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Session Replay
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Brindlewood Bay
Playtest: Brindlewood Bay
10 actions
Playing as Evander (protagonist)
Started Jun 12, 2026
// Character
Evander (protagonist)
HP: 7 / 7
CHA3
CUN3
HEA3
PHY3
WIT3
// Game Transcript
I investigate the abandoned lighthouse, searching for clues about what happened to the keeper.
WIT + 4,6 vs DC ?
10 10+ full
Esme steps through the lighthouse creaking front door. The keeper -- Aldric Thorne -- has been missing for five days. The town says he went fishing. The town is lying. His kitchen is still set for one meal. His boat is moored. Esme finds a bent brass key on the floor near the back door, hidden under a mat. The key is engraved with an anchor -- not a lighthouse anchor. A ship anchor. The keeper was meeting someone who came by sea.

I approach the lighthouse keeper who lives next door and try to get him to talk about Aldric.
CHA + 4,6 vs DC ?
12 10+ full
Neighbor name is Bram. He was Aldric friend -- or at least he drank with him. He is deeply uncomfortable. "The town does not talk about Aldric." Esme Charm roll: 2d6+Charm = 10. Full success. Bram cracks. He tells her: Aldric found something in the lighthouse. Something old. "There was a shipment -- six months ago. A crate came in on the tide. Aldric started acting strange after that. He said the lighthouse was not for boats anymore. It was for something else." He will not say more, but he gives Esme a direction: "The old cannery. That is where the ships were meeting." Clue acquired: the cannery.

I search the lighthouse tower itself -- the keeper lived in the lantern room. He had to have left something up there.
WIT + 3,6 vs DC ?
11 7-9 partial
The lighthouse stairs are narrow, steep, and covered in dust. Someone has been up them recently -- the dust is disturbed on the fourth and fifth landings. Esme reaches the lantern room. Aldric living space is spartan: a cot, a table, a collection of tide charts. On the wall: a photograph of a ship. Not a fishing boat -- a research vessel. The name is just visible: SS Meridian. Esme finds a partial note under the table: "...the spores activate in saltwater. The cannon..." The rest is torn away. Rolling Wits to find more: 2d6+Wits = 9. 7-9. She finds the note but it tears in the process. She can read it but it will take time to understand. Clue: the Meridian, the word spores.

I go to the old cannery. Bram said that is where the ships were meeting. Time to find out who.
WIT + 2,4 vs DC ?
8 6- miss
The cannery is abandoned -- or so it looks. Esme finds recent footprints in the accumulated dust. Two sets. One large, one small. They lead to the water -- a hidden dock behind the main building. A boat has been here recently. Esme also finds a glass jar buried in the sand near the dock. Inside the jar: a preserved fungus specimen, labeled in a scientific hand. "Sample 12. Activation confirmed via saltwater exposure. Recommend immediate burial." This was research. Someone was studying the spores -- and then recommended burying them. The keeper had this jar. Rolling Wits to connect the pieces: 2d6+Wits = 6. 6- miss. Esme theory is not solid enough. She can see the connections but she cannot articulate why the keeper had this jar, what the Meridian was doing, and who the small set of footprints belongs to. She needs more clues.

I return to the lighthouse keeper -- Bram. I need to ask about the Meridian and who else was in the bay.
CHA + 3,5 vs DC ?
10 7-9 partial
Bram is less forthcoming the second time. "You should not be asking about the Meridian." But Esme does not back off. She shows him the jar. His face changes. "That was Aldric. He was supposed to bury it. He was supposed to destroy it." He tells her: the Meridian was a research vessel. They found something in the bay -- a fungal organism, dormant in saltwater, lethal when activated by air. "It is not from here. It is from deeper. Something lived in the deep water and the Meridian brought it up." Rolling Charm: 2d6+Charm = 8. 7-9. Bram tells her the truth but adds a complication: "You need to stop asking questions. Someone is watching the bay. The people on the Meridian -- they did not leave. They are still here."

I need to go to the bay itself. The cannery dock, the Meridian anchor -- I need to see where the boats were meeting.
CUN + 4,6 vs DC ?
12 10+ full
Esme goes to the bay. The tide is low. She can see the old dock pilings, and beneath them -- something wrong. The water near the dock is different: darker, with a faint sheen. Something is in the water. She finds another clue: a second jar, like the one in the lighthouse, but this one is broken. Whatever was in it is in the water now. Rolling Cunning to figure out the pattern: 2d6+Cunning = 10. Full success. The pattern is clear: the Meridian brought the specimen up, Aldric studied it, someone wanted it destroyed, Aldric refused, and whoever was on that second boat arrived too late to stop him -- or to stop what he was becoming. Esme knows the shape of the mystery now. Three clues: the keeper found the specimen, someone wanted it buried, and the thing is in the bay. She has enough to theorize.

I use what I have learned: I have enough clues to make a theory. I decide who the guilty party is and why.
WIT + 3,6 vs DC ?
11 7-9 partial
Esme has the theory. She has enough clues: the keeper found the specimen, the Meridian brought it up, someone wanted it buried, the thing is in the bay. She assembles it: the keeper was the scientist. He was studying something that came from deep -- something that changes people. He was killed for it. Rolling Wits + 3 clues: 2d6+Wits = 9. 7-9. Esme can accuse -- but the MC adds a complication: she gets the accusation right, but the person she accuses was also a victim. They did not kill the keeper. They were trying to stop the keeper from releasing the spores. The real culprit: Aldric himself. He released the spores. He is still in the bay. Esme was right about who was involved, but wrong about why.

I go to find Aldric Thorne. He is still in the bay -- I know that now. I need to find where he went.
WIT + 4,6 vs DC ?
12 10+ full
Esme searches the bay. She knows now that Aldric is here -- or what is left of him. The broken jar means the spores are in the water. She finds evidence: fishing nets that were never pulled in, weighted down and sinking. Aldric went into the water deliberately. Rolling Wits to find where: 2d6+Wits = 10. Full success. She finds the location: a tidal cave at the base of the lighthouse cliff, accessible only at low tide. Inside: Aldric journal. His final entry: "I understand now. The spores do not kill. They complete. I am becoming what they were looking for." Esme has found what she came for. She knows what happened to the keeper. He became part of the bay. He is the bay.

I make my final call: I tell the town what I found. I explain the theory -- the keeper, the spores, the bay. The town decides what to do next.
CHA + 3,6 vs DC ?
11 7-9 partial
Esme gathers the town council. She tells them: the keeper found something in the bay. The Meridian brought it up. He was studying it, trying to stop it, and someone killed him for it -- or he killed himself by becoming part of it. She names the shape of the mystery. She does not name Aldric as the killer -- she names him as the victim who became the thing that killed him. This is her theory. Rolling Charm: 2d6+Charm = 9. 7-9. The town accepts her theory but adds a complication: they want to act on it. They want to clear the bay -- to burn the lighthouse, pollute the water, drive out whatever is there. Esme has solved the mystery, but the solution is worse than the problem. The town is about to destroy something it does not understand.

I stop the town from destroying the bay. I explain: the keeper is part of the bay now. Burning it will kill him completely -- and release the spores. The choice is mine.
roll + ? vs DC ?
theory presented and partially accepted, town decision debates continues
Esme stands in front of the town and stops them. She explains: Aldric is the bay now. The spores are part of the ecosystem. Burning the lighthouse and polluting the water will kill Aldric completely -- but it will also release the spores in a way that no one can predict. "You will make him into something worse." She offers an alternative: leave the bay alone. Let Aldric be what he is. The town argues. Some agree, some do not. Esme has solved the mystery -- but the solution is a choice the town was not prepared to make. She has given them the answer. What they do with it is not her decision. She leaves the lighthouse. The mystery is resolved. The bay remains.
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