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.
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."
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.
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.
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.
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.
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.
Chapter Two
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.
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!"
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."
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.
Chapter Three
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.
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.
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?
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.
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.
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.
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.
Chapter Four
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.
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.
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.
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.
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.
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.
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?"
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.
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.
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.
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.
Epilogue
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.
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.