Lobster pots

by Matt Boothman

originally published on Bluesky

Mimi dances into the rising tide. Salt scours off her human shape and she rides the currents on to her morning rendezvous.

Lobster Pots is an actual play of Spindlewheel, a tarot-like interpretive roleplaying game by Sasha Reneau, guided by David F. Chapman’s #RPGaDay2025 prompts. I used Sasha Reneau’s standard Spindlewheel deck with the Tidewrack expansion written by Takuma Okada and illustrated by Michael Teller Ornelas.

Prologue

Here are the prompt words for each day of RPGaDay2025, along with the setup of my Spindlewheel game: world spread, character spread, and the initial game state. I explain how I interpreted these spreads to create my starting world and main character over on our Ko-fi – available for all one-off and monthly supporters.

Chapter One

1. Patron

Prin is no soldier, but the Salt Court insist she wear the rusted armour; an honour, they say, befitting her service. It chafes her as a collar. She knows she could serve the Court better unfettered. But they've seen fit to chain her; and so she trains new agents to her old duties.

I draw two cards and cross them to create a supporting character.

2. Prompt

Mimi shifts stance, grating her own rusted plate to re-engage the loosely spinning wheels of Prin's mind.

"Captain. Orders?"

The wheels engage; Prin stands; "The machines are ready," she says. "You'll command the strike team. Leave these bandits with no safe harbour."

The Spindlewheel card Cursed Sword: brittle steel, rusting armour, old marching orders for a new war; or reversed, a voracious blade, double edged, glittering red with an unquenchable thirst

I play Cursed Sword from my hand to have my main character, Mimi, take action in the scene.

3. Tavern

Unarmoured now, and wearing a different face, Mimi drifts into a harbourside inn. Tomorrow she takes her command. For tonight, she's a free agent.

Also unarmoured, also disguised (but by more mundane means), Prin watches from the deck of a trawler moored nearby. Right again.

A Spindlewheel card, Bad Blood: vitriol swallowed by shame, a trap's jaws rusted shut; or (reversed) to drink from the same poisoned cup as your enemy

I start a new scene by drawing from the Arbiter to ask whether Mimi’s deception works, only for one of Prin’s cards to come up.

4. Message

Mimi installs herself at the bar and keeps up a stream of chatter with the barkeep and other barflies.

To her contact, sitting at the piano, certain phrases stick out like stepping stones in the babbling stream. His closing cadence confirms: message received and understood.

I play Laughing Mimic from my hand to have Mimi take action – and I play it onto her Desire card, since she’s working towards achieving it.

5. Ancient

Mimi leaves the inn by a different door, wearing a different face. A simple shift: no new limbs, organs or facial features. Small changes to height, build and colouration are enough to fool most humans. Lots of fun for little effort. Should've tried espionage centuries ago.

A Spindlewheel card, Godless - a paradigm shift, a loss of faith, a scientific impossibility; or (reversed) a curious outsider, a prodigy) played on top of Bad Blood, obscuring most of that card's text

I play Godless from my hand to have Mimi take action in the scene.

6. Motive

She chooses a roundabout route back to shore, delighting in dodging sullen fishers' eyes, shifting again in every shadow and ginnel, never mind that no one's following. She drunken-sailor-laughs. Her joy in the caper is at high tide, and she'll let it buoy her til it turns.

A fan of Spindlewheel cards topped by Toy Bucket: sandcastle, sandcastle, take me away when you leave with the tide; or (reversed) pictured: me, at four years old, and my best friend

I draw from the deck into my hand to ask how my character feels or changes.

7. Journey

Mimi dances into the rising tide. Salt scours off her human shape and she rides the currents on to her morning rendezvous.

Alongshore, Prin's trawler is gone from the harbour. Out at sea, she tips the pianist's body over the side, into water opaque with ash.

I play Toy Bucket from my hand onto the scene thread to have Mimi take action, then draw from the Arbiter onto the thread to ask what happens next.

Chapter Two

 
Two Spindlewheel cards: Hunter (fur-laden and sharp-eyed, culler of herds, harbinger of extinction) crossed with Overgrowth (a resurgence of life, nature reclaiming abandoned places/interloping opportunist, a greedy and jealous invader)

I draw two cards from the deck and cross them to seed a new scene.

 

8. Explore

Fort Abyss: monument to the Salt Court's dominion. A rust-walled coffer dam a mile on a side. A square hole in the sea. No land in sight. Once home to research expeditions; now host to a rust-clad garrison—and deep belowdecks, Mimi's command, relentless killers all.

A Spindlewheel card, Chasm: a long drop, a yawning canyon, a sinkhole; or (reversed) a dry well, a winding corridor, a gasp of breath

I draw from the deck into the Arbiter to establish something about the location, terrain, or conditions.

9. Inspire

"These pirates have had the navy chasing their own propellors for months."

Mimi's steps clang. Her rusted armour grates. Her words ring the metal walls.

"We get to pull a hook from the Salt Court's lip, and shame the Admirals into the bargain!"

A Spindlewheel card, Witch (a tight knit coven, a negotiated power, beholden only to you and yours; or reversed, a sharp tongue, a cruel sense of humour, a bottomless bag of tricks) played on top of Overgrowth

I play Witch from my hand onto the scene to have Mimi take action.

10. Origin

"The pirates' base of operations is here, on Elausha." On the map, it's one of a chain of flecks.

"The island spouts black ash that chars any crew who sail within cannonshot." She makes her grin sharklike. "So we won't sail there. We strike from below the waves."

A Spindlewheel card, Summer Sun: paid for with a cold bath and burnt skin; an old body's burden to bear, or (reversed) isn't my hair pretty? isn't that old fishing boat a lovely shade of pink?

I draw from the deck to establish details about the pirates’ home port.

11. Flavour

The sturdiest of the seven killers spits on the deck. "I'm no sneak," he says. Another spits: "No mud-slitherer." A third: "Where's the glory?"

Ah. Killers with pride. "I'll show you, soldier. Fall in." They'll all taste glory on this mission, but it won't be theirs.

A Spindlewheel card, Fountain (industrial runoff, leeching ruin, the venom in the serpent's corpse; or, reversed, spring water trickling down rocks, tide pools teeming with life)

I draw from the Arbiter to ask what happens next.

Chapter Three

 
Two Spindlewheel cards: Nightmare (a recurring terror, dreams of hellfire, lightning striking the steeple) crossed with Seagulls (the most daring thieves on the beach are after your fries/a cry heard on the approach "this is my home" they say)

I draw two cards from the deck and cross them to seed a new scene.

 

12. Path

The Gargant migrates to show off its massive shell, adorned with crystal coral and rusted iron. The migratory path feels right but something's wrong. The water is too dark. The lance in its brain is cabled to a rusty limpet on its belly. Inside, Mimi steers for Elausha.

A Spindlewheel card, Grandmother's Ring: a new partnership, a steady alliance; or (reversed) an old grudge, a tepid peace

I draw from the deck to ask exactly how the Salt Court plans to infiltrate Elausha.

13. Darkness

By now she's used to the Salt Court corroding all that is beautiful. Their cruelty is grit; her joy at aiding their enemies is the pearl.

The Gargant advances into a subaquatic night of swirling ash. Behind Mimi in the cramped limpet, the strike team picture slaughter.

A fan of Spindlewheel cards, topped by Sea Glass: jagged edges carried in your chest tumbled smooth by movement, or (reversed) oh my love! is it the eye of a serpent? or some ancient jewel?

I draw from the deck into my hand to ask how Mimi feels or changes.

14. Mystery

Water dark with ash. Rocky walls narrowing. This trench tilts up to kiss Elausha's river at its mouth. Mimi guides the Gargant slowly, slowly. Slowly, to manoeuvre its shell between the walls. Slowly, to widen the window to trigger the trap. Why haven't they sprung it yet?

A Spindlewheel card, Bridge: a chokepoint, a shortcut, rope and wood haphazardly lashed; or (reversed) a stable connection, a thoroughfare, a mountain hollowed

I play Bridge from my hand onto the thread to have Mimi act in the scene.

15. Deceive

"Something up, Captain?"

Did she let slip a whispered curse? Or is it that she's slowed their advance to a crawl?

One starts forward. "Think I see the hold-up..."

Left adrift by her crew. Sealed in with seven killers. And they're starting to sense she's not one of the pack.

A Spindlewheel card, Hunter: the wolf in the woods, the monster in the water/fur-laden and sharp eyed, culler of herds, harbinger of extinction

I draw from the Arbiter onto the scene to ask what happens next.

16. Overcome

But she is still a killer.

Mimi changes, unfurling, becoming huge, pinning the seven passengers to the limpet's deck. She braces, flexes, cracks the limpet off the Gargant's hide. A fist of salt water clenches hard. The sea cradles Mimi. The killers are crushed.

A Spindlewheel card, Heatwave (dead air, oppressive heat, unrelenting drought; or reversed, the first spring thaw, a thermal updraft, a warm embrace) played on top of Artisan (a skilful hand, a practised eye)

I play Heatwave from my hand to have Mimi act – onto the world’s Desire, because she’s working to achieve it.

17. Renew

The Gargant flails in panic. The control tether to the limpet is broken but there's still a lance in its brain. She seizes the protruding hilt in one claw, pulls it free, and seals the puncture with mucus. Gargants are notoriously resilient. She's sure this one will heal.

A Spindlewheel card, Overgrowth: a resurgence of life, nature reclaiming abandoned places, or (reversed) interloping opportunist, a greedy and jealous invader

I play Overgrowth from my hand to have Mimi act.

18. Sign

What now? The coast of Elausha beckons; she could come in from the cold. But someone sabotaged her plan. The Gargant's wail demands recompense. And someone has to spin Prin a tale about why her covert strike failed. That's where the fun lies.

A hand of Spindlewheel cards topped with Poppy Flute: a few discordant notes sour the ear to the symphony, or (reversed) command your audience with a kind word and a catchy tune

I draw from the deck to decide what Mimi wants to do next.

Chapter Four

 

I draw two cards from the deck and cross them to seed a new scene thread.

 

19. Destiny

Of the seven-strong strike team and their captain, one man survived the landing on Elausha. The current carries him, half-mummified by salt, back to Fort Abyss. They were outmatched, he says. Fated to fail.

That gets Prin's attention. "I'll debrief him myself," she says.

A Spindlewheel card, Bandit: gold-hearted thief, lover of justice, defiler of law; or (reversed) highwayman, robber baron, wealth taken by fear and force

I draw from the Arbiter onto the scene to ask what happens.

20. Enter

She receives the survivor in a booming cell below the waterline. His cracked lips report, not cowering pirates, but ash spectres, sea serpents, magmamancers. Elausha, unassailable.

Her eyes detect no deception, but each fantastical word rings sour harmonics from the decks.

A Spindlewheel card, Poppy Flute: a few discordant notes sour the ear to the symphony/command your audience with a kind word and a catchy tune

I play Poppy Flute from my hand onto the scene to have my main character take action.

21. Unexpected

From a vent, a black bloom. Smoke. Ash. The cell is a choking oven. The deck, the bulkheads, glow red-hot.

"It seems the magmamancers followed you from Elausha," says Prin, still sitting.

The survivor gapes.

Then remembers to cover his mouth.

A Spindlewheel card, Wildfire (air scarlet with smoke, rivers molten and glowing/clearing the underbrush, maintenance to prevent consuming calamity) played skew-whiff on top of Poppy Flute

I draw from the Arbiter onto the scene to ask what happens next.

22. Ally

"This can't be—" chokes the survivor. And, "We can't fight them."

"We don't have to," says Prin. "I'm on their side. On your side. Yes, I know you're not who you seem. Be calm. I invited them."

The air between them is dark with smoke.

"You fight for Elausha too?" Mimi says.

A hand of Spindlewheel cards topped by Darkness: a curtain thicker than the absence of light, or (reversed) shadows cast on the cave wall

I draw from the deck into my hand to ask whether Mimi buys Prin’s gambit.

23. Recent

"Only since I learned their true might. But yes."

Something booms through the fort, flaking rust off the bulkheads.

But Mimi is Elausha's mightiest weapon. Isn't she? If they can besiege Fort Abyss, why accept her help?

"Let's join them," she says, shedding her disguise.

A Spindlewheel card, Princess: master of statecraft, coy and clever, wealth beyond gold and land; or (reversed) sheltered and fearful, seen and never heard, expected to suffer lightly

I draw from the Arbiter onto the scene to ask what happens next.

24. Reveal

She takes a quick and jagged shape. Now the deception game is done, she needs new forms of fun.

She razors open the cell door.

In the gangway: no smoke. No battle. Only ranks of Salt Court marines in rusted plate.

And at her back: Prin's sword. The deception game is won.

A Spindlewheel card, Cursed Sword (a voracious blade, double edged, glittering red with an unquenchable thirst; or reversed, brittle steel, rusting armour, old marching orders for a new war) played on top of Princess so the art sort of matches up

I play Cursed Sword from my hand onto the scene to have Mimi act.

25. Challenge

"Two choices remain to you," Prin says. "My blade in your heart—or my Court in your debt. Die here; or return to Elausha and slaughter every brigand she harbours.

"I outmanoeuvred you today and will again. Better a life where I owe you, than one where I hunt you, no?"

A Spindlewheel card, Hunter – fur-laden and sharp eyed, culler of herds, harbinger of extinction; or reversed, the wolf in the woods, the monster in the water – played on top of Cursed Sword and Princess

I draw from the Arbiter onto the scene to ask what happens next.

26. Nemesis

In this shape, Mimi doesn't have words, only teeth. She shows them to Prin and they speak for her well enough:

hunt sounds like chase and chase sounds like play. don't threaten me with a good time.

She razors through the deck and drops into the depths of Fort Abyss.

A Spindlewheel card, Apprentice: resentful, bull-headed, withheld wisdom and given baggage; or reversed, bright eyed, strong willed, above and beyond expectations

I play Apprentice from my hand onto the scene to have Mimi take action.

27. Tactic

Nine enslaved Gargants mill in a stagnant iron tank. Troop carrier limpets wait for embarcation. Ready to march on Elausha – and whoever next stings the Salt Court.

Mimi bombs into the tank, frees all nine, becomes a tenth, and leads a frenzied march of her own.

I draw two cards from the deck and cross them to seed a new scene thread.

A stack of Spindlewheel cards: Artisan, covered by Heatwave, covered by Overgrowth (a resurgence of life, nature reclaiming abandoned places; or reversed, interloping opportunist, a greedy and jealous invader)

I play Overgrowth from my hand to have Mimi act – onto the world’s Desire.

28. Suspense

The stampede of the Gargants through the lower decks of Fort Abyss feels righteous. The Salt Court's comeuppance at the claws of the creatures they presumed to weaponise: it's poetry.

Too poetic? Too neat? Did she evade Prin's blade too easily?

No. Mimi's in control.

A hand of Spindlewheel cards topped by Unicorn: beautiful and territorial, horn dripping with poacher's blood/rare and wondrous, skittish frame stilled with a calm touch

I draw a card from the deck into my hand to ask how Mimi feels or changes.

29. Connect

Once quit of the flooded fort, the Gargant pod follow the current to their lonely sister, Mimi's first freed.

Mimi speaks to Elausha in an echo shell: I bought you time; use it. The Gargants consent to carry the message. This pod will mate on Elausha's shores from now on.

A stack of Spindlewheel cards: Siren, under Laughing Mimic, under Darkness: shadows cast on the cave wall, or reversed, a curtain thicker than the absence of light

I play Darkness from my hand onto Mimi’s Desire to have her act towards achieving it.

Epilogue

 

I draw two cards from the deck and cross them to seed a new scene thread.

 

30. Experience

In the years to follow, scuttlebutt spreads of the tricksy sea sprite who tangles the Salt Court ever and again in their own nets. They say she stole cunning from the Court's own spymaster and left them with none. The Court is still mighty – but these days, not feared.

A hand of Spindlewheel cards topped by Arachne: bulbous-bodied, long-limbed, gossamer snares stronger than steel/a quiet weaver, pride of the town, awed gossip outshone by marvellous deeds

I draw from the deck into my hand to ask how Mimi changes.

31. Reward

Mimi never sees Prin again, but always scents her as the latest trap is closing around her. Is she losing, or playing a different game to Mimi? The notion sometimes sours Mimi's fun.

Absent the Salt Court's predations, Elausha flourishes. No more raids. An island haven.

Word reaches Mimi of a hearth awaiting her on Elausha. A hearth and a hero's welcome. But while the Gargants return there every year, Mimi never does. She is the current and the cresting wave. It's not to shore that the tide pulls her, but out, and down, and deep.

I play Mimi’s and the world’s Atropos cards on the scene to end her story, and the game.