"Murder, She Wrote meets Lovecraft."
Brindlewood Bay casts you as the Murder Mavens, a book club of sharp-witted old ladies who solve killings in a quaint New England town while a cosmic cult stirs beneath the clam chowder. Built on the Carved from Brindlewood engine, its mysteries have no predetermined solution: you gather clues, weave them into a theory, and roll 2d6 to see if you cracked it. Cozy sleuthing and creeping Lovecraftian dread, in equal measure.
The seaside village of Brindlewood Bay, present-day New England: pastel cottages, church bake sales, and a tight-knit mystery book club. Under the postcard calm lurks the Dark Conspiracy, an occult cult and cosmic entities the Mavens uncover case by case, session by session.
Theorize
Once the Mavens have enough clues, they huddle, weave them into a single explanation, then roll 2d6 plus clues explained minus the mystery's Complexity. 10+ nails it; 7-9 works but at a cost.
Clues, No Solution
Mysteries ship with evocative clues but no predetermined culprit. Meaning is assembled at the table, so the same case yields a different killer for every group that plays it.
Maven Moves
There are no playbooks. Every player is a Murder Maven, personalized by a handful of Moves named for classic TV sleuths, each shaping how she investigates and acts.
The Dark Conspiracy
Beneath the tea and knitting a cosmic cult stirs. Void clues and Night moves slowly reveal a Lovecraftian conspiracy the Mavens can never fully escape.
Open in Session Zero to let every player vote and see the results.
