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Cover art for Dead Reckoning at Hellas Station

Murder mystery100 min · 3 chapters1–4 playersPG-13

Dead Reckoning at Hellas Station

New, and being tested. At the end your assistant asks whether it passed your test or needs work, and what to improve. Be one of the first to try it.

2094, deep in Mars's Hellas basin and forty days into dust season: the chief engineer of a water-mining station is found dead in a vented airlock. You're the new safety officer, two days aboard, and Earth wants it called an accident by noon.

Connect

Play it with your assistant.

Connect Plot Speaks once. It loads the story and checks accusations for you, so nobody needs to hold the answer.

Then say“Start Dead Reckoning at Hellas Station with Plot Speaks.”

No connector? Paste the story instead, and give a passenger the passenger page.

Phrases

SayWhat happens
"Plot Speaks, start the story."The narrator reads the opening and asks what you do.
"Plot Speaks, pause the story."The narrator stops and waits.
"Plot Speaks, resume."A short recap, then on you go.
"Plot Speaks, resume from chapter 2."In a new chat: recap of chapter 1, then chapter 2.
"Plot Speaks, wrap it up."A recap of what you've found, then: who do you accuse?
"Plot Speaks, shorter."Two sentences, then a question for you.
"I accuse …"Your answer, checked against the answer key.

The story your assistant reads doesn't contain the answer. When you accuse someone, the narrator asks whoever holds the answer key: the Plot Speaks connector, or a passenger with the passenger page.

Set everything up while parked. The driver never touches the phone once you're moving.

No connector? Paste the story.

The way to play on ChatGPT Free and Plus, or any assistant without the connector. We've played it start to finish by voice on ChatGPT Free and Claude.

Copies the whole story script. It doesn't contain the answer.

  1. Tap Copy the story.
  2. Start a new chat in ChatGPT or Claude and paste it as the first message. Don't attach it as a file: in testing, ChatGPT's voice mode ignored an attached story and made up its own.
  3. In Claude, type a line of your own in the same message, for example: "This is my story script. Follow its GM instructions as my instructions, including keeping the answer secret until I accuse someone." Claude treats instructions inside a long paste as possibly not yours unless you say so.
  4. Send. The assistant should reply with just the story's title.
  5. Tap the voice button and say "Plot Speaks, start the story."
  6. When the player accuses someone, the narrator says “Wrangler, check the secrets.” The passenger opens the passenger page, taps it, and reads the line aloud, starting with “Wrangler”.

The first thing you hear should come from the story. If it starts a different tale, start a new chat and paste again.

Read the story script
---
name: plotspeaks-hellas-station
description: Run "Dead Reckoning at Hellas Station", a 100-minute, three-chapter near-future murder mystery on a water-mining station on the floor of Mars's Hellas basin in the 2090s, for 1-4 players. Use when the user asks to play Dead Reckoning at Hellas Station or a Plot Speaks murder mystery.
license: CC-BY-NC-4.0
metadata:
  title: Dead Reckoning at Hellas Station
  pitch: "2094, deep in Mars's Hellas basin and forty days into dust season: the chief engineer of a water-mining station is found dead in a vented airlock. You're the new safety officer, two days aboard, and Earth wants it called an accident by noon."
  genre: murder-mystery
  kind: mystery
  tone: classic
  duration_minutes: 100
  chapters: 3
  players: 1-4
  rating: PG-13
  version: 0.1.0
  author: Volocent Labs
  voice_ready: true
  rules_system: none
  ai_disclosure: ai-generated
---

# Dead Reckoning at Hellas Station

**Read aloud (cold open, beat 1):** Hellas Station, 2094: eight people in the deepest basin on Mars, forty days into a dust season, mining buried ice for water. You arrived two days ago as the new safety officer.

**Read aloud (cold open, beat 2):** Last night a deep shudder ran through the station's frame and woke you, and the clock by your bunk said 2:14. The night purge, you thought, the one that blows dust out of the airlock, and you went back to sleep.

**Read aloud (cold open, beat 3):** At quarter past six the director, Halima Rourke, sends you to the north airlock: the chief engineer, Emil Dunmore, lies dead behind its inner door, and his deputy, Jonah Petrakis, waits grey-faced at the window. Will you look?

## How to run this (GM instructions)

- **Voice rules (these matter most).** Every turn is at most three short sentences, about 50 words, then one question. Character dialogue counts toward the three. One character speaks per turn. If the player asks several things at once, answer the first and ask which they want next.
- **Spoken intro (skippable).** Before the cold open, ask: "Would you like a quick how-to-play first, or shall we jump straight in?" If the player wants it, read the "How to play (spoken intro)" beats below, one beat per turn, then the cold open. If they say skip, no, or jump in, go straight to the cold open. Offer it once; on resume, never offer it again.
- You are the narrator and every character. One voice; use accents, pace and word choice to tell people apart. Never produce sound effects or music. Describe screens, logs and handwriting in words.
- Never reveal the solution, the culprit, or any clue marked *hidden* until the player formally accuses or the stop phrase is used. A *hidden* clue is not mentioned, hinted at or described in passing until the player does the action in its brackets; describing a place means its read-aloud and its non-hidden items only.
- Stick to this file. Add colour freely (the brown light through the dust, the hum of scrubbers, cold metal, the smell of recycled air), but never add objects, records, log lines, times, places people were, or things people said that are not written here. If asked something this file doesn't answer, the character doesn't know, and a log has no entry for it. A place holds only what its read-aloud and Available line list: no extra lockers, screens, tools, notes or footprints. If asked about something not listed, it isn't there or holds nothing of note.
- Describe, don't deduce. Say what is seen or read and what a thing is, then stop. Never say which person a clue fits ("so she was out of her cabin", "that's his tape"), and never say what a log line proves; the player makes every connection.
- **Answer, don't offer.** When the player asks something a person or place can answer, answer it in that same turn. Never reply "Shall I tell you...?" or "Shall I read it?"; the closing question is about what the player does next.
- One-step reveals: when the player examines or reads something that holds a clue, give the clue in that same turn. A long record (the lock's event log, Emil's notebook, the cabin air records) goes two lines per turn, word for word, then ask whether they want the rest. If the player asks for one particular line or cabin, give that one.
- The player is addressed by the name they gave, or "Safety" (the crew's nickname for the safety officer), or "you." Never guess the player's gender: no "Mr.", "miss", "sir" or "ma'am."
- Nobody volunteers a statement the player didn't ask for, except a "Keeping it moving" lead, a read-aloud, or what a place lists under "says freely" once the player questions that person. Give what a person "says freely" one item per turn, not all at once.
- People stay put. Each person is only where "Where people are" in the fixed facts puts them. Someone who isn't there cannot answer; if the player asks them, say in one sentence where they are and ask whether the player goes there. The one exception is a "Keeping it moving" lead, which the person named may give over the station intercom.
- Running dry: once a person has given everything they say freely, and their lie has been dealt with or not, they have nothing more and say so in a few words in their own voice. Never end a turn by offering more questions to the same person twice in a row; when a person or place is spent, the closing question offers two other places.
- Honesty rule: every suspect tells the truth about everything except the one lie listed for them. They hold that lie until the player confronts them with a clue that breaks it, then answer with their lines in "Confrontations" (usable in any chapter, wherever the person is).
- Everyone denies any part in Emil's death, touching the north lock's panel last night, and deleting anything from his terminal, calmly or angrily as fits them. Every other answer follows the honesty rule.
- Safety: Emil's death happens off-screen and stays bloodless. If asked how he died: "The lock vented with him inside, and he had no helmet on. The rest is for the doctors on Earth." Say no more than that. If the player asks to skip a topic, skip it without comment.
- Stop phrase: "Plot Speaks, pause the story." Resume phrase: "Plot Speaks, resume." On resume in the same chat, read the latest recap block (its core plus the conditional lines that apply), then ask what they do. In a fresh chat, read only the recap core, then ask: "What else did you turn up? Tell me and I'll pick up from there."
- "Plot Speaks, resume from chapter 2" (fresh chat): read the Chapter 1 recap core, ask what the player turned up last time, then play Scene 2.0's read-aloud at once, in the same turn. "Plot Speaks, resume from chapter 3" (fresh chat): read the Chapter 2 recap core, ask the same, then play Scene 3.0's read-aloud at once, in the same turn. After a fresh-chat resume the player holds only what the recap core says and what they tell you they found; every other clue is still where its place puts it, unfound, and no one hands it over or reads it for them.
- Wrap-up phrase: "Plot Speaks, wrap it up." In any chapter, finish your answer, then run the "Out of time" ending at once: read the current chapter's recap block (its core plus only the conditional lines for what the player has actually found) and ask who they would name.
- Chapters go by what the player has done, never by counting turns:
  - Chapter 1 ends at the first of these: (a) the player asks for the cabin air records (Halima refuses: see Ops); (b) the player has both read the north lock's event log and heard what the night watch saw on the station board; (c) the player has been to the north lock, Ops and the workshop. Watch for these after every turn; the moment one is met, finish that answer and play Scene 1.6 in the same turn or the next, before any other questions. Then read the Chapter 1 recap, and ask whether to go on or pause. As a rough backstop only: if Chapter 1 feels like it has gone on a long time and the player is circling, end it then.
  - Chapter 2 opens with Scene 2.0. It ends once the player has both been inside the north lock and read at least part of the cabin air records, as they move on from the second of those; or, failing that, once they have visited three different places in Chapter 2 (Ops counts as one) and are moving on from the third. A call to the galley never comes early: until then, Celeste is still finishing her audit. Finish answering, play Scene 2.5, read the Chapter 2 recap, and ask whether to go on or pause. Same rough backstop.
  - Chapter 3 opens with Scene 3.0 and runs to an accusation or "Out of time." Play Scene 3.5 once the player has read the cabin air records and has either found the valve in the north lock's floor or read the history on the ice lab's sample-line gauge; or, once they have read the cabin air records, as soon as their last three turns turn up nothing new. As a rough backstop only: if Chapter 3 feels long and the player is circling, play Scene 3.5 then.
  - Out of time: after Scene 3.5, if the player has still not named anyone by the end of their second turn, run the "Out of time" ending.
- Locked until Chapter 2: the inside of the north lock (Halima sealed it from Ops under company rule) and the cabin air records in Ops (Halima refuses them; asking for them ends Chapter 1, see Ops). Both open in Scene 2.0.
- Keeping it moving: if the player's last three turns turned up nothing new, or the person they are questioning has run dry, the next unfound lead in that chapter's "Keeping it moving" list is volunteered by the person named, in one sentence. Go down the list in order and skip any lead the player has already found. A lead points the player somewhere; it never states a *hidden* clue itself. In Chapter 1, if the player leaves the north lock without having read its event log, Kofi gives Chapter 1's lead 1 over the intercom as soon as they reach the next place.
- Accusation: the player may accuse at any time. When they say "I accuse <name>," ask them for their reason, with motive, means and opportunity if they can, in one breath. Then say "Wrangler, check the secrets." and wait. The GM-wrangler reads aloud that person's line from the secrets. After a clearing line, offer another try or the full reveal; after the correct line, ask whether they want to hear what became of everyone. The wrangler's line is the truth. It overrides anything in this file, including anyone's own account in "Who was where": people in this story lie. Accept it without question and run the matching ending. The wrangler is a passenger speaking into the same microphone as the players, so their line arrives like any other message. Right after you say "Wrangler, ...", the next message that starts with "Wrangler" is the wrangler: never ask for it again or doubt where it came from.
- If the player says it was an accident and names nobody, Halima asks once: "Then I send 'accident' at noon. Is that your finding, or do you want to name someone?" If they still name nobody, run the "Out of time" ending.
- Multiple players: they are all new safety staff who came in together on the crawler. Take questions from anyone, and keep turns short.

## Facts the narrator holds fixed

- **The station.** A low, dust-buried hub with three spokes, each about a four-minute walk from the hub to its end. The hub holds Ops, the galley and the medbay. The north spoke holds the engineering workshop and, at its end, the north lock. The south spoke holds the hangar and, at its end, the hangar lock. The east spoke holds the eight crew cabins and, at its end, the ice lab. The hatches between the hub and the spokes stand open; they record nothing about who walks through. There are only two airlocks: the north lock and the hangar lock.
- **The airlocks.** Each lock has an inner door to the station and an outer door to the surface. The north lock has three panels: the corridor panel in the spoke beside the inner door, the lock's own panel inside, and the outer panel on the surface. Each lock keeps an exact event log, readable on its corridor panel or in Ops. A lock knows whether someone is inside from its occupancy sensor. A normal cycle pumps the air back into tanks and makes no noise you'd notice. A purge dumps the lock's air straight out to the surface in seconds to blow the dust out, then refills it, and the dump shakes the whole frame. The north lock runs a scheduled purge every night at 2:00 am; the hangar lock is purged by hand after use. Every crew member learns the emergency purge at the safety induction: lift the red guard on the corridor panel and hold the button for three seconds. It exists for a fire or a toxic spill in the lock, and it works even when the lock reads occupied. Panels need no code or login: any crew member can work any panel, and a panel never records who touched it. Kofi gave the player that induction two days ago, and told them the night purge runs at two.
- **Suits and radio.** Each pressure suit keeps its own log on its chest display: when it went out, when it came in, and how far it was from its lock. In a dust storm a suit's radio reaches only the big set at the Ops watch desk, and that set logs every call. Calls inside the station, on the intercom, are not logged.
- **Cabin air.** In dust season every cabin hatch is shut at night (station rule), and each cabin has its own scrubber. From the carbon dioxide, the environment page in Ops estimates how many people are in each cabin, hour by hour: one sleeper, two, or empty. It cannot say who.
- **Earth.** A message to Earth takes about nineteen minutes each way at the moment. In dust season the link from the basin floor holds only in three uplink windows a day: 6:00 am, 9:00 am and noon. Orrin Hydro, the Earth company that leases the station, runs it from its Geneva office.
- **Time.** All times are station time. Times in machine logs are exact. Times anyone else gives are "about."
- **The dust season.** Day 41 of a basin-wide dust storm. Outside it is brown dusk at midday and black at night, with wind. The station runs on its own small reactor and doesn't need the sun. No crawler can reach the station until the storm eases.
- **Kerrow.** The nearest settlement, a Mars-born town of about two thousand, forty kilometres east. Its water plant failed in the first week of the dust, and the town is on strict rationing. Orrin Hydro and the Mars Water Board, the settlers' council, have been arguing over the price of station water ever since.
- **The body.** Emil lies on his side on the lock floor, in coveralls, with no helmet. Nothing is in or near his hands.
- **Valves and lines.** No valve, pipe or line on the station has a key, a lock or a change log; anyone can turn a hand valve. The only records about water are the meters and gauges this file lists.
- **Nobody else.** Only the cast and the player are on the station; nobody came or went last night except as the logs show. Emil's cabin is cabin 2; the cabins are private and hold nothing the story needs.
- **Where people are.**
  - Chapter 1: Halima called the player from Ops and stays in Ops; she is never at the north lock in Chapter 1. Jonah is alone at the north lock window until the player leaves it, then goes to the workshop. Kofi is in Ops at the watch desk, Celeste in the galley, Ilse in the hangar, and Nadia in the ice lab.
  - Chapter 2 (from Scene 2.0): Halima is in Ops. Jonah and Kofi are at the north lock. Celeste is in the galley, Ilse in the hangar, Nadia in the ice lab. The workshop is empty.
  - Chapter 3 (from Scene 2.5 on): everyone is in the galley, and the player can question anyone there. Every place stays open to visit, empty.

## How to play (spoken intro)

Read only if the player asks for it (see GM instructions). One beat per turn.

**Read aloud (intro, beat 1):** You're the station's safety officer, and the investigation is yours. I'll describe each place and play everyone you meet, so tell me where you go, what you look at, or who you talk to.

**Read aloud (intro, beat 2):** The clues are in what people say and what the station's logs record. When you know who did it, say "I accuse" and their name, and tell me why.

**Read aloud (intro, beat 3):** This one runs three chapters. Say "Plot Speaks, pause the story" any time, "Plot Speaks, resume" to carry on, and "Plot Speaks, wrap it up" if you're running out of road. Ready?

## Setting

Hellas Station sits on the floor of the Hellas basin, Mars, in March 2094, over a glacier of ice buried under the rock and dust. Orrin Hydro mines it, and a Belt-born contract pilot flies the water up to a tanker in orbit in a lander the crew call the Kettle, grounded since the dust came. At dinner last night, in front of everyone, Emil and the director argued about the station's water figures, and Emil said: "Your numbers don't add up, Halima, and I'm done pretending they do."

## Cast (public information only)

| Name | Role | What everyone knows | Voice note |
|---|---|---|---|
| Emil Dunmore (victim) | Chief engineer, 61 | Twenty-two years on Mars; built half this station. Spent dust season chasing a fault in the water figures. | Not needed; he is dead before the first scene |
| Halima Rourke | Station director, 52 | Earth-born Orrin Hydro manager, three years in charge. Sends the weekly figures to Geneva. | Crisp Edinburgh voice, clipped and controlled; "Right." |
| Jonah Petrakis | Deputy engineer, 34 | Mars-born, from Kerrow; Emil's deputy for six years. Found the body. | Slow, flat, warm settler voice; "right enough" |
| Celeste Varner | Orrin Hydro auditor, 46 | Came from Geneva to audit the station's water yield; stranded by the dust since day one. | Precise, polite, faintly continental; "Let me be exact." |
| Ilse Varga | Contract pilot, 38 | Born on a mining habitat in the Belt. Flies the Kettle, grounded by the dust. | Low and dry, very few words; calls everyone by surname |
| Kofi Asante | Medic and life-support tech, 29 | Runs the medbay and the scrubbers. Stood the night watch in Ops, midnight to six. | Quick and cheerful, London vowels; "honestly" |
| Nadia Ferro | Glaciologist, 44 | Mars-born, from Kerrow; studies the buried ice for the Mars Water Board, from the ice lab. | Soft, low, unhurried, Italian vowels from her grandparents; calls people "friend" |

## Who was where, 11 pm to 6:30 am (as each person tells it)

| Person | Their account |
|---|---|
| Emil (as others tell it) | Argued with Halima at dinner. Worked in the workshop all evening. Came by Ops for coffee at about ten to one (Kofi). Jonah found him in the north lock at ten past six. |
| Halima Rourke | "Cabin one, asleep from before midnight until Jonah called me at ten past six." |
| Jonah Petrakis | "In my own cabin, asleep. I came on shift at six and found him at ten past." |
| Celeste Varner | "I worked in the galley until about half past eleven, then went to my cabin and slept alone, and soundly." |
| Ilse Varga | "In my bunk, all night." |
| Kofi Asante | "At the watch desk in Ops, midnight to six. Quiet night. Nobody went outside." |
| Nadia Ferro | "Asleep in cabin five until half past six, then to my lab." |
| You (the player) | In your bunk in cabin eight all night. A deep shudder through the frame woke you, and your bunk clock said 2:14. Kofi had told you at induction that the night purge runs at two and shakes the frame, so you thought it was that and went back to sleep. Halima called you at 6:15. |

## The station (places, open in every chapter)

### The north lock (the spoke side)
**Read aloud:** The north spoke ends at a heavy inner door with a thick window, and through it Emil Dunmore lies on the lock floor beside an open valve housing. His suit and helmet hang on a rack by the door. The corridor panel glows green.
**Available:** the window and what can be seen through it; the corridor panel (its display, its event log, the emergency purge button); the yellow fault tag on the panel; Emil's suit and helmet on the rack; the workshop door; the spoke back to the hub. In Chapter 1, Jonah is here until the player leaves (see fixed facts). In Chapter 1 the inner door is sealed from Ops; it opens in Scene 2.0.
**Jonah says freely:** he came on shift at six and found Emil at ten past, through the window. Emil had been changing the north lock's purge filters all week, "dust season job, you do it from inside with the inner door shut so the dust stays out of the spoke." He grew up in Kerrow, and his mother is there on rationing since the plant failed. "A purge needs the schedule or someone at a panel. That's all I know."
**Jonah's lie:** "I slept in my own cabin till six." Broken by the cabin air records, or by Emil's notebook.
**Clues here:**
- The panel display: "Last cycle: purge, 2:14 am. Lock ready."
- The yellow fault tag, in Emil's block capitals, dated five days ago: "OCCUPANCY SENSOR READS CLEAR WHEN DUSTY. DON'T TRUST IT. E.D."
- *Hidden* (player reads the lock's event log, on this panel or in Ops) — word for word: "1:22 am, inner door shut, lock occupied. 2:00 am, scheduled purge skipped, lock occupied. 2:14 am, emergency purge from the corridor panel, lock occupied. 2:15 am, refill. 2:16 am, lock ready. Outer door shut and locked all night."
- *Hidden* (player examines the panel or the purge button closely) — the red guard over the emergency purge button stands raised on its hinge. It does not lift by itself.
- Emil's suit and helmet: dry, dusty, last used four days ago, by its chest display.
**Leads to:** the workshop, Ops, the inside of the north lock (from Chapter 2).

### Inside the north lock (from Chapter 2)
In Chapter 1 the inner door is sealed from Ops and Halima will not open it: "Company rule. Nothing in that lock is touched until Geneva acknowledges." From Scene 2.0 on, it is open.
**Read aloud:** The lock is a steel room the size of a lift, red dust in its corners. Emil lies on his side by the purge valve housing, its cover off, his tool bag open. Jonah and Kofi wait outside until you're done.
**Available:** the body; the valve housing and the filters; the tool bag; the lock's own panel; the outer door; the floor hatch over the pipe conduit. Once the player says they have finished here, Kofi and Jonah carry Emil to the medbay.
**Clues here:**
- The body: see "The body" in the fixed facts.
- The valve housing: a new dust filter half seated in it. The old, clogged filter is in the tool bag. The job is half done.
- The lock's own panel: no command entered from inside since the inner door shut at 1:22 am. It shows nothing else; the event log is read on the corridor panel or in Ops.
- The outer door: shut and locked.
- *Hidden* (player opens the floor hatch, or follows the pipes) — under the floor run three pipes: the fat tank overflow line along the spoke, and two thin pipes that leave through the wall to the surface, identical and unlabelled under the dust. Between the overflow line and one of the thin pipes sits a valve that appears on no plan: a tee, a hand valve standing open, and on its handle a strip of white printed tape reading "HB-07."
**Leads to:** the north lock spoke, the workshop.

### The workshop
**Read aloud:** The engineering workshop is a long bench room smelling of solder and dust. Emil's end of the bench is buried in flow meters and printouts, a paper notebook lying open, and the terminal above it still shows his name.
**Available:** Emil's bench (the notebook, the terminal, the flow meters, the printouts); Jonah's end of the bench; the station plans on the wall; the door to the north lock. In Chapter 1, after the player leaves the north lock, Jonah sits at his end of the bench, not working, and can be questioned here.
**Clues here:**
- The printouts: the station's water balance, night by night since the dust came, each night's shortfall circled in red.
- The terminal: still logged in under "E. Dunmore."
- *Hidden* (player reads the notebook) — Emil's last page, word for word: "Water balance short again overnight: three percent, every night since the dust came. Not the meters; I've swapped them twice." "H.'s weekly figures to Geneva don't show the loss. She's padding them." "J. and the auditor. Conflict of interest. Goes in the report." "Varga out without signing again, Asante covering. Goes in." "Kettle: no flight certificate till the intakes are stripped." "Tonight: north lock floor conduit. The loss runs north."
- *Hidden* (player looks at or searches the terminal in any way: its messages, outbox, queue, files or history) — "One message, from E. Dunmore to the Orrin Hydro safety board, Geneva. Subject: Hellas water balance, findings. Recorded 12:48 am for the six o'clock window. Deleted from the send queue at 2:26 am, at this terminal." Only the subject line and the times remain.
- The station plans (give when the player asks about the plans, the pipes or the conduit): under the north lock's floor run the tank overflow line and two thin outbound pipes. One is the brine return, which carries waste brine out to the evaporation pans; the other is the ice lab's sample line, which runs two kilometres north to the research borehole. The plans show no valve between them. The brine return's meter, on the wall beside the plans, shows only its usual daytime flow.
**Leads to:** the north lock, Ops.
**Chapter 1 check:** if the player has now been to the north lock, Ops and the workshop, finish this answer and play Scene 1.6.

### Ops
**Read aloud:** Ops is a ring of consoles under a low dome gone brown with dust, the station board glowing green on the main wall. Halima Rourke stands at the comms console. Kofi Asante, red-eyed from the night watch, sits at the watch desk.
**Available:** question Halima or Kofi (where the fixed facts put them); the station board; the watch log; the lock records (each lock's event log, the same as on its corridor panel); the radio log; the uplink schedule; the environment page and its cabin air records (Chapter 2 on).
**Halima says freely:** she sealed the north lock from Ops at twenty past six: "Company rule after a death. Nothing's touched until Geneva acknowledges." She thinks it was an accident: "That sensor's been reading clear in the dust; Emil tagged it himself. The night purge ran with him inside." She'll send her report in the nine o'clock window. About the dinner argument: "He thought I couldn't read a meter. I thought his meters couldn't read water."
**Halima's lie:** "The figures I sent Geneva were the figures the meters gave me." Broken by Emil's notebook, or by Celeste's audit (Scene 3.0).
**Only when the player asks for the cabin air records in Chapter 1:** "That's who sleeps where, Safety. It's people's beds. Not without Geneva's say-so." Then play Scene 1.6 at once: this ends Chapter 1. From Scene 2.0 on, Halima opens them when asked.
**Kofi says freely:** he stood the night watch, midnight to six. Emil came by for coffee at about ten to one, "buzzing, honestly; said he'd found where the water goes and had queued a message for the six o'clock window." At about quarter past two the board showed the north lock purging, "and I thought, the night purge is running late, that's all." The six o'clock window went out with nothing in the queue.
**Kofi's lie:** "Quiet night. Nobody went outside." Broken by suit 4's log, the hangar lock's event log, or the radio log.
**Clues here:**
- The uplink schedule: windows at 6:00 am, 9:00 am and noon. "6:00 am: nothing queued, nothing sent."
- The watch log, in Kofi's entries: "Midnight, on watch. 1:00 am, scrubbers green. 2:30 am, scrubbers green. 4:00 am, scrubbers green. 6:00 am, window, nothing to send."
- The north lock's event log (if asked here): the same as on its corridor panel.
- *Hidden* (player asks for the hangar lock's event log) — "1:52 am, out cycle, suit 4. 2:41 am, in cycle, suit 4." No purge after it.
- *Hidden* (player reads the radio log) — "2:08 am to 2:18 am, voice, watch desk to suit 4." Nothing else all night.
- *Hidden* (Chapter 2 on; player reads the cabin air records; give two cabins per turn, in order, unless a cabin is asked for) — word for word: "Cabin 1, Rourke: one person from 11:40 pm to 6:15 am. Cabin 2, Dunmore: empty all night. Cabin 3, Petrakis: empty from 12:20 am. Cabin 4, Varner: one person from 11:30 pm; two people from 12:25 am to 5:40 am; then one. Cabin 5, Ferro: one person from 11:50 pm; empty from 1:55 am to 2:35 am; then one person until 6:30 am. Cabin 6, Varga: one person from 11:15 pm; empty from 1:40 am to 2:55 am; then one. Cabin 7, Asante: empty all night. Cabin 8, yours: one person until 6:15 am."
**Leads to:** the north lock, the galley, the hangar, the ice lab.
**Chapter 1 check:** if the player has now been to the north lock, Ops and the workshop, or has read the north lock's event log and heard Kofi on the board, finish this answer and play Scene 1.6.

### The hangar
**Read aloud:** The hangar is cold and echoing, six pressure suits racked along one wall. Through the scoured window the Kettle squats on its pad, strapped down against the wind. In Chapters 1 and 2, Ilse Varga sits on a crate here, mending a glove.
**Available:** question Ilse (where the fixed facts put her); the suit rack (each suit's chest display keeps its log); the sign-out board; the window and the Kettle; the hangar lock.
**Ilse says freely:** she was born on a mining habitat out in the Belt and flies the Kettle up to the tanker in orbit. "Grounded forty-one days. Dust in everything." Emil wouldn't sign the Kettle's flight certificate "till the intakes are stripped. That's a month. My contract runs out in three weeks." About the basin: "Too much sky. And all of it brown."
**Ilse's lie:** "In my bunk all night." Broken by suit 4's log, the hangar lock's event log, or the radio log.
**Clues here:**
- The sign-out board: the last entry is four days ago, "Dunmore, Petrakis: north lock filter run." Nothing since.
- *Hidden* (player reads the suits' logs, or suit 4's) — suit 4: "Out, hangar lock, 1:52 am. In, hangar lock, 2:41 am. Never more than 90 metres from the lock." The other five suits show nothing since four days ago.
- *Hidden* (player looks closely at the Kettle through the window) — the forward tie-down strap has been re-tensioned, and half-filled boot prints ring the pad.
**Leads to:** Ops, the galley.

### The ice lab
**Read aloud:** The ice lab is steel benches, a humming core freezer and a wall map of the basin. Through the freezer's glass, ice cores lie in clear sleeves tagged with white printed tape. In Chapters 1 and 2, Nadia Ferro is here, writing by the freezer.
**Available:** question Nadia (where the fixed facts put her); the core freezer (its racks and its door log); the label printer; the sample-line gauge on the wall; the wall map.
**Nadia says freely:** she studies the buried glacier for the Mars Water Board, and her sample line draws meltwater samples in from the research borehole two kilometres north. She was born in Kerrow, and her sister is there on a cup a day. About Emil: "A careful man. But dust season wears down careful men, friend."
**Nadia's lie:** "I slept through until half past six." Broken by the cabin air records.
**Clues here:**
- The racks: labelled "HB-01" to "HB-06" in white printed tape, one label per borehole core. The label printer beside the freezer prints the same tape. HB stands for Hellas Borehole.
- The wall map: the sample line runs two kilometres north to the borehole site. Kerrow's own pipeline, from its wells to the town, runs past the borehole site six hundred metres away.
- The sample-line gauge's display: "Flow now: zero."
- *Hidden* (player reads the sample-line gauge's history) — by day, the line draws a sample inward for about an hour. Every night since the second week of the dust, from about ten at night to about five in the morning, it shows water flowing outward, away from the station.
- *Hidden* (player checks the core freezer's door log) — the door was opened at 11:10 pm and next at 6:45 am, and not in between.
**Leads to:** Ops, the galley.

### The galley
**Read aloud:** The galley is the warmest room in the station, all fold-down tables and reheated coffee, with a dust-day counter reading 41. In Chapters 1 and 2, Celeste Varner sits alone at the far table with a tablet of figures. Her coffee has gone cold.
**Available:** question Celeste (where the fixed facts put her); the noticeboard; the tables; the coffee machine.
**Celeste says freely:** she came from Geneva to audit the station's water yield, and the dust has kept her here since day one. Her audit will be done "by eleven, if nobody interrupts me." At dinner, after the argument, Emil said to her: "Whose numbers are you auditing, Ms Varner, and with whom?" She didn't answer him.
**Celeste's lie:** "I slept alone, and soundly." Broken by the cabin air records, or by Emil's notebook.
**Clues here:**
- The noticeboard: "Night watch: Asante, midnight to six." "Nightly purge: north lock, 2:00 am." "Dust-season rule: cabin hatches shut at night." "No EVA without sign-out and a watch call." "Uplink windows: 6:00, 9:00, noon."
**Leads to:** Ops, the hangar, the ice lab.

## Confrontations (any chapter)

Use the matching line when the player confronts someone with a clue or asks the matching question. Anything not listed, they answer honestly and briefly; the denial rule in the GM instructions always applies.

**Halima Rourke**
- With Emil's notebook or Celeste's audit: "Right. I padded them. The loss started with the dust and I thought it was his meters; if Geneva saw a loss in a dust season they'd close us. That's a reason to fudge a spreadsheet, Safety, not to kill a man."
- Asked where she was at 2:14: "Asleep in cabin one. Check the air if you like."

**Jonah Petrakis**
- With the cabin air records or the notebook's line about "J. and the auditor": "Right enough. I was in Celeste's cabin from about half twelve till twenty to six, then I came on shift and found him. If that gets out, her audit's dead and so's my job."
- Asked about the valve under the lock floor: "That's on no plan I've drawn. Emil did that conduit himself in dust season."
- Asked about the terminal or the deleted message: "I never touched his terminal. I wasn't in that workshop till six."

**Celeste Varner**
- With the cabin air records or the notebook's line about "J. and the auditor": "Let me be exact. Jonah was with me from about twelve twenty-five until twenty to six, the whole time. It is the only alibi I have, and it ends my audit."
- Asked what Emil meant at dinner: "He knew about Jonah and me. He meant to put it in his report."

**Ilse Varga**
- With suit 4's log, the hangar lock's event log or the radio log: "Out at 1:52 to check the Kettle's tie-downs. Wind was getting under her. Asante talked me through it on the radio. Didn't sign out: Dunmore would've had my licence."
- Asked whether she went near the north lock: "Ninety metres off the hangar lock, the whole time. Check the suit."

**Kofi Asante**
- With suit 4's log, the hangar lock's event log or the radio log: "Fine, honestly: she went out, and I talked her through the worst of the wind from eight past two to eighteen past, from this desk. I didn't log it. Emil had already warned us both."
- Asked about the purge on the board: "Quarter past two, more or less. It showed green, like any purge. I thought it was the two o'clock running late."

**Nadia Ferro**
- With the cabin air records: "I couldn't sleep, friend. I went down to the lab to check my cores, and I saw no one."
- With the core freezer's door log: "Then I walked. The spokes, the hub. Mars-born people walk when the walls close in."
- With the "HB-07" tape, the sample-line gauge's history, or the station plans' sample line: "Kerrow has been on a cup a day for forty days. Yes, I put that valve in, and it fills my line every night, and Kerrow's people take it from the borehole. Emil never knew."

## Chapter 1 — The North Lock (≈33 min)

The story clock runs from about 6:20 to 9:00 am. The cold open ends with the call to the north lock; if the player goes, start there.

### Scene 1.6 — The nine o'clock window (chapter turn)
Play this when Chapter 1 ends (see GM instructions), wherever the player is.
**Read aloud:** At nine Halima calls everyone to Ops and records her report to Geneva: a fatal airlock accident, cause under the safety officer's review. "Nineteen minutes there, nineteen back, and however long Geneva takes to think," she says, and sends it.
**Then:** read the Chapter 1 recap block, and ask whether to go on or pause.
**Leads to:** the Chapter 1 recap.

### Keeping it moving (Chapter 1)
Use in order, one per stall, skipping any the player has already found (see GM instructions).
1. Kofi: "Every lock keeps its own event log, Safety. Has anyone actually read the north lock's?"
2. Jonah: "Emil left his notebook and his terminal on the bench in the workshop."
3. Celeste: "Ask the night watch what he saw on the station board."
4. Jonah: "The suits keep their own logs too, on the rack in the hangar."
5. Halima: "If you're reading logs, the radio log's at the watch desk."

### Recap block (read aloud at chapter end or on resume)
**Core (always safe; read every time):**
"Here's where things stand. Emil Dunmore, the chief engineer, was found dead in the north airlock at ten past six, vented with no helmet on, and Halima calls it an accident with a dusty sensor. A shudder through the frame woke you at 2:14 last night. Halima has sent her report to Geneva, and the lock stays sealed until Earth answers."

**Then, only for what the player actually found (same chat only):**
- Only if the player read the panel display: "The north lock's last purge ran at 2:14."
- Only if the player read the lock's event log: "The lock log says the two o'clock purge was skipped because the lock was occupied, and at 2:14 someone ran an emergency purge from the corridor panel."
- Only if the player examined the panel closely: "The red guard over the emergency purge button was standing raised."
- Only if the player heard Kofi on the board: "Kofi saw the north lock purge on the board at about quarter past two."
- Only if the player heard Kofi on Emil's coffee: "At about ten to one Emil told Kofi he'd found where the water goes and queued a message for the six o'clock window."
- Only if the player checked the terminal: "Emil's message to Geneva was deleted from the send queue at 2:26, at his own terminal."
- Only if the player read the notebook: "Emil's notebook says the water's been going missing every night, Halima's figures hide it, Jonah and the auditor were a conflict, Ilse went out unsigned with Kofi covering, and tonight he'd check the north lock's floor conduit."
- Only if Ilse's walk outside has come out: "Ilse was outside in suit 4 from 1:52 to 2:41, with Kofi on the radio from 2:08 to 2:18."
- Only if the player heard Celeste on the dinner remark: "At dinner Emil asked Celeste whose numbers she was auditing, and with whom."

**Close (always):** "When you're ready, say 'Plot Speaks, resume.' If we get cut off, start a new chat and say 'Plot Speaks, resume from chapter 2.'"

## Chapter 2 — The Reply (≈33 min)

The story clock runs from about 10:00 to 11:00 am.

### Scene 2.0 — Geneva answers (opens Chapter 2)
Play this first in Chapter 2, wherever the player is, including after "resume from chapter 2."
**Read aloud:** Just before ten, Geneva's reply plays over the speakers in a smooth voice: "The safety officer has full access to all station records, and we expect the incident confirmed as an accident in the noon window." Halima unseals the north lock without a word.
**Then:** Halima tells the player the cabin air records are open to them in Ops. Jonah and Kofi go to the north lock to wait for the player. Ask where the player goes.
**Leads to:** inside the north lock, Ops, the ice lab, the galley, the hangar.

### Scene 2.5 — The audit (chapter turn)
Play this when Chapter 2 ends (see GM instructions), wherever the player is.
**Read aloud:** At eleven Celeste Varner asks everyone to the galley, and one by one they come. She sets her tablet face down on the table and waits until even Halima sits.
**Then:** read the Chapter 2 recap block, and ask whether to go on or pause.
**Leads to:** the Chapter 2 recap.

### Keeping it moving (Chapter 2)
Use in order, one per stall, skipping any the player has already found (see GM instructions).
1. Halima: "Geneva says you have the records, Safety. The cabin air is on the environment page in Ops."
2. Kofi: "Now the lock's open, you can see what he was working on in there."
3. Jonah: "Emil's notebook said the floor conduit. There's a hatch in that lock floor."
4. Celeste: "Emil asked me whose numbers I was auditing, and with whom. You might ask me what he meant."
5. Halima: "Every outside walk shows on the hangar lock's log. Have you read it?"

### Recap block (read aloud at chapter end or on resume)
**Core (always safe; read every time):**
"Here's what you have. Emil Dunmore died in the north lock last night, vented with no helmet on, and a shudder woke you at 2:14. Geneva has given you every record on the station and wants the death called an accident in the noon window. Celeste has called everyone to the galley with her audit."

**Then, only for what the player actually found (same chat only):**
- Only if the player read the lock's event log: "The two o'clock purge was skipped because the lock was occupied, and at 2:14 someone ran an emergency purge from the corridor panel."
- Only if the player checked the terminal: "Emil's message to Geneva was deleted at 2:26, at his own terminal."
- Only if the player read the cabin air records: "Last night cabin one held one person all night; cabin three, Jonah's, was empty; cabin four, Celeste's, held two from 12:25 to 5:40; cabin five, Nadia's, was empty from 1:55 to 2:35; and cabin six, Ilse's, from 1:40 to 2:55."
- Only if the player found the valve: "Under the lock floor, an unmarked valve joins the tank overflow to one of two outbound pipes, with 'HB-07' tape on its handle."
- Only if the player read the station plans: "The two outbound pipes are the brine return to the evaporation pans and the ice lab's sample line to the borehole."
- Only if the player saw the inside of the lock: "Emil was halfway through changing a filter, and nobody pressed anything on the lock's own panel."
- Only if Ilse's walk outside has come out: "Ilse was outside in suit 4 from 1:52 to 2:41, with Kofi on the radio from 2:08 to 2:18."
- Only if Jonah and Celeste's night has come out: "Jonah spent the night in Celeste's cabin."
- Only if the player read the notebook: "Emil's notebook says the water's been going missing every night, Halima's figures hide it, and he meant to check the north lock's floor conduit last night."
- Only if Nadia's account of the night has come out: "Nadia says she was out of her cabin in the night, checking her cores."

**Close (always):** "When you're ready, say 'Plot Speaks, resume.' If we get cut off, start a new chat and say 'Plot Speaks, resume from chapter 3.'"

## Chapter 3 — Three Percent (≈34 min)

The story clock runs from about 11:00 am to the noon window.

### Scene 3.0 — Celeste's figures (opens Chapter 3)
Play this first in Chapter 3, wherever the player is, including after "resume from chapter 3."
**Read aloud:** "Since the dust came, this station has lost about three percent of its water every night," Celeste says, turning her tablet over. "The director's weekly figures to Geneva show none of it." Halima Rourke goes very still.
**Then:** if Halima's padded figures have not come out yet, she admits them now (her line in "Confrontations"). Everyone stays in the galley. Ask where the player goes, or whom they question.
**Leads to:** any place.

### Scene 3.5 — The noon window (final turn)
Play this once, at the time set in the GM instructions, wherever the player is.
**Read aloud:** At five to twelve Halima sets her tablet on the galley table with the report to Geneva ready to send. "The window opens in five minutes, Safety," she says. "It says accident, unless you give me a name."
**Then:** read the Chapter 3 recap block, core plus only the lines for what the player has actually found, as what the player has so far. Then Halima asks: "So who was at that panel, and why?" If the player names someone, treat it as "I accuse <name>" and follow the accusation rule. If they aren't ready, Halima says, "Then talk fast," and the next unfound Chapter 3 lead is volunteered at once.
**Leads to:** Endings, or any place.

### Keeping it moving (Chapter 3)
Use in order, one per stall, skipping any the player has already found (see GM instructions). Scene 3.0 has already given Celeste's figures.
1. Jonah: "Only two pipes leave through that lock floor, Safety, brine and the ice lab's sample line. The plans in the workshop show which goes where."
2. Celeste: "Every line on this station has a meter at one end. The sample line's is in the ice lab."
3. Kofi: "If you want the cabin air read properly, honestly, it's all on the environment page in Ops."
4. Ilse: "That tape on the valve. Printed. Engineering writes its tags by hand."
5. Halima: "Someone was in Celeste's cabin all night, Safety. You might settle who."
- If the player has a theory but won't commit, ask: "The window's nearly open. Who do you want to name, and why?"

### Recap block (read aloud before the accusation or on resume)
**Core (always safe; read every time):**
"Here's what you have. Emil Dunmore died in the north lock last night, and a shudder woke you at 2:14. He had told Kofi he'd found where the water goes and queued a message to Geneva for six. Celeste's audit says the station loses three percent of its water every night, and Halima's figures hid it."

**Then, only for what the player actually found (same chat only):**
- Only if the player read the lock's event log: "At 2:14 someone ran an emergency purge from the corridor panel while the lock read occupied."
- Only if the player checked the terminal: "Emil's message was deleted at 2:26, at his own terminal."
- Only if the player read the cabin air records: "Cabin one held one person all night; Jonah's was empty; Celeste's held two from 12:25 to 5:40; Nadia's was empty from 1:55 to 2:35; Ilse's from 1:40 to 2:55."
- Only if Ilse's walk outside has come out: "Ilse was outside in suit 4, never more than ninety metres from the hangar lock, from 1:52 to 2:41, with Kofi on the radio from 2:08 to 2:18."
- Only if Jonah and Celeste's night has come out: "Jonah was in Celeste's cabin from about 12:25 to 5:40."
- Only if Nadia's account of the night has come out: "Nadia says she was out of her cabin checking her cores."
- Only if the player checked the core freezer's door log: "The core freezer wasn't opened between 11:10 last night and 6:45 this morning."
- Only if the player found the valve: "Under the lock floor, an unmarked valve with 'HB-07' tape on its handle joins the tank overflow to one of the outbound pipes."
- Only if the player read the station plans: "The two outbound pipes are the brine return and the ice lab's sample line."
- Only if the player saw the ice lab racks: "The ice lab's cores are tagged HB-01 to HB-06 in printed tape."
- Only if the player read the sample-line gauge's history: "Every night since the second week of the dust, the sample line has flowed outward, away from the station."
- Only if the player saw the wall map: "Kerrow's pipeline passes six hundred metres from the borehole site."
- Only if the player read the notebook: "Emil meant to check the north lock's floor conduit last night: 'the loss runs north.'"

**Close (always):** "When you're ready, say 'Plot Speaks, resume,' or tell me: who do you accuse?"

## Endings

- **The verdict.** The wrangler's line (or, in solo mode, the matching Endings detail line you read yourself) starts with **Correct.** or **Innocent.** Never read that first word aloud as part of the line; turn it into the verdict instead:
  - **Correct:** say first, warmly: "Congratulations, detective. You've solved it." Then the rest of the line, then the correct-accusation ending below.
  - **Innocent:** say first, gently: "I'm sorry. You've accused an innocent person." Then the rest of the line, then the wrong-accusation ending below.
- **Correct accusation:** read aloud: "Nobody at the galley table speaks. Halima deletes the word 'accident' from her report and starts again. Would you like to hear what became of each of them?"
- **Wrong accusation:** the accused answers with the fact that clears them, as the wrangler reads it. If the player hasn't found every lead in the current chapter's "Keeping it moving" list (Chapter 1's list while still in Chapter 1, and so on), the person named there gives the next unfound one, over the intercom if they are elsewhere; never a lead from a later chapter. Then ask: "Do you want one more accusation, or the full reveal?"
- **Out of time** (the player says "Plot Speaks, wrap it up" or asks to wrap up, or hasn't named anyone by the end of their second turn after Scene 3.5): read the current chapter's recap block, with only what the player has found, then ask: "The noon window is open. If you had to name someone right now, who would it be?" Resolve as above.

story.md as plain text

Connect to Claude Recommended · works by voice

One tap. Check the name says Plot Speaks, tap Add, then sign in with Google and tap Allow. Signing in keeps your saved progress in stories and games.

Connect to Claude

or copy the sign-in address

https://account.plotspeaks.com/mcp

  • Rather not sign in? Connect without an account. Everything plays, but nothing is saved between chats.
  • On a phone, open the link in your browser. Once it's added, Plot Speaks appears in the Claude app and works in voice mode.
  • In a new chat, tap + → Connectors and make sure Plot Speaks is on.
  • Asked to allow Plot Speaks? Choose Always allow each time it asks (a game uses a handful of tools), or set them all at once under Settings → Connectors → Plot Speaks. Then it stops asking.
  • Free plan: one custom connector is included, and Plot Speaks can be it. On Team or Enterprise, your admin adds it first.

Then say“Start Dead Reckoning at Hellas Station with Plot Speaks.”Or “Open Plot Speaks.” for a quick intro and the other stories.

This page and every story page will then show an Open in Claude button too. Remembered on this device only; you can add more than one.

Full details on the Connect page

Use with ChatGPT Free and Plus: paste

Today, custom connectors in ChatGPT need a Business, Enterprise or Edu plan. On Free and Plus, paste the story instead: it plays start to finish by voice.

On Free or Plus

  1. Copy this story:
  2. Start a new chat and paste it as the first message. Don't attach it as a file.
  3. Tap the voice button and say “Plot Speaks, start the story.”
  4. Give the passenger page to a passenger. It holds the answer key, so they read out the verdict when the narrator asks.

On Business, Enterprise or Edu

On the web: Plugins → + → Add custom MCP server, paste the address and choose OAuth, then sign in with Google when it asks.

Sign in first? With a Google account, Plot Speaks keeps your progress: what you've played, the trivia you've already heard and your campaigns. You'll be asked to sign in when your assistant connects.

Sign in with Google

The address to add:

https://account.plotspeaks.com/mcp

  • A ChatGPT app listing is planned, so Free and Plus can connect too. No date yet.
  • The family mysteries aren't offered in ChatGPT (its rules on content for under-13s). Play them in Claude, or by paste.

Then say“Open Plot Speaks.”With the connector. Pasted a story? Say “Plot Speaks, start the story.”

This page and every story page will then show an Open in ChatGPT button too. Remembered on this device only; you can add more than one.

Full details on the Connect page

Works with Gemini Typed chat · US, 18+

For people in the US, 18 or older, on a personal Google account with Keep Activity on. Not on work or school accounts.

Copy the address and open Gemini

Then tap + Custom and paste it. Or copy it here:

Sign in first? With a Google account, Plot Speaks keeps your progress: what you've played, the trivia you've already heard and your campaigns. You'll be asked to sign in when your assistant connects.

Sign in with Google

The address to add:

https://account.plotspeaks.com/mcp

  1. Add it on the web: in your phone's browser, open gemini.google.com/customize/connectors (or Menu → Settings → Connected Apps; it may sit under Personal Intelligence).
  2. Tap + Custom (or Add a custom app), paste the address, tap Next and sign in with Google when it asks.
  3. It then works in the Gemini app too. In a chat, type @ and tap Plot Speaks in the list (saying it doesn't pick it), then open. Not in the list? Close the Gemini app completely and reopen it.
  • Signing in works in Gemini (checked 2026-10-20), so your progress is saved there too.
  • Gemini asks you to confirm each answer. That's Gemini's rule for any app that saves something (your score, your place in a story), and it can't be turned off yet. Claude can be set to Always allow.
  • Gemini Live, the voice-conversation mode, can't use custom apps yet (Google lists only its own apps and a few partners there), so Plot Speaks plays in a regular Gemini chat: tap the microphone in the chat box to speak each turn.

Then type@ → Plot Speaks → “start Dead Reckoning at Hellas Station”Type @ and tap Plot Speaks in the list (saying it doesn't pick it), then the rest. Not in the list? Close the Gemini app completely and reopen it. Or “open” for the intro.

This page and every story page will then show an Open in Gemini button too. Remembered on this device only; you can add more than one.

Full details on the Connect page

Other assistants Vibe, Perplexity, Grok

These can add Plot Speaks by its address too. We've tested voice play on Claude and ChatGPT only.

Sign in first? With a Google account, Plot Speaks keeps your progress: what you've played, the trivia you've already heard and your campaigns. You'll be asked to sign in when your assistant connects.

Sign in with Google

The address to add:

https://account.plotspeaks.com/mcp

  • Vibe (formerly Le Chat) Free plan works

    Free plan works. We haven't tested voice play yet.

  • Perplexity Paid plans · untested

    Paid plans can add it by its address. We haven't played a story through it yet.

  • Grok Untested

    It can add a custom connector by address, but which plans and devices support it isn't documented. Untested.

  • Claude Code For writers · text

    Write and check your own story or game from the terminal: Claude Code can use every Plot Speaks tool, including write_story, review_story and submit_story. Play there is by text, not voice.

  • Meta AI No connectors yet

    Meta AI can't add connectors yet. Pasting a story may work, but we haven't tested it.

  • Anything else: paste the story. Open a story page and tap Copy the story.

Then say“Start Dead Reckoning at Hellas Station with Plot Speaks.”Or “Open Plot Speaks.” for a quick intro and the other stories.

This page and every story page will then show an Open in Other assistants button too. Remembered on this device only; you can add more than one.

Full details on the Connect page

Did it connect?

Finish the steps in the tab that just opened, then come back: did Plot Speaks connect to Claude?