soft and slushy, like cold mud.
∙
The remains of a shredded Union Jack tied to a fence post, strips of cloth
flapping in the wind.
∙
An old man with the “Mucky Point look” warns you to go back to Brindle-
wood Bay, where it’s safe.
138
---
<!-- Page 139 -->
MYSTERIES
SSuussppeeccttss
Alvin Deschain, the constable
Lanky. Slightly hunched back. Messy uniform. Alvin has lived in Mucky Point
all his life. He is suspicious of outsiders, even those from places as close as
Brindlewood Bay.
Quote: “There’s no way Cyrus was murdered. It simply wouldn’t happen in
Mucky Point. We’re a close-knit community—we care for each other—but I sup-
pose someone like you wouldn’t understand something like that, would you?”
Tara Hill, a tavern keeper
Husky. Mullet. Sleeves rolled up. Tara moved to Mucky Point ten years ago
when she inherited The Golden Bull Roadhouse from her uncle, Milton Hill.
Her wife, Sandy Hill (née Deschain), was born and raised in Mucky Point, and
is the only reason she doesn’t feel like a complete outsider.
Quote: “Mucky Pointers are a special breed. Have you talked to Thurgood
yet? No? Well, if you do, make sure you don’t catch him in the middle of one
of his… spells. You might regret it.”
George Codswallop, the store owner
High-pitched, whistle-y voice. Limps. Pronounced physical characteristics
from the Establishing Question. George is a middle-aged man who has
worked in the Bait & Tackle all his adult life. If Mucky Pointers are generally
suspicious of outsiders, George is downright hostile.
Quote: “Unless you plan on buying a bucket of worms, I don’t have anything
to say to you!”
Benny “Tug” Williams, a drunk
Red-nosed. Slurred speech. Partially untucked plaid shirt. Tug spends most of
his time at The Golden Bull and is rarely sober. Because no one takes him too
seriously, he’s been able to observe a lot of the goings-on in Mucky Point, and
is a good source of information—if the Mavens can keep him lucid, that is.
Quote: “I’ve seen some dark and terrible things in Mucky Point—things that
would make you go white as a sheet if you saw ‘em. ‘Course, no one listens
to me—no one ever listens to a drunk.”
139
---
<!-- Page 140 -->
MYSTERIES
Sandy Hill, a tavern keeper
Ruddy-cheeked. Pile of red hair. Messy apron. Sandy has lived in Mucky Point
all her life. She almost got out before she met Tara. They fell in love ten
years ago, got married, and have been running The Golden Bull together
ever since. She is Marvin’s daughter and Alvin’s niece.
Quote: “Cyrus Creel was a hateful old bastard. He hated everyone and
everything—everything except that damn lighthouse. You know, the county
tried to tear it down last year—to make room for new development—but
he and Eleanor managed to stop them. Those two lobbied hard to have it
designated an ‘historical landmark.’ And let me tell you: they made a lot of
enemies during that fight.”
Eleanor Hurley, the historian
Costume jewelry. Streak of gray. Colorful scarf. Eleanor runs the newly-estab-
lished Mucky Point Lighthouse Museum, carefully tending to the books and
antique lighthouse equipment that make up the museum’s modest collec-
tion. She was in love with Cyrus, and, if pressed, will admit to having had a
long-term romantic relationship with him.
Quote: “There are all sorts of fascinating things about the lighthouse that
very few people are even aware of. For example: the base of the thing pre-
dates the lighthouse structure by some 300 years, and is made of a strange,
black stone I haven’t seen anywhere else in this area. I’ve been trying to
get geologists to come take a look at it for years, but for some reason they
always back out at the last minute.”
Marvin Deschain, the gas station attendant
Haggard. Flint-eyed. Greasy overalls. Marvin owns and operates Deschain’s
Gas & Sundries with his brother, Alvin. He was best friends with Cyrus grow-
ing up, but had grown distant from him in recent years. He is Sandy’s father.
Quote: “Cyrus was a tough old gizzard, and nimbler than a monkey when
it came to getting around that lighthouse. There’s no way in Hell he slipped
and fell—I don’t care what my brother says. Someone killed him. And you
know what? The S.O.B. probably deserved it!”
140
---
<!-- Page 141 -->
MYSTERIES
Stephen Blair, a lighthouse keeper
Handsome. Thoughtful. Well-pressed uniform. Stephen grew up in Brin-
dlewood Bay, and moved to Mucky Point last year when he got the job as
Assistant Lighthouse Keeper. Most people will tell you that Cyrus was openly
abusive to the young man, but Stephen will laugh it off, claiming that the old
lighthouse keeper was simply “complicated.” If pressed, Stephen will share
stories about some of the strange events he has witnessed over the last few
months (reveal a Void Clue).
Quote: “I suppose it’s kind of strange for someone from my generation to
want to be a lighthouse keeper. But I’ve always been fascinated by this
lighthouse in particular, and there was no way in heck I was going to keep
working at my parents’ bakery in Brindlewood Bay.”
Thurgood Codswallop, a fisherman
Pitch-black eyes. Extremely small teeth. Pronounced physical characteristics
from the Establishing Question. Thurgood is nearly as hostile to outsiders as his
brother George is. Thurgood is sometimes found sitting in his little boat, staring
out to sea, feverishly whispering strange, unintelligible words to himself.
Quote: “I have frequently seen the sea in my dreams. She calls to me. She
calls to all of us. She wants us to return to Her, to the icy womb from which
we all crawled. I guess that’s why I chose the line of work that I did. It keeps
me close to Her.”
Genevieve Deschain, the mayor
Shiny coat. Good teeth. “Mayor” medallion on her collar. Genevieve is a
golden retriever that belongs to the Deschain brothers. The town elected her
mayor a few years ago in an attempt to gin up some publicity. Most days she
can be found at the end of the pier, staring out to sea, occasionally barking
at phantoms only she can see.
Special Rule: If a Maven with The Chariot marked approaches Genevieve,
the dog will befriend her and lead her to a Clue.
141
---
<!-- Page 142 -->
MYSTERIES
LLooccaattiioonnss
The lighthouse
The sensation of your stomach dropping, like when you go down a hill on a
rollercoaster, as soon as you step through the entrance. There are no echoes
here, despite being a hollow stone cylinder. No matter how loud you speak, it’s
always a whisper.
Paint the Scene: What evidence here suggests the lighthouse keepers
through the years have had… strange beliefs?
The lighthouse keepers’ shack
A pair of small but cozy looking beds. Two large sea chests and a tall ward-
robe. A small, plain dining table.
Paint the Scene: In 1932, one of the lighthouse keepers savagely murdered
the other. What do you see here, even today, that is a reminder of this grim
history?
The Golden Bull Roadhouse
Dimly lit. The smell of beer and cheap fried food. A fan spins lazily overhead in
the Summer.
Paint the Scene: The Golden Bull was originally a lodge for a group of
spiritualists in the 1920s. What did they leave behind?
Deschain’s Gas & Sundries
A wall of cigarettes behind the counter. Gas station snacks: Corn Nibs, Meat
Whips, and Snuckers, plus a few imported treats, like Bumblecracks and Nob
Noms. A DrinkPlus-branded refrigerator case (“It’s a soft drink PLUS so much
more!”).
Paint the Scene: The Deschains are the oldest family in Mucky Point. What
here is a reminder of that?
The Mucky Point Lighthouse Museum
Extremely small. Smells of furniture polish. Floors made of wood reclaimed
from shipwrecks.
Paint the Scene: Looking around, you can tell this building was originally
used for another, darker purpose. What do you see?
Codswallop’s Bait & Tackle
A distinct smell: fish, blood, and bile. Very poorly lit. Every step is like being
stroked on the back of your hand by something oily.
Paint the Scene (for Mavens who have marked The Pallid Mask): You are
able to see something here from the “other side.” What is it?
Paint the Scene (for everyone else): Why does this place give you the creeps?
142
---
<!-- Page 143 -->
MYSTERIES
CClluueess
∙
A diary containing evidence of a forbidden love.
∙
A newspaper clipping about Cyrus’s involvement in a fatal car accident
decades ago.
∙
A piece of frayed rope, speckled with blood and found in a strange place.
∙
A heated argument between a lighthouse keeper and a local.
∙
A note explaining that Cyrus intended to dock Stephen’s pay.
∙
Buried treasure (pick one: ale/gold/munitions/something else), unearthed.
∙
A confession of hatred murmured in someone’s sleep.
∙
A slick substance (pick one: fish oil/bacon fat/soapy water/something else)
spread on a precarious surface.
∙
A stack of overdue bills.
∙
Sun Tzu’s The Art of War, with notes written in the margins about how the
techniques presented will be used against a particular Suspect.
∙
Evidence that Cyrus was repeatedly detained by Alvin for drunk and disor-
derly conduct.
∙
A skeleton found in an unexpected place (pick one: closet/foot locker/
trunk of a car/somewhere else).
∙
Evidence of black magic being worked on someone.
∙
A chessboard with pieces carved to represent Mucky Point locals (the
pawns are Genevieve). One piece is conspicuously missing.
∙
A hidden pregnancy.
∙
Cell phone records showing a suspiciously high number of calls between a
Suspect and Cyrus.
∙
A deed in dispute.
∙
A whiff of political scandal in Brindlewood County.
∙
A bottle of whiskey with a diamond ring at the bottom of it.
∙
Forged Social Security documents.
VVooiidd CClluueess
∙
A local’s wild-eyed ravings about the existence of mermaids and selkies in
the waters off Mucky Point.
∙
A pile of dead seagulls, with one living seagull standing atop it, preening.
∙
A prayer to King Poseidon, followed by a baleful, dissonant song.
∙
Mermaid dreams, terrifying and erotic.
∙
A small, half-decayed biped, caught in a crab pot. It appears… human-ish?
∙
A circle of lamplit rowboats at night, a few hundred yards out to sea. The
rowers are standing up in the boats, loudly singing the praises of Hecate,
Persephone, Athena, and other goddesses.
143
---
<!-- Page 145 -->
MYSTERIES
EExxiitt SSttaaggee DDeeaatthh
Complexity: 8
Note: This mystery revolves around The Court of the Occluded King, a cult
that is rival to The Midwives of the Fragrant Void. Many aspects of the
mystery don’t come into play unless certain Maven characteristics or Dark
Conspiracy elements are unlocked. The mystery can still be enjoyed without
those elements in play—it will come across to the players as cryptic and
weird, if not immediately relevant to the happenings in Brindlewood Bay—but
it’s something to be mindful of before choosing to run it.
PPrreesseennttiinngg tthhee MMyysstteerryy
The Mavens are enjoying a week of sightseeing and cultural activities in
Boston. They’re taking in a show on the last night of their tour, a strange and
disturbing production at The Twilight Playhouse called The King in Shadows.
Normally, they’d skip something so avant-garde, but one of the Mavens has a
nephew connected to the production.
Establishing Question: Whose nephew is connected to the show?
What’s his name, and what’s his involvement in the production?
The play is divided into three acts. Act One is somewhat normal and depicts
the day-to-day life of a female protagonist, identified as the Journeywoman.
The first act ends when the Journeywoman receives news that her three
immediate family members—mother, father, and brother—have all been
killed in a bizarre fishing accident.
Act Two is considerably stranger, and depicts the Journeywoman’s travels
in the underworld with a character called the Boatman as they seek to find
the court of the Occluded King in order to petition him for the release of her
family members from his shadowy realm.
Act Three is utterly bizarre, difficult to follow, and, to large portions of the
audience that walked out in the middle of it, insufferable. The bulk of this
act involves the introduction of three courtiers of the Occluded King: the
Duchess, the Prince, and the Knave.
145
---
<!-- Page 146 -->
MYSTERIES
Assign each courtier to a player and ask them to describe the scene in which
the character is introduced in the play. The scene should be either horrifying
or bizarre. If any of the Mavens has A Shadow in the Garden marked, you
may also reveal a Void Clue during one of these scenes.
The play concludes with the appearance of the Occluded King, an overly tall
figure in tattered black robes, a ghost-white mask, and a blood-red helm. If
any of the Mavens has The Pallid Mask marked, they trigger the Prophecy of
the King move, below.
The Prophecy of the King
If you have the Pallid Mask marked when the Occluded King appears on stage,
he calls you “Most Beloved” and whispers a prophecy of death to you (you
are the only one who can hear the whispering). This prophecy relates to when
another Maven will die. In a future scene, when another Maven is getting
ready to take an action that will require a die roll, you can say, “This is it!
This is what the Occluded King whispered to me about! This is how you’re
going to die!” If they go through with the action anyway, you both mark XP.
On the die roll, the 6- result is replaced with: “You are killed; the Keeper will
describe how.”
The chorus members sing a shrieking, discordant dirge as the courtiers push
the Journeywoman toward the King. The lights go out, and when they come
back on again, the curtain has been lowered. No one takes a bow and there
are no ovations; very few people even clap. The ushers then help people exit
the theater.
The next morning, as the Mavens are getting ready to head back to
Brindlewood Bay, the nephew character drops by the hotel room and
nervously explains that Natassia Gray, the young actress who played the
Journeywoman, was found dead at the end of last night’s performance, a
ritual dagger plunged into her heart while the lights were out. Boston PD is
investigating, but he hopes the Mavens might also get involved. He explains
that the only people who were close enough to Natassia when it happened
were the actors, chorus members, and director (if you wish, you can identify
each Suspect by name at this point). The nephew might also be a Suspect,
depending on how the Establishing Question was answered, and so clearing
his name would be another reason for the Mavens to get involved.
If the Mavens take the case, the nephew character will explain that The King
in Shadows cast hangs out at a drinking club, The Styx, during the day. He
will also tell them that the cast is having dinner at the apartment of Ambrose
and Veruca Sinclair that night.
146
---
<!-- Page 147 -->
MYSTERIES
MMoommeennttss
∙
Stagehands calling back and forth to one another, rolling set pieces
around, laughing and talking.
∙
The stage curtain, red in most venues, is deep blue—almost black—with
a constellation of tiny stars embroidered on it.
∙
A counterweight comes crashing down, narrowly missing you.
∙
A barman, completely silent, answers your questions with raised eye-
brows and careful gestures.
∙
A miniature river flowing into a miniature cave.
∙
Props loom overhead like dark sentinels.
SSuussppeeccttss
All of the Suspects are members of The Court of the Occluded King, a death
cult that aims to eventually thin the Veil Between Worlds enough for their
shadowy lord to enter this world and claim it for his own. Each performance
of The King in Shadows is a ritual that gets them one step closer to achiev-
ing this aim. Despite their unsavory beliefs, the murder of Natassia Gray is a
shock to the group, and none of them wants to be arrested and charged for
the crime.
The Suspects will not willingly discuss The Court of the Occluded King or
their membership in it, preferring instead to be seen merely as members of
an eccentric theater troupe. However, if Layer Three of the Dark Conspiracy is
unlocked, they are more open about their affiliation and aims. If the Mavens
ever mention the Midwives of the Fragrant Void directly, the Suspects will
explain that they stand in cosmic opposition to the Midwives, and may even
drop hints about what that cult is up to in Brindlewood Bay.
If Layer Four of the Dark Conspiracy is unlocked, one or more Suspects may
offer to help the Mavens defend themselves against the Midwives by teaching
them a magical ward that prevents Sendings and Servitors from entering a
space. This teaching can be the basis of an Occult Move roll, which is made
with advantage.
A note about roleplaying The Court of the Occluded King: no matter what,
play these Suspects seriously, even though their presence in the story may
come across as slightly comic or absurd. The desired effect is like what you
find in the film What We Do in the Shadows—characters that are amusing,
but grounded in the truth and darkness of their world.
147
---
<!-- Page 148 -->
MYSTERIES
Ambrose Sinclair, the director
Frizzy, gray hair. Penetrating gaze. Constantly fidgeting with a pair of Baoding
balls. Ambrose is very upset about Natassia’s death; he viewed her as a
protégé and a rising star in the world of experimental theater. Ambrose is
Veruca’s husband.
Quote: “Staging The King in Shadows will be my greatest work—what
the world will remember me for. Did you know the author of the play is
unknown? In fact, there may not even be an author. It could be that the play
merely… exists, like an indelible truth of the universe.”
Veruca Sinclair, the Duchess
Shiny black hair, pulled back tight. Blood red lipstick. The smell of tomato
vine. Veruca is heartbroken about Natassia, who she treated like a daughter.
Veruca is Ambrose’s wife.
Quote: “Oh, Dis Pater, I would never be so foolish as to begrudge you taking
what is rightfully yours, but why would you take our Natassia from us now?
She was so young, Father of Night—surely she still had work to accomplish
for you in this world?”
Antony Veit, the Boatman
Barrel-chested. Great, bushy beard. Easy, thunderous laugh. Antony is the
most immediately friendly and approachable member of the theater troupe.
Whereas most of the others are content to dress in dark clothing and skulk
about in the shadows, Antony is something of a bon vivant. He is Belladon-
na’s husband.
Quote: “This is the best job I ever had in my life! Before I met Belladonna, I
was a stevedore—up at the crack of dawn, long hours, backbreaking work.
Now? I sleep in until 10, get up and have brunch with Bella, and then head
to The Twilight to get ready for the matinee. Sure, the people putting on this
show are a little… unusual. But aren’t we all?”
Belladonna Veit, a chorus member
Dark, wispy clothing. Pale skin. Tattoos. Belladonna seems least bothered by
Natassia’s death and, if pressed, will say that she’s going to audition for the
role of the Journeywoman now that Natassia is out of the way. Belladonna is
Antony’s wife.
Quote: “Of course, I should have been cast as the Journeywoman in the
first place. No one is more intimately familiar with the words of our lord—I
mean, the play—than I am. But Ambrose wouldn’t hear of it. It was always
‘Natassia, Natassia, Natassia! She’s a star! She’s the future of this brave new
world we are creating!’”
148
---
<!-- Page 150 -->
MYSTERIES
Gregor Thune, the Occluded King
Vacant eyes. Thin, almost transparent flesh. Mostly unresponsive. Gregor
Thune hasn’t been the same since taking on the role of the Occluded King.
He used to be a dynamic, energetic member of the troupe, but now only
occasionally breaks his silence to mutter a few cryptic words. He is Giancar-
la’s husband.
Quote: “...down below, in the vastness… gems and gold a-glittering…
unspeakable wealth… unknowable knowledge… he is reaching out for us…
calling us home to him… would that we could return to the cold embrace of
the Void… but the Void has rejected us… and now we are truly alone… down
below… down below… the inky vastness down below…”
Giancarla Thune, a chorus member
Long hair with gray roots. Flower crown. Sweet disposition. Giancarla has
been friends with Ambrose and Veruca for a long time. It used to be that
she, husband Gregor, and the Sinclairs were inseparable, but things have
changed ever since Gregor took on the role of the Occluded King and
became so… empty. Now she just sings in the chorus and takes care of
Gregor. Giancarla is very familiar with Brindlewood Bay and the town’s
history.
Quote: “You’re from Brindlewood Bay? I know it well—my brother-in-law lives
there. Do you know him? He’s a banker, very uptight. He disapproves of
these theater-types Gregor and I hang out with, let me tell you… Oh! I hope
you’re not as stuck-up as he is. Please tell me you’re not!”
Otho Fane, the Knave
Luxuriantly obese. Fond of cravats. Smells of lilac and baby powder. Otho
is part of the Boston nouveau-riche, having made all his money investing
wisely in tech and medical stocks. He joined this troupe out of sheer
boredom, and was delighted to discover that the Sinclairs had landed on
something truly exciting—truly groundbreaking—in The King in Shadows. He
is Delia’s husband.
Quote: “Ambrose is a visionary, of course—how else do you explain a
production that is so brave, so exciting, so… thoroughly ahead of its time?
You can’t, of course. Genius always defies explanation. But I’m very happy
to be here, very happy to be a part of this terrific work. I get chills when I
think about it, frankly.”
150
---
<!-- Page 151 -->
MYSTERIES
Delia Fane, a chorus member
Spritely. Modern coiffeur. Trying hard to fit in. Delia doesn’t understand The
King in Shadows. The play—and the activities surrounding it—are a com-
plete black box for her. She mostly wants to make her husband Otho happy
and not be an embarrassment in front of the other troupe members. She
was a hesitant understudy for Natassia.
Quote: “Poor Natassia—I’m told she was very good in the role of the Jour-
neywoman. Of course, I’ve seen her play the part up close a dozen times,
but The King in Shadows is hopelessly opaque, and so I don’t really know
what counts as good and what doesn’t. Ambrose and Veruca thought she
was great, and Otho assures me she was brilliant, but the role doesn’t even
have any lines until about thirty minutes in, and the whole second act was
just her and Antony rowing an imaginary boat with imaginary oars down
an imaginary river, occasionally punctuated by wailing from the chorus. I
mean, Who’s Afraid of Virginia Woolf? it is not.”
Maxime Gray, the Prince
Handsome. Fresh-faced. Black turtleneck. Maxime is distraught over the
death of his young wife, Natassia. They were genuinely in love, and he will
happily share details of how they met on the set of Ambrose’s last play, how
they fell in love, and how they were married by Veruca at a lovely, private
ceremony at The Styx.
Quote: “Maybe it would be best if the Occluded King really did come into this
world and establish dominion over us. Living in his murky, shadowy realm
has to be better than dealing with this emptiness in my heart.”
151
---
<!-- Page 152 -->
MYSTERIES
LLooccaattiioonnss
The set
Looming shadows—some painted, some real. Noticeably colder than the rest
of the theater. You feel alone, no matter how many others are on stage.
Paint the Scene: What do you see that subtly suggests this is some sort of
ritual space?
The catwalk
Narrow walkways. Ropes, pulleys, and lights. The best view of the front and
back of the house.
Paint the Scene: This area has been the site of more than one romantic
encounter between the people who work at the Twilight Playhouse. What
do you see that confirms this?
Backstage
Busy people. Napping people. Vacant people.
Paint the Scene: Do you have any experience in the theater? If so, what
about this place takes you back?
The dressing room
Mirrors framed in light. The smell of makeup and grease paint, and sweaty
bodies. Stockings draped here and there.
Paint the Scene: These actors may be dedicated to the Occluded King in
more ways than just performing in a play about him. How do you know
this?
The Styx
Day-glo murals. Licorice smell. “Venus” by Bananarama playing on the
jukebox.
Paint the Scene: Being in The Styx feels like being unstuck in time. What
do you experience that makes you feel that way?
The Sinclairs’ apartment
Sunken living room. A fish bowl with a single set of keys in it. Mid Century
modern furniture.
Paint the Scene: What do you see in the apartment that hints at Ambrose
and Veruca’s fascination with death?
152
---
<!-- Page 153 -->
MYSTERIES
CClluueess
∙
A group text message wherein Natassia expresses doubt about the
direction Ambrose is taking the play in.
∙
A diary entry indicates Maxime wasn’t really in love with Natassia, and
that he married her because the Sinclairs pressured him to.
∙
A ritual dagger identical to the one used to stab Natassia.
∙
A life insurance policy taken out on Natassia.
∙
A script with the words “I’m going to KILL YOU!” written in a margin.
∙
A stash of love letters in an unusual place.
∙
A book, Mysteries of the Occluded King, which features an illustration of
the King’s lover that looks uncannily similar to a Suspect.
∙
A pile of bones, hidden.
∙
A secret message from a Hollywood talent agency to Natassia.
∙
A shattered Britty award.
∙
A secret two-way mirror.
∙
A paternity test proving Natassia was a male Suspect’s secret daughter.
∙
A prophecy written in a dream journal indicating Natassia must be sacrificed.
∙
A large amount of powerful sedatives.
∙
A spell, clumsily cast.
∙
Evidence of sympathetic magic being used on a Suspect (pick one: pop-
pet/lock of hair/salt trail/egg in a strange place/something else).
∙
A costume lined with arsenic.
∙
A depiction of the Erinyes in a provocative place.
∙
Risqué photos of a Suspect.
∙
A bus ticket out of Boston, recently purchased.
VVooiidd CClluueess
∙
Dozens of people in the audience put on golden masks and begin making
mocking, animal-like noises at the stage. None will remember doing this.
∙
There is nothing in the night sky—no stars, no moon, no clouds—just
inky blackness.
∙
Random people on the streets are wearing featureless gold masks.
∙
Every page in every book features the same picture of a Suspect.
∙
A brother and sister with no eyes in their sockets are entertaining each
other while waiting for their parents.
∙
A driftwood crown dripping with blood and bits of meat is waiting for the
Mavens somewhere.
153
---
<!-- Page 155 -->
SESSION ONE
SSeessssiioonn OOnnee
The following is a step-by-step guide to running your first session of BBRRIINNDDLLEE--
WWOOOODD BBAAYY. The times listed with some of the steps are estimates—don’t fret
if you’re taking longer to complete each step. Text in italics is meant to be
read aloud to the players.
SStteepp OOnnee:: RReeaadd tthhee TTeexxtt
As the Keeper, you should read the rulebook in its entirety. Skim the other
materials so you have a basic familiarity with them. Importantly, you should
decide which set of Maven Moves you will make available to the group and
which mystery you will start with (we recommend Dad Overboard). Consider
watching an actual play; the author of the game has videos on his YouTube
channel showing how the game works.
SStteepp TTwwoo:: GGaatthheerr PPllaayy MMaatteerriiaallss
You will need:
∙
At least three six-sided dice, but more is better.
∙
Index cards and a marker to make character name tents,
as well as to track Clues and Suspects.
∙
A pencil for each participant.
∙
Enough character sheets for each player to have one.
∙
At least one copy of the reference sheet, but one per player is better.
∙
At least one copy of your chosen Maven Moves sheet.
∙
A mystery sheet.
∙
The Dark Conspiracy sheet.
SStteepp TThhrreeee:: GGaatthheerr PPaarrttiicciippaannttss
BBRRIINNDDLLEEWWOOOODD BBAAYY works best with one Keeper and three players. One Keeper and
two players and one Keeper and four players also work well. Avoid playing
BBRRIINNDDLLEEWWOOOODD BBAAYY with five or more players.
SStteepp FFoouurr:: PPllaayyeerr && KKeeeeppeerr IInnttrroodduuccttiioonnss ((22 mmiinn..))
Going around the table, each participant should state their name, their
pronouns, and anything else the group might find interesting about them.
You can skip this step if you’re playing with a group of friends who know
each other well.
155
---
<!-- Page 156 -->
SESSION ONE
SStteepp FFiivvee:: CCAATTSS ((33 mmiinn..))
CATS is an acronym that stands for Concept, Aim, Tone, and Subject Matter.
It is usually presented by the Keeper and helps to establish some basic
expectations for how the game is going to proceed. It’s also a low-stakes
way for the Keeper to get accustomed to being in the spotlight. Read the
following aloud:
Now I’m going to do CATS. CATS is an acronym that stands for Concept, Aim,
Tone, and Subject Matter. The purpose of CATS is to establish some basic
expectations for what this game is about and what we’re going to be doing
during this first session.
Concept: BBRRIINNDDLLEEWWOOOODD BBAAYY is a roleplaying game about a group of elderly
women—members of the local Murder Mavens mystery book club—who
frequently find themselves investigating (and solving!) actual murder myster-
ies. They become increasingly aware that there are supernatural forces that
connect the cases they are working on and, in particular, a cult dedicated to
the dark, monstrous aspect of the goddess Persephone will come to vex them.
The game is directly inspired by the television show Murder, She Wrote, but
also takes inspiration from the cosmic horror genre, mystery books, “cozy”
crime dramas, and American TV shows from the ‘70s, ‘80s, and ‘90s.
Aim: The aim of the characters in the story is to keep their community safe
by investigating the murders taking place there. Our aim as players is to
learn more about these characters, as well as to paint a vivid picture of the
town of Brindlewood Bay, a responsibility we all share. The aims for today’s
session are to create and introduce our characters, learn the basics of how
the game works by playing it, and then have a debrief period at the end.
Tone: The tone of this game bounces between the cozy and the creepy. Most
of the time, it will be fairly lighthearted, but occasionally it will get very
dark and menacing. Some kitschy, campy humor is permissible here—and
very much in keeping with some of the game’s inspirations—but above all,
your characters should take everything they do very seriously, even if we’re
having a bit of a laugh from time to time.
Subject Matter: Murder (of all varieties), threats to animals and children,
ritual magic, human sacrifice, and other dark subject matter come up in this
game from time to time. We’ll talk about safety tools in a moment, but in the
interest of setting expectations right now, you should know that while the
game is generally lighthearted, some intense subject matter can come up.
156
---
<!-- Page 157 -->
SESSION ONE
SStteepp SSiixx:: SSaaffeettyy TToooollss ((33 mmiinn..))
You can use whichever safety tools your group is most comfortable with. We
recommend you use the Open Door Policy, the X-card, and Lines & Veils.
You can Google each of those for more information (add “safety tools” and
“TTRPG” to your query). The scripted portion of this step assumes you are
using the three suggested tools.
No game is more important than the people playing it. We’re going to aim
to tell the best story we can, but we’re going to do it in a way that respects
everyone’s boundaries of safety and consent. We’ll be using three safety tools
today: the Open Door Policy, the X-card, and Lines & Veils.
The Open Door Policy is very simple: you can leave the game for any reason
and you don’t have to explain yourself. Just let us know you have to go; no
one here will ask any questions about it.
At this point, you should point to the X-card.
The X-card is here in case something in the game makes you feel uncomfort-
able in an un-fun way. Just tap or hold up the X-card and we will stop play
in order to change whatever just happened in the game. As the Keeper, I may
ask for clarification on what is being X-carded, but I will never ask why. We’ll
resume play once the change is made.
Finally, we’ll be using Lines & Veils. Lines are things that we are not going
to have in the game, period. Veils are things that we’re ok with being in the
game but we prefer not to roleplay them, or we simply want to keep them
offscreen. Importantly, even though I earlier listed a number of dark subject
matters that come up in BBRRIINNDDLLEEWWOOOODD BBAAYY, you can still include one or more
of those things as part of Lines & Veils. As I said before, no game is more
important than the people playing it.
I will start by sharing my personal Lines & Veils right now. You can tell me
your own Lines & Veils privately during a break and I will then convey them
to the group anonymously when we’re back together.
Here you should tell the group what your Lines & Veils are. The author of
this game, for example, always lists “sexual violence” as a Line and “torture”
as a Veil.
157
---
<!-- Page 158 -->
SESSION ONE
SStteepp SSeevveenn:: CChhaarraacctteerr CCrreeaattiioonn ((1155 mmiinn..))
Before we begin character creation, I want to tell you a little more about the
things these women have in common. First of all, they each had a life before
Brindlewood Bay—they had a career and a partner who is now deceased.
They may or may not have children (pets count). You don’t need to dwell on
their backstory too much yet—we’ll discover more about them as we play
the game—but start to think about these basic details as you create your
character.
At this point, pass out character sheets and have everyone make their
Maven. Players can do these steps as they wish, but should stop when they
get to the section of their character sheet called A Cozy Little Place.
1. Circle a name
2. Circle a style
3. Circle a Cozy Activity (no two Mavens can have the same Cozy Activity).
4. Assign 1 point to one of the abilities and then note the final ability modifiers.
5. Choose a Maven move from the Maven Moves sheet.
6. Wait for everyone else to be finished.
SStteepp EEiigghhtt:: CChhaarraacctteerr IInnttrroodduuccttiioonnss aanndd AA CCoozzyy LLiittttllee PPllaaccee
Now that you’ve all made your characters, let’s introduce them. Going around
the table, everyone please introduce your Murder Maven by name, style, Cozy
Activity, and Maven move.
After everyone does this, continue with:
Now we’re going to go around again and have each player describe three key
aspects of their Maven’s backstory:
• Their deceased partner.
• Their children, if any (pets are ok here).
• Their career before they retired to Brindlewood Bay.
After you tell us this information, the rest of us are going to name one object
that can be found in your Maven’s home in Brindlewood Bay. You’ll note these
down in the section of your character sheet called A Cozy Little Place, revising
them as you wish.
158
---
<!-- Page 159 -->
SESSION ONE
SStteepp NNiinnee:: BBrreeaakk ((1100 mmiinn..))
Now that we’ve met the characters, we’re ready to play! Let’s take a ten-min-
ute break; I’ll introduce the first mystery when we return. Also: don’t forget
to find me and tell me your Lines & Veils!
SStteepp TTeenn:: BBeeffoorree WWee BBeeggiinn ((22 mmiinn..))
Before we begin, let me tell you some new Lines & Veils.
Communicate any Lines & Veils that were told to you on break.
Also, I want to tell you that even though this is a game set in a particular
region of the United States, we aren’t going to dwell on historical and cultural
accuracy. We’ll do our best to represent the culture of the region, but we’re
going to get some things wrong every now and then, and that’s ok. I’d also
like to point out that in the world of BBRRIINNDDLLEEWWOOOODD BBAAYY things like race, nationality,
gender, ethnicity, sexuality, disability, and neurodivergence are not a social
barrier.
SStteepp EElleevveenn:: BBeeggiinnnniinngg ooff SSeessssiioonn ((22 mmiinn..))
Each player should now mark two End of Session questions in addition to
the first, which is always marked. If any characters have Maven moves that
fire off at the beginning of a session, resolve them now.
SStteepp TTwweellvvee:: CCoozzyy VViiggnneetttteess ((22 mmiinn..))
Each player narrates a short vignette showing their Maven enjoying her life
in Brindlewood Bay. These scenes should be light and breezy or warm and
cozy; they should show the Maven enjoying her hobbies, helping with a
community project, or working around her home.
SStteepp TThhiirrtteeeenn:: PPrreesseenntt tthhee MMyysstteerryy
Here you should tell the players the name of the mystery and its Complexity.
Then, guide them through the presentation of the mystery.
159
---
<!-- Page 160 -->
SESSION ONE
SStteepp FFoouurrtteeeenn:: IInnvveessttiiggaattiioonn ((9900 mmiinn..))
At this point you’ll begin regular play following the guidelines and advice
you were given earlier in this book. Don’t worry about getting things wrong.
You’re probably going to forget Conditions, Cut to Commercial, and A Cozy
Little Place the first time you play. It will take the players a session or two to
master the Crowns. That’s all fine: just take it slow and do your best. Focus on
teaching the gameplay basics: when to use each move, how the dice work,
what the ability scores mean, advantage and disadvantage, and so forth.
Try to finish a mystery if you can, but it’s ok if not. If you have to end in the
middle of a mystery, try to end with a cliffhanger.
Take a five minute break at some point.
SStteepp FFiifftteeeenn:: CCrroowwnn SScceenneess ((55 mmiinn..))
There are two special sections on the character sheet: The Crown of the
Queen and The Crown of the Void. When text from those sections is marked
during play, the player of the Maven in question must do as the text instructs.
This frequently means narrating a very specific type of scene. Players can
narrate such scenes whenever they wish, but must do so before the end of
the session. When there are about fifteen minutes remaining in the sched-
uled play time, the Keeper should wrap up whatever scene is taking place
and then call for Crown scenes that have not yet taken place.
SStteepp SSiixxtteeeenn:: EEnndd ooff SSeessssiioonn QQuueessttiioonnss ((22 mmiinn..))
Go around the table and have each player read aloud their marked End of
Session questions. They mark 1 XP for each question they can answer “yes” to.
160
---
<!-- Page 161 -->
SESSION ONE
SStteepp SSeevveenntteeeenn:: DDeebbrriieeff ((55 mmiinn..))
Have a short debrief period at the end of the session. You can use any
debrief technique you wish; we prefer a technique called Stars & Wishes
because it is positive and uplifting.
Let’s do a debrief technique called Stars & Wishes. Stars are things you
enjoyed about the session: characters, scenes, bits of description, something
from the gameplay—anything you liked can be a Star. Wishes are things you
hope to see next time: exploring a part of the game we didn’t get to today,
following up with a character about something, having a scene with a certain
character, and so forth.
SStteepp EEiigghhtteeeenn:: TThhee MMiiddwwiivveess SScceennee ((iiff aapppplliiccaabbllee;; 11 mmiinn..))
This is when you will narrate the stinger scene if you unlocked Layer One of
the Dark Conspiracy.
SStteepp NNiinneetteeeenn:: HHoommeewwoorrkk
Encourage the players to review their character sheet before the next
session. In particular, they should read through the section called The Crown
of the Queen and think about what that means for their Maven.
SSeessssiioonn TTwwoo aanndd OOnnwwaarrdd……
Follow the structure detailed in the Gameplay Basics chapter.
CATS is a creation of Patrick O’Leary, slightly modified for these rules. The
X-card is a creation of John Stavropoulos. Lines & Veils is a creation of Ron
Edwards. Stars & Wishes is a creation of Lu Quade.
161
---
<!-- Page 163 -->
APPENDICES
AAppppeennddiixx
PPuubblliisshhiinngg MMyysstteerriieess
You are welcome to write, publish, and sell mysteries for BBRRIINNDDLLEEWWOOOODD BBAAYY. You
are free to use any of the game’s mechanics. You can quote the game’s
text for the purpose of clarifying something in your own mystery. If you
want to use any characters, locations other than the town of Brindlewood
Bay, or other unique bits of color we created for the game, send an email to
[email protected] in order to clear it with us first. Your publication
must include the following somewhere on it: “BBRRIINNDDLLEEWWOOOODD BBAAYY is a creation of
Jason Cordova and Gauntlet Publishing. This publication is not affiliated with
Jason Cordova or Gauntlet Publishing.”
MMeeddiiaa RReeccoommmmeennddaattiioonnss
FFiillmm && TTVV BBooookkss
Murder, She Wrote (1984) And Then There Were None (1940)
Midsomer Murders (1997) Death on the Nile (1937)
Rosemary & Thyme (2003) The Complete Sherlock Holmes
(1892)
Father Brown (2013)
The Talented Mr. Ripley (1955)
Cadfael (1994)
The Sweetness at the Bottom of the
The Great British Baking Show
Pie (2009)
(2010)
In Cold Blood (1966)
Knives Out (2019)
The Big Sleep (1939)
Clue (1985)
The King in Yellow (1895)
Murder on the Orient Express (1974)
Mexican Gothic (2020)
True Detective Season 1 (2014)
The House Next Door (1978)
Lovecraft Country (2020)
Salem’s Lot (1979)
Schitt’s Creek (2015)
The Terror (2007)
Color Out of Space (2019)
The Lighthouse (2019)
Midsommar (2019)
163
---
<!-- Page 164 -->
APPENDICES
PPooddccaassttss RRoolleeppllaayyiinngg GGaammeess
Ghosts in the Burbs Apocalypse World
Old Gods of Appalachia Cthulhu Dark
The Silt Verses The Between
The Lovecraft Investigations Lovecraftesque
Limetown PSI RUN
Video Palace
The Black Tapes
Welcome to Nightvale
TThhee ““MMuurrddeerr,, SShhee WWrroottee”” ccrraasshh ccoouurrssee
Let’s say you don’t have a lot of time to get immersed in the cozy mystery
genre before you begin your campaign of BBRRIINNDDLLEEWWOOOODD BBAAYY. Just watch these
episodes of Murder, She Wrote and you’ll be all set!
“The Murder of Sherlock Holmes” (Double-length pilot episode): This is
a great place to start, not only because it’s where the show starts, but also
because it is loaded with murder mystery genre tropes. Additionally, the
costume party sequence was a major influence on the BBRRIINNDDLLEEWWOOOODD BBAAYY mystery
All Hallow’s Scream.
“Deadly Lady” (S1, E3): This episode was a major inspiration for the starter
mystery, Dad Overboard. Take note of how the characters frequently just tell
Jessica their motives without her having to even probe much—it’s a staple
of this kind of mystery show, and BBRRIINNDDLLEEWWOOOODD BBAAYY should work in a similar
manner.
“Murder Takes the Bus” (S1, E18): This is one of the best episodes in the
series and a great example of a locked room mystery.
164
---
<!-- Page 165 -->
APPENDICES
DDeessiiggnn NNootteess
AA ggaammee aabboouutt eellddeerrllyy wwoommeenn
I had several design goals for BBRRIINNDDLLEEWWOOOODD BBAAYY, and chief among them was that
I wanted to make a game where you played elderly women. Importantly, I
wanted to make a game about elderly women who are whole characters and
not caricatures. In other media, elderly women are frequently relegated to
the role of support characters or comic relief, and I wanted to make a game
where they were the central characters, with rich, complex lives.
Some people ask me if it’s ok to play a character who is not an elderly
woman. I have mixed feelings about that. The person asking the question is
usually someone young and/or a man, and they think they’ll do a poor job
portraying an elderly woman. My hope is that people can put those feelings
aside and find enjoyment in an experience that is unlike their own.
The more interesting issue is when someone who is trans or nonbinary feels
some apprehension about playing a woman, especially a cisgender woman.
I have a couple of thoughts there. First, I don’t write roleplaying games to be
an immersive experience, meaning I don’t intend for players to live behind
their character’s eyes. The games I write are closer to collaborative storytell-
ing, like being a writer in a writer’s room. You’re not playing as the character
as much as you are telling that character’s story. And so, in that sense, you
can (and should) play the game in such a way that there’s a level of detach-
ment between you and the character. Second, “elderly women’’ can mean
lots of different things! For example, there’s nothing wrong with a Murder
Maven being a trans woman, and I have played with many trans women who
have enjoyed exploring what, say, “being an imperfect sister or daughter”
means in the context of a trans character’s past. You can also give your
Murder Maven a Cozy Activity that isn’t the typical “granny” stuff if you want
to play a character who pushes back against tropes or gender expectations.
I’ve seen things like motorcycles, smoking pot, kickboxing, and horse races
as Cozy Activities in games I’ve run.
Ultimately, I encourage people to play the game however they want; the
character sheet can accommodate all sorts of variations with some minor
changes. That said, I wrote the game to be about elderly women because
that’s the territory I wanted to explore, and many of the game’s deeper
themes are more resonant when playing characters who are elderly women.
165
---
<!-- Page 166 -->
APPENDICES
WWhhyy aarree aallll tthhee ccllaassssiicc MMaavveenn mmoovveess nnaammeedd aafftteerr mmeenn??
This was just a little joke of mine: in the TV shows that inspired those
moves, women characters are often just props. This was my way of making
the boys “props” for once.
TThhee mmyysstteerryy ssyysstteemm
I could write a lot about why I made the mystery system in BBRRIINNDDLLEEWWOOOODD BBAAYY
work the way it does, but the short version is: I think mystery solving
roleplaying games have traditionally been quite bad at the mystery solving
part. Traditional mystery games try to set up and present the mystery like
it’s done in other entertainment mediums: the clues are in a certain place,
there’s a proper order to do things, and there’s a correct solution at the end.
There are lots of problems with this approach. For starters, it’s a burden-
some amount of work for the GM. Even if the GM is running a premade mys-
tery, they have to keep a lot of little details in their head, and those details
have to be revealed at the right time or the whole thing could fall apart.
Second, other mediums have advantages that the roleplaying game medium
doesn’t have when it comes to mysteries. You have a forced perspective in
a novel. You have a script and actors and production values in a TV show or
film.
I wanted to create a game that minimized the workload for the GM (Keeper)
and took advantage of roleplaying games as a medium. Roleplaying games
are about collaborative storytelling. At their best, you tell a story that is
unique to your table, better than what a TV writer could come up with. And
so why shouldn’t mystery roleplaying games be the same? What if there was
no predetermined solution? What if the solution to the mystery was whatever
you decide at the table? With that in mind, I tried to create a mystery system
where the solution was wholly emergent—unique to each time that mystery
is played—but that still feels like you’re solving a mystery. I think I’ve done it,
but I guess you can let me know after you play!
166
---
<!-- Page 167 -->
NNeeww mmyysstteerriieess aanndd mmuucchh mmoorree ffoorr
BBrriinnddlleewwoooodd BBaayy.. AAvvaaiillaabbllee nnooww!!
---
<!-- Page 168 -->
KKeeeepp tthhee ssttrreeeettss ooff VViiccttoorriiaann--eerraa
LLoonnddoonn ssaaffee ffrroomm mmoonnssttrroouuss tthhrreeaattss
iinn TThhee BBeettwweeeenn,, aa ggaammee uussiinngg tthhee
BBrriinnddlleewwoooodd BBaayy mmyysstteerryy ssyysstteemm!!