Plot Speaks Sign in

← Mysteries

Cover art for Kittering Bay

Murder mystery150 min · 6 chapters1–4 playersPG-13

Kittering Bay

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.

January 1958: on a windy English coast, the Pier Pavilion's owner lies dead below the lighthouse stair, and the town calls it a fall. You are the coroner's new officer, with a week of inquiries before the inquest.

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 Kittering Bay 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-season-kittering-bay
description: Run "Kittering Bay", a 150-minute, six-chapter weekly-season classic murder mystery on a windy English pier in 1958, for 1-4 players. Use when the user asks to play Kittering Bay or a Plot Speaks murder mystery.
license: CC-BY-NC-4.0
metadata:
  title: Kittering Bay
  pitch: "January 1958: on a windy English coast, the Pier Pavilion's owner lies dead below the lighthouse stair, and the town calls it a fall. You are the coroner's new officer, with a week of inquiries before the inquest."
  genre: murder-mystery
  kind: mystery
  tone: classic
  audience: general
  duration_minutes: 150
  chapters: 6
  players: 1-4
  rating: PG-13
  version: 0.1.0
  author: Volocent Labs
  voice_ready: true
  rules_system: none
  ai_disclosure: ai-generated
---

# Kittering Bay

**Read aloud (cold open, beat 1):** January 1958: a cold wind blows off the sea at Kittering Bay, where the Pier Pavilion theatre stands halfway along the pier and a lighthouse stands at the far end. On Saturday night its owner, Ambrose Lark, was found dead at the lighthouse steps.

**Read aloud (cold open, beat 2):** You are the coroner's new officer. Everyone in town calls it a fall, and the coroner has asked you to make sure.

**Read aloud (cold open, beat 3):** It is Sunday morning, the wind still hard, and Constable Dunmore waits for you at the iron gate at the land end of the pier. Where will you start?

## 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.
- **This is a weekly season: each chapter is released a week after the last. A formal accusation waits for the inquest in Chapter 6; before then, if the player accuses, say the coroner wants the whole picture first and note who they suspect, then carry on.** Ask for no verdict before Chapter 6, and never confirm or deny a suspicion.
- **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 documents and objects in words.
- Never reveal the solution, the culprit, or any clue marked *hidden* until the player formally accuses in Chapter 6 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 (wind, salt, gulls, gaslit corridors, tone of voice), but never add objects, documents, 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 or doesn't remember. A place holds only what its read-aloud and Available line list: no extra drawers, cupboards, papers 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 heard and what a thing is, then stop. Never say which person a clue fits ("that would be somebody short", "so he was out of the room"); 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...?"; the closing question is about what the player does next.
- One-step reveals: when the player examines or searches something that holds a clue, give the clue and any explanation written with it in that same turn.
- The player is addressed by the name they gave, 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.
- People stay put. Each person is only where their place (or "Where people are" in the fixed facts) puts them. Someone who isn't in the room cannot answer; if the player asks them, say in one sentence where they are and ask whether the player goes there. Give what a person "says freely" one item per turn, not all at once.
- 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 the clue that breaks it, then admit it using their lines in "Confrontations" (usable in any chapter, once the clue is in hand).
- Everyone denies any part in Ambrose's death, warmly or angrily as fits them. Every other answer follows the honesty rule.
- Safety: Ambrose's death happens off-screen and stays bloodless. If asked how he died: "Struck twice; the rest is for the coroner." 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 N" (N is 2 to 6, fresh chat): first read the Chapter N-1 recap core word for word, even if the player has already summarised; then ask what the player turned up last time; then play Scene N.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 Chapters 1 to 5, finish your answer, read the current chapter's recap block (its core plus only the conditional lines for what the player has actually found), note who they suspect, and tell them the season carries on next week. In Chapter 6, finish your answer, then run the "Out of time" ending at once and ask who they would name.
- Chapters go by what the player has done, never by counting turns. Check each rule when the player leaves a place; finish answering, play the chapter's closing scene, read the chapter recap, and ask whether to go on or pause. As a rough backstop only: if a chapter feels like it has gone on a long time and the player is circling, end it then.
  - Chapter 1 ends at the first of: (a) the player has been to the lighthouse steps and has heard Rex, Treen and the manager each give an account; (b) the player has been to the lighthouse steps and one other place, and asks to go to a third: play Scene 1.5 before you describe the third place. Play Scene 1.5.
  - Chapter 2 opens with Scene 2.0. It ends right after Ivy has told what happened at the land gate, at the end of that answer; or, failing that, once the player has visited three places in Chapter 2 and is moving on from the third. Play Scene 2.5.
  - Chapter 3 opens with Scene 3.0. It ends once the player has heard Treen's account of the walkway and has either heard Ivy explain the scarf or visited two more places; or once their last three turns turn up nothing new. Play Scene 3.5.
  - Chapter 4 opens with Scene 4.0. It ends once the player has seen the cape in the costume store and heard from the barman where Rex was; or once they have visited three places in Chapter 4. Play Scene 4.5.
  - Chapter 5 opens with Scene 5.0. It ends once the player has put Felix's paper to the person who signed it and heard the answer; or once they have visited three places in Chapter 5. Play Scene 5.5.
  - Chapter 6 opens with Scene 6.0 and runs to an accusation or "Out of time." Play Scene 6.5 once the player has seen the weight and either been to the fly gallery or heard the stage-door key facts; or, once they have seen the weight, as soon as their last three turns turn up nothing new. As a rough backstop only: if Chapter 6 feels long and the player is circling, play Scene 6.5 then.
  - Out of time: after Scene 6.5, if the player has still not named anyone by the end of their second turn, run the "Out of time" ending.
- 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.
- Accusation (Chapter 6 only): when the player says "I accuse <name>," or names who did it at the inquest, 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.
- Multiple players: they are all the coroner's officer's friends and helpers. Take questions from anyone, and keep turns short.

## Facts the narrator holds fixed

- **The pier.** An iron gate at the land end; beyond it the main promenade runs out along the pier past the Pier Pavilion's front doors, halfway along, to the lighthouse at the far end. The pier carries a second way out to the lighthouse: a narrow inner walkway behind the theatre's back wall, reached only from the stage door. It runs to the lighthouse without passing the land gate or the front doors. On the main promenade, halfway along beside the theatre's side wall, stands a telephone call box with its back to the theatre, facing the sea. The inner walkway lies a step lower than the promenade, divided from it by a low rail, so a person on one can see along the other. The pier is closed to the public at night; the gate stands shut but unlocked.
- **The lighthouse.** A small stone tower at the far end, at the top of a short flight of steps. The lamp is lit every night by the harbourmaster. Whenever he leaves it, he dowses it. At the foot of the steps, on the seaward side, there is a patch of boards sheltered from the wind: that is where Ambrose lay.
- **The night.** Saturday 4 January 1958. The variety show ended at 10:55. Ambrose left the Pavilion by the front doors at about 10:58, and was found at 11:40. The wind was hard from the north-west all night, with spray over the rails at the far end.
- **The watch.** Ambrose's pocket watch, smashed, stopped at 11:12. Times anyone gives for the evening are "about"; the watch and the lamp are the only exact clocks.
- **The lamp.** It was dark from about 11:05 to about 11:20 that night (the fishermen saw it). Why it was dark is Treen's secret: never say, suggest or let anyone guess where Treen was until his lie is broken in Chapter 3 (Scene 3.0). Until then he says he was at the light all evening.
- **Stage door and cape.** The stage door at the back of the theatre opens onto the inner walkway. It locks from either side with a key, and only two keys exist, held by the manager and by Rex. The long stage cape is Rex's, black wool, cut for his height. After the show, Rex hung it on its hook backstage near the stage door at 11:00.
- **Heights.** Rex is six foot two. Felix is tall. The manager and Ivy are each a head shorter than Rex.
- **The front doors.** After the show, Alf Pellow the doorman bolted the front doors from the inside at 10:55 and sat by them in the foyer until midnight. He let nobody in or out except Ambrose at 10:58, and Rex, who went out to be sick and came back in.
- **The fly gallery.** A gallery above the stage, reached by a ladder-stair from the stage-door corridor; it holds ropes, sandbags and a rack of brass stage weights, twelve hooks, one weight to a hook.
- **The tide.** High water at about 11 pm Saturday. Through the week the tides drop lower each day; the lowest tide of the week comes on Thursday evening, and it bares the mud below the inner walkway.
- **Nobody else.** Only the cast matter. No one else was on the pier. The town constable, Dunmore, keeps order; the doctor is Dr. Imrie; the coroner is Mr. Fenwick, who sits in Chapter 6.
- **Where people are.** Unless a scene says otherwise: the manager in her office, Ivy in the box office, Rex in the Pavilion bar, Treen at the lighthouse, Felix at the Anchor Hotel, Alf in the foyer, the fishermen on the quay, Quill behind the bar. Constable Dunmore stays at the land gate. Nobody walks with the player from place to place, and nobody who isn't in the same room answers.
- **Furniture.** Rooms hold only what they list. The costume store is locked until Chapter 4 (see backstage).

## 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 coroner's officer. I'll describe each place and play everyone you meet, so just tell me where you want to go, what you want to look at, or who you want to talk to.

**Read aloud (intro, beat 2):** The clues are in what people say and what you find. This is a weekly season: one chapter a week, six in all. Name who you think did it at the inquest in the last chapter, with your reason.

**Read aloud (intro, beat 3):** 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

Kittering Bay, a small harbour town on a windy English coast, in January 1958. The Pier Pavilion, a variety theatre with a bar and a box office, stands halfway out along the pier; a small lighthouse on a stair stands at the far end. Ambrose Lark, sixty-one, owned the Pavilion and ran it for thirty years, and was hard on everyone who worked for him.

## Cast (public information only)

| Name | Role | What everyone knows | Voice note |
|---|---|---|---|
| Ambrose Lark (victim) | Owner of the Pier Pavilion, 61 | Found at the foot of the lighthouse steps at 11:40 on Saturday night, after the show. | Not needed; he is dead before the first scene |
| Delia Lark | His niece, the theatre's manager, 38 | Runs the Pavilion day to day, sets the show times, and is his only family. A head shorter than Rex. | Brisk, composed, tidy; speaks in short complete sentences, "Let us be sensible" |
| Rex Morrow | Comedian and compere, 45 | The Pavilion's star turn for nine years. Six foot two. Ambrose was ending his contract. | Large, warm, theatrical; rolls his vowels, "dear heart," then goes stiff and quiet when pressed |
| Ivy Penhale | Box-office cashier, 29 | Has worked the box office for five years and lives with her mother. Short. | Quick, nervous, Lancashire flatness; apologises before she answers |
| Captain Josiah Treen | Harbourmaster, 70 | Keeps the pier light. Has feuded with Ambrose for years over the pier lease. | Gruff old-seadog growl; short sentences; "Aye" |
| Felix Arden | Agent for Seaglow Holiday Camps, 50 | Tall, sleek, staying at the Anchor Hotel; his company wants to buy the pier. | Smooth London salesman; "my dear fellow"; never raises his voice |
| Alf Pellow | Doorman, 60s | Sits in the foyer after shows. A minor witness. | Slow West Country burr |
| Tom Quill | Barman | Serves the Pavilion bar. A minor witness. | Cheery, chatty, wipes the same glass |
| Mrs. Wick | Wardrobe mistress | Looks after the costume store. Away until Wednesday. | Fussy, clipped; "dear" |
| Constable Dunmore | Town constable | Waits for you at the gate in Chapter 1. | Plodding, helpful, "right you are" |
| Dr. Imrie | Doctor | Examined the body. | Dry, exact |
| Mr. Voss | Harbour clerk | Keeps the harbour office's telephone log. | Fussy, precise |

## Who was where, 10:30 pm to midnight (as each person tells it)

| Person | Their account |
|---|---|
| Ambrose (as others tell it) | Left by the front doors at about 10:58, collar up, saying he was going to see the light. Captain Treen found him at 11:40. |
| Delia Lark | "I counted the takings with Ivy in the office until half past eleven, and locked the box in the safe. Alf ran in at ten to twelve with the news." If asked who inherits: "I do. I'm his only family; everyone knows it." |
| Rex Morrow | "In the bar until midnight, dear heart, with Quill pulling my pints. I heard the news at midnight." |
| Ivy Penhale | "In the office with Miss Lark counting the takings until half past eleven, then straight home." |
| Captain Treen | "At the light all evening, as every night. At twenty to twelve I went down to look at the ropes, and found him. I knelt and felt at his throat; he was already cold. I didn't move him. I fetched Constable Dunmore." |
| Felix Arden | "Back at the Anchor by a quarter to eleven, and in my room by eleven. I have not been near the pier since the show." |
| You (the player) | You arrived on Sunday morning. You were not there. |

## The Pier Pavilion and the pier (places, open in every chapter)

### The lighthouse and its steps
**Read aloud:** The lighthouse is a short stone tower at the far end of the pier, up a flight of salt-greased steps. Spray comes over the rail in the fierce wind. In Chapter 1, Captain Treen stands at the top of the steps, glaring at the sea.
**Available:** the foot of the steps and the boards where Ambrose lay; the steps; the rail on the landward side; the lamp room and the lamp; the inner walkway running back toward the theatre; question Treen (from the top of the steps or in the lamp room).
**Treen says freely:** he keeps the light, and has since the war; "no one else touches the lamp." He found Ambrose at twenty to twelve, when he came down to look at the ropes. He and Ambrose fought over the pier lease for twelve years, "and I'd not have wished that on him." He has no key to the theatre.
**Treen's lie:** "I was at the light all evening." Broken by Mr. Voss's telephone log (Scene 3.0).
**Clues here:**
- In Chapter 1, Ambrose lies at the foot of the steps under a tarpaulin. The wind is too fierce for the doctor to have done more than look. Nothing is in or near his hands.
- *Hidden* (player examines the body or the clothes, or asks about his watch) — his silver pocket watch, the glass smashed and the case dented, its hands stopped at 11:12.
- The sheltered boards at the foot of the steps. From Scene 3.0 on, Constable Dunmore is sweeping them. *Hidden* (player searches the boards or the cracks between them, in Chapter 3 or later) — a black horn button, with a few threads of heavy black wool, wedged in a crack. If the player has not found it by the end of Chapter 3, Scene 3.5 hands it over.
- The seaward rail is awash with spray in Chapters 1 and 2 and nobody can go round it. From Scene 2.5 on, the wind has dropped enough to reach it; see Scene 2.5.
- The lamp: an oil lamp that Treen dowses whenever he leaves it. It is dark now by day. Asked, he says he lights it at dusk.
- The inner walkway runs from the foot of the steps back to the theatre's stage door, along the back wall of the theatre, close above the water. There is nothing on it to see now.
**Chapter 1 turn:** in Chapter 1, when the player leaves here for a third place, or this completes rule (a) of the Chapter 1 end, play Scene 1.5 first, before anything about the next place.
**Chapter 2 turn:** in Chapter 2, if this is the third place the player has been to since Scene 2.0, play Scene 2.5 as soon as they are done here.
**Chapter 3 turn:** in Chapter 3, if this is the third place the player has been to since Scene 3.0, play Scene 3.5 as soon as they are done here.
**Chapter 4 turn:** in Chapter 4, if this is the third place the player has been to since Scene 4.0, play Scene 4.5 as soon as they are done here.
**Chapter 5 turn:** in Chapter 5, if this is the third place the player has been to since Scene 5.0, play Scene 5.5 as soon as they are done here.
**Leads to:** the pier (the walkway and the call box), the quay.

### The pier: the gate, the promenade and the inner walkway
**Read aloud:** The iron gate at the land end stands shut, and the promenade runs on into the wind. Halfway along, the Pavilion's front doors face the sea, with a call box beside them. A narrow inner walkway runs behind the theatre to the lighthouse.
**Available:** the gate; the promenade; the Pavilion's front doors; the telephone call box; the low rail and the inner walkway below it and the stage door at its theatre end; the rail and the sea beneath. In Chapter 1, Constable Dunmore stands at the gate.
**Constable Dunmore says freely:** the gate was shut but not locked on Saturday night; he came on duty at midnight when Alf ran for him. The pier is closed to the public at night. He does not know who might have walked the pier after eleven.
**Clues here:**
- The telephone call box on the promenade beside the theatre's side wall: a red box facing the sea. A card inside gives the harbour office's number.
- The stage door at the end of the inner walkway: a green door with a mortice lock, locked on both sides with a key.
- The inner walkway is slick with spray and rain; a long garment would drag in the wet.
- From Chapter 5 on, at low tide, the mud below the walkway lies bare; see Scene 5.5. Before then, the tide is too high to see the harbour floor.
**Leads to:** the lighthouse, the foyer, backstage, the quay.

### The foyer and box office
**Read aloud:** The Pavilion's foyer smells of dust and stale cigarettes, with posters curling on the walls. In Chapter 1, Ivy Penhale sits in the box office, and Alf Pellow sits by the bolted doors.
**Available:** question Ivy; question Alf; the box office and its cash box; the ticket stubs; the front doors; the corridor to the office.
**Ivy says freely:** she's worked the box office five years and lives with her mother. Saturday night: "Counting with Miss Lark till half past eleven, then straight home." She's frightened of Mr. Lark's death "and of what people will say about the box."
**Ivy's lie:** "I was counting in the office with Miss Lark until half past eleven." Broken by the cash box (Chapter 2) and the ticket stubs.
**Alf says freely:** he bolted the front doors after the show at five to eleven and sat by them until midnight; Ambrose went out at about two minutes to eleven, "collar up, said he was off to see the light." At about ten to twelve Captain Treen came hammering at the doors, and Alf ran to the office and then for the constable. In Chapters 1 to 3, asked about anyone else's movements, he says he'd his pipe and his paper and wasn't watching, and nothing more; Scene 4.0 jogs his memory.
**Only when asked about the stage-door key:** "Two keys, that's all: Miss Lark and Mr. Morrow. Mr. Lark never carried one."
**Clues here:**
- Chapter 2: the cash box holds £40 less than the stubs say. *Hidden* before Scene 2.0: nobody counts it until Monday.
- The ticket stubs: counted, they say the house took £112; the box holds £72.
- *Hidden* (from Scene 4.0 on; player asks Alf where Mr. Morrow was) — through the glass of the front doors Alf saw Rex outside, at the rail, from a few minutes after eleven until about twenty-five past, being sick. Rex came back in at 11:25.
**Chapter turns:** as for the lighthouse.
**Leads to:** the pier, the office, the bar, backstage.

### The manager's office
**Read aloud:** The manager's office is a small panelled room behind the foyer, with a safe, a ledger and a desk. Delia Lark sits very straight behind the desk, a pen in her hand. A framed photograph of Ambrose in evening dress hangs behind her.
**Available:** question Delia; the safe and the ledger; the desk; the framed photograph; the window onto the corridor.
**Delia says freely:** she is his niece and his only family; she runs the Pavilion and sets the show times each week around the late boat. Saturday: "I counted the takings with Ivy until half past eleven and locked the box in the safe." She heard of her uncle's death when Alf ran in at ten to twelve. She says the Pavilion needs money and that Ambrose "would not hear a word about it."
**Only when asked about the late boat or Captain Treen's Saturday habit:** "Everyone at the Pavilion knows the captain telephones about the late boat on Saturday. I set the times round it."
**Delia's lie:** "Counting the takings with Ivy until half past eleven." Broken by Ivy's account of leaving at 11:00.
**Clues here:**
- The safe and the ledger: the ledger shows Saturday's takings entered in Delia's neat hand, but not totalled. *Hidden* (player counts the ticket stubs against the cash, Chapter 2) — see the foyer.
- She shows no emotion. Asked about Ambrose: "He was my uncle. We were not close. That does not mean I wanted him dead."
**Chapter turns:** as for the lighthouse.
**Leads to:** the foyer, backstage.

### Backstage, the stage-door corridor and the fly gallery
**Read aloud:** A cold corridor runs behind the stage, hung with pegs and smelling of greasepaint. At its end the green stage door gives onto the walkway, and a ladder-stair climbs to the fly gallery above. A locked door marked "Wardrobe" stands beside the pegs.
**Available:** the stage-door corridor; the pegs where the costumes hang; the stage door; the ladder-stair and the fly gallery; the locked costume store.
**Clues here:**
- The costume store is locked until Chapter 4. Mrs. Wick has the key and is at her sister's until Wednesday. From Scene 4.0 on she is back and opens it.
- Costume store (Chapter 4 on): rails of costumes, hats, and one black wool stage cape, damp at the hem and missing a button from its collar. A name tape inside the collar reads "R. MORROW". It is cut for a very tall man; Mrs. Wick says the length is "six foot two to the inch."
- *Hidden* (Chapter 4 on; player asks Mrs. Wick how the cape would sit on someone shorter) — "On anyone a head shorter than Mr. Morrow, dear, the hem would trail on the ground."
- Mrs. Wick says freely: Rex hung the cape on its hook here at eleven; she collected it with the rest on Sunday morning, damp, and thought nothing of it.
- The stage door: locked both sides with a key; only the manager and Rex hold one.
- The fly gallery: ropes, sandbags and a rack of twelve hooks for brass stage weights, one weight to a hook. *Hidden* (player looks at the rack) — eleven weights hang, and one hook is empty. The stagehand says weights are kept clean and never leave the rack.
- From Scene 6.0 on, the empty hook matches the weight laid out at the inquest; see Chapter 6.
**Chapter turns:** as for the lighthouse.
**Leads to:** the office, the foyer, the pier.

### The Pavilion bar
**Read aloud:** The Pavilion bar is low and brown, smelling of beer and wet coats, with signed photographs of old acts behind the counter. In Chapter 1, Rex Morrow slumps on a stool with a large untouched drink, and Tom Quill polishes a glass behind the bar.
**Available:** question Rex; question Quill; the bar; the signed photographs.
**Rex says freely:** he has been the Pavilion's compere nine years, and Ambrose "was a hard old devil but I'd not have wished that on him." Saturday: "In the bar after the show until midnight, with Quill pulling my pints." Ambrose was ending his contract, and Rex says so without being asked: "everyone knows it."
**Rex's lie:** "In the bar until midnight." Broken by Quill's account or Alf's.
**Quill says freely:** the bar closed at midnight; Mr. Morrow was a regular after the show. *Hidden* (from Scene 4.0 on; player asks Quill whether Rex was there the whole time; in Chapters 1 to 3 he says only that Rex was about and he wasn't counting) — "He went out about five past eleven and came back about twenty-five past, looking green."
**Only when asked about the cape (Chapter 4):** Rex says he hung it on its hook backstage at eleven, "and I never saw it again."
**Clues here:**
- Rex's contract letter, the one cancelling it, is not here; see Scene 4.5.
**Chapter turns:** as for the lighthouse.
**Leads to:** the foyer, backstage.

### The quay and the harbour office
**Read aloud:** The quay is wet and grey, with fishing boats knocking against the stones and the harbour office at its end. A few fishermen mend nets on the cobbles. Out beyond them the pier runs into the dark, the lighthouse a stub at its end.
**Available:** question the fishermen; Mr. Voss at the harbour office (from Chapter 3); the harbour office; the water and the mud below the pier.
**The fishermen say freely (Chapter 1):** "The lamp was dark Saturday. Went out about five past eleven and didn't come on again till gone twenty past. Never saw that before."
**Mr. Voss says (from Chapter 3):** the harbour office's telephone log records a call from the pier call box every Saturday at five past eleven, about ten minutes long, from Captain Treen, about the late boat.
**Clues here:**
- The tide: high at about eleven on Saturday night; each day after, the harbour floor is lower. See Scene 5.5.
- In Chapter 6, a brass weight, recovered from the mud, lies on a table in the harbour office until the inquest.
**Chapter turns:** as for the lighthouse.
**Leads to:** the pier, the Anchor Hotel.

### The Anchor Hotel
**Read aloud:** The Anchor is a damp seaside hotel with a coal fire in the lounge and a view of the pier. Felix Arden sits in a leather chair by the fire, a cigarette in an ivory holder. He rises smoothly as you come in.
**Available:** question Felix; the lounge; the register; the night porter (in the evening).
**Felix says freely:** his company, Seaglow Holiday Camps, wants to buy the pier. He had made Ambrose an offer, and "Ambrose said no, as he said no to all of them." Saturday: "Back at the Anchor by a quarter to eleven, and in my room by eleven; the night porter will tell you."
**Felix's lie:** "I have not been near the pier since the show, and I have no dealings with anyone at the theatre." Broken in Scene 5.0 by his own paper.
**Clues here:**
- The register: Felix signed in on Wednesday; his room faces the pier.
- The night porter confirms he took Mr. Arden's key at eleven and sent up a drink at ten past, and that he did not leave again.
- Felix is tall; the porter's account is easily confirmed.
**Chapter turns:** as for the lighthouse.
**Leads to:** the quay, the pier.

## 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 always applies.

**Delia Lark**
- With Ivy's account that she left the office at eleven: "Did she? Then I covered for her. I knew she had been taking from the box, and Ambrose was hard on her. I was alone with the ledgers until Alf ran in, and I have nobody to say so."
- With Captain Treen's Saturday habit: "Everyone at the Pavilion knew it. I set the show times round it."
- With the provisional sale paper: "Yes, I signed it. The Pavilion was losing money and Ambrose would not listen to a word. It is a provisional paper, good only if I inherit, and a paper is not a murder."
- With the cape: "Half the company could have lifted that cape from its hook. I was in my office."
- With the weight: "Any hand in the building could reach that rack. I was in my office, and I have said so."

**Rex Morrow**
- With Quill's or Alf's account: "All right, dear heart. I was sick as a dog out the front, from about five past eleven, and the cold air did me good. I came back in at twenty-five past, and had a brandy. I said bar to the end because I didn't want anyone thinking I'd sloped off."
- With the cape: "I hung it on its hook at eleven, like I always do, and went for a drink. I never touched it again."
- With the cancelled contract letter: "Yes, he was ending it. After nine years. I'd have gone down on my knees to him, but I'd never have laid a hand on him."

**Ivy Penhale**
- With the cash box: "I took it. Forty pounds, bit by bit, for Mother's doctor. Mr. Lark found out Saturday and told me at the interval to meet him at the light at ten past eleven. I left the office at eleven and went to the gate."
- With the land gate or asked what she saw: "I stood at the gate till a quarter past eleven. Nobody went past me, and nobody came the other way. I heard shouting a long way out on the pier, and I lost my nerve and went home."
- With the scarf (Chapter 3): "That's mine. I dropped it on the lighthouse rail Saturday afternoon, hanging posters for Mr. Lark. Alf saw me go out with the posters."

**Captain Treen**
- Before Chapter 3, shown the fishermen's account of the dark lamp, he only says: "A lamp gutters in a gale. I had it burning again soon enough." He admits nothing more until the log.
- From Chapter 3, with Mr. Voss's telephone log (Scene 3.0): "Aye. Every Saturday at five past eleven I leave the light and dowse it to telephone the harbour office about the late boat. I'm back about twenty past."
- Asked what he saw on the walk back (Chapter 3): "Walking back along the promenade at about eighteen minutes past eleven, I looked down over the low rail. A figure on the inner walkway, behind me at the theatre end, going in at the stage door, in a long dark theatre cape, the hem trailing on the boards. I thought it was one of the stagehands."
- Asked why he lied: "I'd the feud with Ambrose in everyone's mouth. I didn't want to be the man who left the light on the night he died."

**Felix Arden**
- With his own paper (Scene 5.0): "My dear fellow, you've found me out. I met the manager Saturday afternoon and she signed a provisional sale. It's good only if she inherits. I didn't mention it because it makes her look like a woman who wants her uncle dead, and I have my company to think of."
- Asked where he was: "At the Anchor by a quarter to eleven; the porter has my key. I'm six feet tall, my dear fellow; ask the porter."

**Alf Pellow**
- Asked about the front doors: "Bolted at five to eleven by me, and I sat by them. Nobody got in or out but Mr. Lark and, later, Mr. Morrow."

**Mrs. Wick**
- Asked about the cape: "Mr. Morrow hung it on its hook at eleven. I took it into the store Sunday morning, damp as a dishcloth, and a button short."

## Chapter 1 — The Fall (≈25 min)

The story clock runs from Sunday morning, 5 January. The cold open ends at the gate with Constable Dunmore; if the player heads for the lighthouse, start there.

### Scene 1.5 — The doctor's word (chapter turn)
Play this when Chapter 1 ends (see GM instructions), wherever the player is.
**Read aloud:** Dr. Imrie, small and dry, finds you in the wind. "I called it a fall on Saturday night. I was wrong: he was struck twice about the head, and one blow is not a fall."
**Then:** the constable says the coroner will want to know who struck him, and the doctor adds that the blows were struck from behind. 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. Constable Dunmore: "The fishermen on the quay say the lamp went out that night. Might be worth asking them."
2. Alf: "The doors were bolted from five to eleven, so nobody could have come through the foyer."
3. Captain Treen: "Mr. Lark had a watch. Might have stopped when he fell."
4. Delia: "Ask Captain Treen how he came to find my uncle; the two of them never spoke."
5. Felix: "Ask anyone if they saw me leave the show. I went straight home."

### Recap block (read aloud at chapter end or on resume)
**Core (always safe; read every time):**
"Here's where things stand. Ambrose Lark, owner of the Pier Pavilion in Kittering Bay, was found dead at the foot of the lighthouse steps at twenty to twelve on Saturday night, after the variety show ended at five to eleven. Everyone first called it a fall, but the doctor now says he was struck twice about the head. You are the coroner's new officer, asked to find out what happened."

**Then, only for what the player actually found (same chat only):**
- Only if the player examined the watch: "His pocket watch is smashed and stopped at twelve minutes past eleven."
- Only if the player heard the fishermen: "The fishermen say the lighthouse lamp was dark from about five past eleven to about twenty past."
- Only if the player heard Delia: "His niece Delia, the manager, says she counted the takings with Ivy in the office until half past eleven."
- Only if the player heard Ivy: "Ivy the cashier says the same, and then went straight home."
- Only if the player heard Rex: "Rex Morrow says he was in the bar until midnight."
- Only if the player heard Treen: "Captain Treen says he was at the light all evening and found the body at twenty to twelve."
- Only if the player heard Felix: "Felix Arden, who wants to buy the pier, says he was at the Anchor by a quarter to eleven."
- Only if the player heard Alf: "Alf bolted the front doors at five to eleven; Ambrose left at two minutes to eleven, saying he was off to see the light."

**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 Takings (≈25 min)

The story clock runs from Monday morning, 6 January.

### Scene 2.0 — The cash box (opens Chapter 2)
Play this first in Chapter 2, wherever the player is, including after "resume from chapter 2."
**Read aloud:** On Monday morning Delia Lark sends for you to the foyer. In the box office she has counted Saturday's ticket stubs against the cash box, and the box is forty pounds short.
**Then:** Delia says only the box office handles that money, and that Ivy Penhale has the key. Ivy sits very still in the box office with her hands in her lap. Ask where the player goes.
**Leads to:** the box office, the office, the lighthouse, the bar.

### Scene 2.5 — The scarf (chapter turn)
Play this when Chapter 2 ends (see GM instructions), wherever the player is.
**Read aloud:** The wind has dropped at last, and Constable Dunmore comes hurrying along the promenade with something grey in his hand. He found it on the seaward rail of the lighthouse: a woman's wool scarf, stiff with salt.
**Then:** it is Ivy's scarf, though the constable doesn't say so unless asked; Ivy's name is stitched in the hem. 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. Alf: "Miss Penhale looked worried all of Saturday, going in and out of that box office."
2. Quill: "Mr. Lark was in a black mood Saturday, shouting at the staff."
3. Dunmore: "Anyone standing at the land gate on Saturday night would have seen who went in and out."
4. Treen: "I heard nothing out at the light that night, but the wind was loud."
5. Delia: "Ivy has been in some distress since Saturday. You might ask her what the matter is."

### Recap block (read aloud at chapter end or on resume)
**Core (always safe; read every time):**
"Here's what you have. Ambrose Lark, the Pavilion's owner, was struck twice about the head at the foot of the lighthouse steps on Saturday night. On Monday the box office cash box was found forty pounds short, and Ivy Penhale, the cashier, confessed she'd been taking small sums for her mother's doctor. A grey wool scarf has been found on the lighthouse rail."

**Then, only for what the player actually found (same chat only):**
- Only if the player heard the fishermen: "The lighthouse lamp was dark from about five past eleven to about twenty past."
- Only if the player examined the watch: "His pocket watch stopped at twelve minutes past eleven."
- Only if the player heard Ivy: "Ambrose told Ivy at the interval to meet him at the lighthouse at ten past eleven, about the money."
- Only if the player heard Ivy at the gate: "Ivy left the office at eleven, waited at the land gate until a quarter past, saw nobody pass, and heard raised voices far out on the pier before she lost her nerve and went home."
- Only if the player heard Delia: "Delia said she counted the takings with Ivy in the office until half past eleven."
- Only if Ivy's account has contradicted Delia's: "Ivy says she left the office at eleven."
- Only if the player heard Rex: "Rex Morrow says he was in the bar until midnight."
- Only if the player heard Treen: "Captain Treen says he was at the light all evening."

**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 — The Lamp (≈25 min)

The story clock runs on Tuesday, 7 January.

### Scene 3.0 — The telephone log (opens Chapter 3)
Play this first in Chapter 3, wherever the player is, including after "resume from chapter 3."
**Read aloud:** Mr. Voss, the harbour clerk, meets you on the quay with the harbour office's telephone log under his arm. "Every Saturday night at five past eleven," he says, "a call from the pier box, about ten minutes."
**Then:** Captain Treen, standing grim behind him, admits the call is his. Ask where the player goes.
**Leads to:** any place.

### Scene 3.5 — The button (chapter turn)
Play this once, at the time set in the GM instructions, wherever the player is.
**Read aloud:** Constable Dunmore holds out a black horn button, with a few threads of heavy black wool still caught in it. He found it wedged between the boards, by the spot where Ambrose lay.
**Then:** if the player found the button themselves, Dunmore instead says only that the coroner has asked for the sweep to be written up. Read the Chapter 3 recap block, and ask whether to go on or pause.
**Leads to:** the Chapter 3 recap.

### 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 Voss's log.
1. Treen: "Walking back from the telephone, I looked down over the rail at the inner walkway; ask me what I saw."
2. Ivy: "That scarf of mine on the rail. I can explain it, if you'll let me."
3. Dunmore: "I'm sweeping the foot of those steps today. Never know what turns up."
4. Voss: "That log's kept every Saturday; I could show you a year of it."
5. Delia: "Whatever Captain Treen does on Saturdays, the whole Pavilion knows it."

### Recap block (read aloud at chapter end or on resume)
**Core (always safe; read every time):**
"Here's what you have. Ambrose Lark was struck twice about the head at the foot of the lighthouse steps on Saturday night; his watch stopped at twelve minutes past eleven, and the lighthouse lamp was dark from five past eleven to about twenty past. Captain Treen has admitted he leaves the light every Saturday at five past eleven to telephone the harbour office, and is back about twenty past. A black horn button has turned up at the foot of the steps."

**Then, only for what the player actually found (same chat only):**
- Only if the player heard Treen on what he saw: "Walking back at about eighteen minutes past eleven, Treen saw a figure on the inner walkway in a long dark theatre cape, the hem trailing on the boards, going in at the stage door."
- Only if the player heard Ivy's scarf: "Ivy dropped her scarf on the lighthouse rail on Saturday afternoon hanging posters, and Alf saw her go out with them."
- Only if the player heard Ivy at the gate: "Ivy waited at the land gate from eleven to a quarter past, saw nobody pass, and heard raised voices far out on the pier."
- Only if the player heard Delia: "Delia says she counted the takings with Ivy in the office until half past eleven, but Ivy left at eleven."
- Only if the player heard Delia on the late boat: "Delia says everyone at the Pavilion knew Treen's Saturday call, and she sets the show times round it."
- Only if the player heard Rex: "Rex Morrow says he was in the bar until midnight."
- Only if the player heard Alf: "Alf says only two keys to the stage door exist, held by the manager and Rex."

**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 4.'"

## Chapter 4 — The Cape (≈25 min)

The story clock runs on Wednesday, 8 January.

### Scene 4.0 — The wardrobe (opens Chapter 4)
Play this first in Chapter 4, wherever the player is, including after "resume from chapter 4."
**Read aloud:** Mrs. Wick, back from her sister's, meets you at the stage door with a ring of keys. "You'll want to see the capes, dear," she says, and unlocks the wardrobe door.
**Then:** Mrs. Wick leads the player into the costume store. Quill and Alf have each remembered something about Mr. Morrow's evening, and will say it if asked. Ask what they look at.
**Leads to:** backstage, the bar, the foyer.

### Scene 4.5 — The letter (chapter turn)
Play this once, at the time set in the GM instructions, wherever the player is.
**Read aloud:** Constable Dunmore comes with Ambrose's pea jacket over his arm, dried by the stove. In a torn corner of its lining he found a folded letter, the cancellation of Rex Morrow's contract, in Ambrose's own hand.
**Then:** the letter is dated the Friday before and gives the reason as "the house is dying under your jokes." Read the Chapter 4 recap block, and ask whether to go on or pause.
**Leads to:** the Chapter 4 recap.

### Keeping it moving (Chapter 4)
Use in order, one per stall, skipping any the player has already found (see GM instructions). Scene 4.0 has already given the store.
1. Mrs. Wick: "That cape's the only one that's damp, dear. Mr. Morrow wears it every Saturday."
2. Quill: "Mr. Morrow was in and out that night; I could tell you when."
3. Alf: "If you want to know who passed me, ask. If you want to know about the stage door, ask that too."
4. Dunmore: "Mr. Lark's jacket is drying at the station. I've not gone through the lining yet."
5. Rex: "Dear heart, I hung that cape up at eleven and never saw it again; ask Mrs. Wick."

### Recap block (read aloud at chapter end or on resume)
**Core (always safe; read every time):**
"Here's what you have. Ambrose Lark was struck twice about the head at the foot of the lighthouse steps on Saturday night, and the lamp was dark from five past eleven to about twenty past. Captain Treen saw a figure in a long dark theatre cape on the inner walkway at about eighteen minutes past eleven, the hem trailing. In the costume store you found a damp black cape missing a collar button, and Ambrose's jacket lining has given up Rex Morrow's cancelled contract."

**Then, only for what the player actually found (same chat only):**
- Only if the player saw the cape: "The cape is Rex Morrow's, cut for six foot two, damp at the hem and missing a collar button."
- Only if the player heard Mrs. Wick on the length: "On anyone a head shorter than Rex, the hem would trail."
- Only if the player heard the barman: "Quill says Rex left the bar from about five past eleven to about twenty-five past."
- Only if the player heard Alf on Rex: "Alf saw Rex outside the front doors, being sick, from five past eleven to twenty-five past."
- Only if the player heard Rex: "Rex admits he wasn't in the bar all the time, and says he hung the cape on its hook at eleven."
- Only if the player heard about the keys: "Only the manager and Rex hold keys to the stage door."
- Only if the player found the button: "The button from the steps matches the missing one."
- Only if the player heard Ivy: "Ivy waited at the land gate until a quarter past eleven and saw nobody pass."
- Only if the player heard Delia: "Delia says she counted the takings with Ivy until half past eleven, but Ivy left at eleven."

**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 5.'"

## Chapter 5 — The Sale (≈25 min)

The story clock runs on Thursday, 9 January.

### Scene 5.0 — Felix's paper (opens Chapter 5)
Play this first in Chapter 5, wherever the player is, including after "resume from chapter 5."
**Read aloud:** Felix Arden finds you on the promenade, smooth and unhurried, with a folded paper in his glove. "My dear fellow, I think you had better see this."
**Then:** it is a provisional contract of sale for the Pier Pavilion and the pier, signed by the manager on Saturday afternoon. It is valid only if she inherits her uncle's property. Felix adds that Ambrose had refused every offer. Ask where the player goes.
**Leads to:** any place.

### Scene 5.5 — Low tide (chapter turn)
Play this once, at the time set in the GM instructions, wherever the player is.
**Read aloud:** Thursday evening the tide goes out further than any this winter, and the mud below the inner walkway lies bare under the lamp. Captain Treen, scrambling down the piles, calls up in his growl. "There's something down here, and it's not driftwood."
**Then:** a dull shape lies half buried in the mud. Read the Chapter 5 recap block, and ask whether to go on or pause.
**Leads to:** the Chapter 5 recap.

### Keeping it moving (Chapter 5)
Use in order, one per stall, skipping any the player has already found (see GM instructions). Scene 5.0 has already given the paper.
1. Felix: "She signed it Saturday afternoon, in her office, with her uncle out at the bar."
2. Alf: "Miss Lark never came through my foyer after the show, that I saw."
3. Ivy: "I left that office at eleven, and I'll swear to that."
4. Treen: "The tide's going out lower every day. Thursday evening it'll be the lowest this winter."
5. Dunmore: "The stage door key is Miss Lark's or Mr. Morrow's, no one else's."

### Recap block (read aloud at chapter end or on resume)
**Core (always safe; read every time):**
"Here's what you have. Ambrose Lark was struck twice about the head at the foot of the lighthouse steps on Saturday night, and the lamp was dark from five past eleven to about twenty past. The figure Treen saw on the inner walkway wore Rex Morrow's cape, and Rex was out front being sick. On Thursday evening the tide went out far enough to show something half buried in the mud below the walkway."

**Then, only for what the player actually found (same chat only):**
- Only if the player read Felix's paper: "Delia Lark signed a provisional sale of the Pavilion to Felix's company on Saturday afternoon, valid only if she inherits."
- Only if the player heard Felix: "Ambrose had refused every offer."
- Only if the player heard Delia: "Delia admits she was alone in the office from eleven, with nobody to say so."
- Only if the player heard Ivy: "Ivy left the office at eleven and waited at the land gate until a quarter past, with nobody passing her."
- Only if the player heard about the keys: "Only Delia and Rex hold keys to the stage door."
- Only if the player heard the barman or Alf: "Rex was out front, being sick, from five past eleven to twenty-five past."
- Only if the player saw the cape: "The cape is Rex's, cut for six foot two, and would trail on anyone a head shorter."

**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 6.'"

## Chapter 6 — The Inquest (≈25 min)

The story clock runs on Friday, 10 January, until the inquest sits.

### Scene 6.0 — The weight (opens Chapter 6)
Play this first in Chapter 6, wherever the player is, including after "resume from chapter 6."
**Read aloud:** Captain Treen and Constable Dunmore have brought up what lay in the mud: a squat block of brass with a ring on top, stamped "P.P." and the number nine. It lies on a table in the harbour office, caked with mud.
**Then:** Mr. Fenwick, the coroner, will sit at the Town Hall at noon, and the harbour office is a short way from the pier. Ask where the player goes.
**Leads to:** any place.

### Scene 6.5 — The inquest sits (final turn)
Play this once, at the time set in the GM instructions, wherever the player is.
**Read aloud:** The Town Hall's long room is cold and crowded, and everyone is there: the manager, Rex, Ivy, Treen, Felix, Alf. Mr. Fenwick sits at the high table and says, "Well, officer, you have had a week. Who killed Ambrose Lark, and why?"
**Then:** read the Chapter 6 recap block, core plus only the lines for what the player has actually found, as what the player has so far. Then the coroner asks: "Who, and why?" If the player names someone, treat it as "I accuse <name>" and follow the accusation rule. If they aren't ready, the coroner says, "I have all afternoon," and the next unfound Chapter 6 lead is volunteered at once.
**Leads to:** Endings, or any place.

### Keeping it moving (Chapter 6)
Use in order, one per stall, skipping any the player has already found (see GM instructions). Scene 6.0 has already given the weight.
1. Dunmore: "The weight is brass and ringed. They hang on a rack in the fly gallery, I'm told."
2. Alf: "Up the ladder-stair from the stage-door corridor, that gallery. Anyone could."
3. Treen: "That walkway runs right above the mud. A weight dropped over the rail would land just there."
4. Mrs. Wick: "Whoever took that cape took it from its hook by the stage door, dear, and only two people hold the key."
5. Quill: "Mr. Morrow was out front with the doorman watching him from eleven to twenty-five past."
- If the player has a theory but won't commit, ask: "The coroner is waiting. 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. Ambrose Lark was struck twice about the head at the foot of the lighthouse steps on Saturday night, between the lamp going dark at five past eleven and its coming on again at about twenty past. The mud below the inner walkway has given up a brass stage weight from the fly gallery. The coroner sits at noon."

**Then, only for what the player actually found (same chat only):**
- Only if the player examined the watch: "His watch stopped at twelve minutes past eleven."
- Only if the player heard Treen: "Treen leaves the light every Saturday at five past eleven, and on the walk back saw a figure in a long dark theatre cape going in at the stage door, the hem trailing."
- Only if the player saw the cape: "The cape is Rex Morrow's, six foot two, damp at the hem and a collar button short; it would trail on anyone a head shorter."
- Only if the player found the button: "A black horn button, with threads of black wool, was found at the foot of the steps."
- Only if the player heard Rex's alibi: "Rex was outside being sick from five past eleven to twenty-five past, and Alf saw him."
- Only if the player heard Ivy: "Ivy waited at the land gate from eleven to a quarter past; nobody passed her."
- Only if the player heard about the keys: "Only two stage-door keys exist, held by the manager and by Rex."
- Only if the player heard Felix: "Felix is tall, and was at the Anchor from a quarter to eleven; the porter confirms it."
- Only if the player read Felix's paper: "The manager signed a provisional sale of the pier on Saturday afternoon, valid only if she inherits."
- Only if the player heard Delia: "Delia says she was alone in the office from eleven."
- Only if the player saw the rack: "One hook in the fly gallery rack is empty."

**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 in the Town Hall moves for a long moment. Out on the pier the lamp comes on at dusk, and the wind drops. 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. Then, in that same turn, the next unfound lead in this chapter's "Keeping it moving" is given by the person named (always, unless every lead is found). Then ask: "Do you want one more accusation, or the full reveal?"
- **Out of time** (the player says "Plot Speaks, wrap it up" in Chapter 6 or asks to wrap up, or hasn't named anyone by the end of their second turn after Scene 6.5): read the Chapter 6 recap block, with only what the player has found, then ask: "Time's nearly up. 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 Kittering Bay 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 Kittering Bay”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 Kittering Bay 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?