Investigation Quests
A mystery adventure is one in which the players must gather information in order to answer a question.
Why did the girl disappear? Who stole the pink diamond? Where is the microchip hidden? These are the types of questions that kick off a mystery adventure. And, obviously, if you’re looking to run a murder mystery then the question is: Who killed X?
Tips For Running RPG Mystery Adventures
1. Don’t Write a Trivial Mystery
If a question like ‘why did the girl disappear?’ can be answered easily by searching a single room or speaking to one specific NPC, or it can be shorted by a single magic ability, your session is going to fall flat. (Similarly, if you’re writing a murder mystery, but you give the players a chance to intervene, and they prevent the assassination and arrest the would-be killer, you also have a problem). Players approach a mystery adventure expecting to have to exercise their brains for several hours, and I think the biggest mistake for DMs would be to construct a trivial case for them to solve. Some specific tips on how to prevent this from happening: Ensure that the information that needs gathering, to answer the question behind the mystery, can’t be gained by finding a single clue, visiting a single location, or interviewing a single person. Start by running mysteries for lower level characters, who are less likely to be able to shortcut the scenario with game-changing magic or class abilities. Familiarise yourself with low level divination spells (and their limitations). More on this in the Prepare for Magic section… In the case of a murder mystery, tell the players that they not only have to identify the killer, but build up a convincing case against them so they can be brought to justice. Sure they found the smoking gun, but they need to find out the killer’s motives and/or disprove their alibi in order to construct a watertight case against them. Add some complications to the story. See the section on Plotting. Have a back up plan, just in case the mystery is resolved ahead of time. If the players find the murderer more easily than you were expecting, have that segue into a new stage of the adventure. Perhaps now they have to find out who the killer was working for. Maybe the assassin confesses that other agents are at work this very night, in an attempt to purge ALL of the Masked Lords… the party have to act fast! Read some mystery adventures that have survived playtesting and play those first, before writing your own.2. Don’t Write a Mystery That Depends on ONE Vital Clue
Probably the most commonly-occurring piece of advice you’ll find online about running D&D mystery adventures is don’t let the solution of the problem hinge on finding a single clue – especially one that requires a skills check to find. If everything depends on the players finding a coded, singed note in the fireplace, what happens if they don’t search the fireplace? Or they search the fireplace but fail their Perception / Investigation check? Or they find the note, but they don’t realise it’s a code, or don’t manage to decode it. I’m not going to link to the Alexandrian’s Three Clue rule for the umpteenth time… so here’s his video on the matter instead. Cheat mode: A related trick to keeping the mystery on track is to have two or three ‘Floating Clues’ up your sleeve, i.e. objects or pieces of information that the party can find no matter where they look. One foolproof device is the NPC who comes to the players, when they get stuck, with a fresh reveal… you can still have the PCs work for it however, by having the NPC demand something valuable in return.3. Avoid a Linear Clue Path Altogether
Related to the above, if you plant a single clue that leads to another specific clue that leads to another, which eventually leads to the answer, then you’re not only risking your story arriving at a dead end (when players miss, or misinterpret, any of the vital clues in the chain), but you’re also creating a rather linear gaming experience, with players chasing the plot down the road, rather than leading the investigation themselves by deciding where to go and who to speak to. Plant clues that open up various branches of enquiry, and give the players the satisfaction of taking up the reins of the story. Advanced Tip: If you’re planning a complicated mystery, you might want to make a clue tree, in which you map out all the potential info the PCs can gather and where they can find it (‘where’ might be from a person in many cases). You might want to write what the clue is, where it can be found, and what the clue reveals (or might reveal and, as discussed, you’ll want to give the players several different ways of arriving at the same conclusion(s). Finally, on the topic of clues, there’s a school of thought that says don’t make player roll to find them. If they search the room, they find all the clues in the room. More clues, equals more fun, and offers a better chance of the adventure running smoothly. I am not fully enrolled in this school, so let me share how I handle searches. If the player states the specific part of a room where a clue is hidden (“I search the fireplace”), unless the clue is especially well hidden, you can assume they take a thorough look and find the clue without having to make a check. But if they just say “I search the room” I would say, “ok you spend 15 minutes searching the room: make an Investigation check,” and reveal a number of clues in relation to the strength of their check (potentially including any in the fireplace). If they roll badly, you’ve tacitly built in the option for them to spend longer investigating, if they have the strong hunch that there’s more to be discovered. And if that’s too metagamey for your tastes, you can make their roll behind your screen. In this way, if they decide to continue searching it’s a tactical decision, not them reacting to a bad roll. Generally speaking, if you have at least 4 people in the party, you can almost guarantee a pass on any DC 10 Perception or Investigation check, if everyone gets involved, and even DC 15 will be passed far more often than not – so you can let the players have the satisfaction of rolling for clues with the expectation they will find them. Note: the guidance cantrip, contrary to common wisdom, is not really useful for search checks however…4. How To Plot Your Murder Mystery
So you’re staring at a blank OpenOffice document and wondering how to start planning your mystery adventure? Consider these points and you should be well on your way… I. Who Was The Victim? And Why Did Someone Want Them Dead? First you need to figure out who died and why. A powerful figure makes for a great victim, because as well as all the typical reasons anyone might get murdered (jealousy, revenge, unpaid debts), there’s also plenty of political motives you can bring into play. Was the spirited Duchess murdered because she cheated on her husband, or was she murdered because she refused to be bribed on the matter of land reforms? In Candlekeep Murders it’s none other than the Keeper of Tomes (aka Chief Librarian!) himself who gets murdered, just before he can announce his successor, and just after an epic argument with his lover. Now we have a scenario whereby multiple people might desire, or benefit from, his death (see section on Providing Multiple Suspects later in doc). II. Who Is The Killer & What Was Their Weapon of Choice? Probably, when you considered the killer’s motives, your imagination gave birth to the killer too. Now consider their choice of murder weapon, because an iconic modus operandi will hook your players (or potential buyers, if you plan to publish) into the story. I’d advise choosing something either cool/rare, or else something thematic to the story. Investigating the murder of someone garrotted by the string of a lute is a more memorable case than if the victim died from a knife in the back. As for a thematic death, you could choose something to do with the story’s location or atmosphere (more on Evoking Atmosphere later). For example, that same lute string garrote would also become a thematic killing method if the murder took place in a music school full of preening rival bards. For Candlekeep Murders, a story that takes place in Faerun’s greatest library, I used a book whose pages had been dusted with midnight tears (probably D&D’s coolest poison!) as the offending weapon (yes, I did steal adapt that from the Name of the Rose). III. Create a Murder Timeline One thing that was instrumental in helping me write my own mystery adventure was creating a timeline of the murder. This helped ensue that the murder that I wrote was actually possible to pull off, and when DMing the adventure I had something to refer to when it came to players questioning witnesses etc. You will also want to include what any other suspects were doing at the time, and in each case you might want to include what they say they were doing when questioned (when this is different to what actually happened). Writing a murder timeline, should also help you build clues that the murderer left in the build up, execution and fleeing of their crime. Overall, I think a murder timeline is just a great tool to prevent you from tripping yourself up… if you know the murderer left through the snow at midnight, then you know anyone arriving after midnight will have seen their tracks. If you are attempting to make this kind of thing up on the fly, you might stumble at the table. Players will have their detective hats on and be paying attention to details they normally wouldn’t zone in on during a routine D&D session. IV. Consider The Crime Scene & Initial Clues Assuming that the players get to investigate the crime scene (if you wish them to inspect the body, you might want to invent a reason why it hasn’t been moved… in a medieval-based fantasy world corpses would likely be carted off, not left around for private dicks to examine), this will likely form the base of your clue tree. Ideally, you want to plant clues that offer several diverse leads, each heading in different directions, giving players autonomy in how to tackle the investigation (not just heading from A to B to C, as we discussed previously in Avoid a Linear Clue Path). V. Develop Key Locations, Suspects & Witnesses After investigating the crime scene, where will your players go, and who will they want to speak to? It’s time to join the dots of your story, as the player-detectives set about gathering various pieces of information (clues), at various locations, from various people. By the time they’re done, hopefully they’ve gathered a body of evidence that should point towards the killer. VI. Create Some Complications All good stories feature complications, and your adventure is in danger of being a trifle dull if the players are allowed to mooch around finding clues in their own time, completely unmolested by external forces. Consider sticking in a ticking clock (I wrote a detailed post on the topic you might want to check), or have the killer take action against the heroes, once they realise they are hot on their trail. Otherwise, any complication you might throw in a normal adventure, should work here too… just avoid interrupting the story with some unrelated trouble that might break the atmosphere of the case. VII. Plan The Adventure’s Resolution Great, the players work out who the killer is! But now what? Do they have to present their evidence in front of a ‘jury’? Is the killer in the room (see ‘closed circle murders’ and the section on Providing Multiple Suspects below), ready to refute them? Does the murderer go quietly… or do they attempt to flee or fight? Do they have any allies ready to protect them? This is D&D, not an episode of Colombo, so personally I’d try to finish your story with a boss fight or climactic action scene, esp. if your adventure was action-lite up until now. 5. Make Gathering Information Interesting… As discussed, mystery adventures are essentially investigations and the success of your session (i.e. how fun it is) is going to be based around how sexy you can make the process of gathering information. In other words, a couple of Investigation checks and a perfunctory chat with an obliging barkeep ain’t going to cut it. Try this instead:- Use Diverse Clues. Clues might be objects (often accidentally discarded), traces of objects (blood, footprints), written testimonies (notes, letters, business papers) or oral testimonies (witnesses). In the case of the latter, that could mean tracking down sly, corrupt or cantankerous NPCs trying to solicit reliable info from them (note: be sure to roll their Insight checks behind your DM’s screen!).
- Use Witnesses. In general, witnesses are one of the best clue-giving devices, as social interaction is easy to make fun in RPGs by creating some memorable NPCs – so be sure to include some. They needn’t have witnessed the murder necessarily, but they might have seen a whispered conversation in the corridor that aroused their suspicion… (leading to the question: “and what were you doing in the corridor at midnight, Mr. Witness?”). Great tension (or laughs) can also be leveraged by uncooperative witnesses, possibly with their own secrets to hide. And remember, in D&D, animals (and even plants… see Prepare for Magic) can be witnesses too… be sure to give them their own personalities. One of my favourite NPCs in Candlekeep Murders is actually Queenie the Cat, who considers herself the true boss of Candlekeep, while the Keeper of Tomes is merely her Cuddler in Chief.
- Include Exploration. Build some exploration into the investigation, by hiding clues in cool locations. Speaking to witnesses might also involve travelling to memorable places. The discovery of secret passages and hidden chambers could help players solve the mystery (although remember not to make finding them essential to cracking the case, as per point 2).
- Use Diverse Skills Checks. Hide information behind diverse skills, especially those that rarely see play in your typical D&D session. Now’s the perfect time to wheel out the lesser-spotted Medicine check, as well as all the other knowledge-based skills that many DMs fail to bring to the game (in my experience). The player who took Religion will be delighted if it’s required to ascertain the identity of a statuette… and if no one passes the check, they will have to waste time asking around town (a good rule of thumb in D&D is to use failure to create a cost, rather than a dead end).
- Call for Some Tool Checks! That goes double for Tool proficiencies, which are (finally) given a chance to shine in a well-constructed mystery adventure. It’s easy to think of scenarios where proficiency in the poisoner’s kit, herbalism kit, calligrapher’s tools, cobbler’s tools or forgery kit would offer advantage on a skill check, or allow them to make a check that others have no chance of passing.
- Use Multiple Success Points on Checks. I am not sure if I invented this device, or stole it (and if I did ‘invent’ it, no doubt others had independently ‘invented’ it before me), but in Candlekeep Murders I made frequent use of skill checks that offered accumulated successes on increasingly higher DCs, using a single roll. This ‘degrees of success’ style check proved fun for both me and the players, rather than the usual binary pass or fail, with the bonus that it is also more efficient than calling for multiple rolls. To illustrate, here’s an example of a ‘Multiple Success Point’ Medicine check in Candlekeep Murders which players can make to examine the Keeper of Tome’s corpse. Every checkpoint passed reveals the information of all lower checkpoints as well:
- A successful DC 5 Intelligence (Medicine) check reveals that the Keeper’s heart is missing, but no other organs.
- A DC 8 checkpoint, on the same roll, reveals that the Keeper’s ribcage was smashed by what appears to be an axe, or similar, using several precise blows, all very close to one another.
- A DC 12 checkpoint reveals something strange: while the Keeper of the Tome’s vestments are covered in blood and cruor, the mess is surprisingly localised around the wound. (One would expect spurting jets of blood to have covered not only more of his robes, but also more of the room).
- A DC 15 checkpoint reveals that the victim’s nose is fractured and bruised.
- A DC 20 checkpoint reveals that the victim’s eyes are reddened and their tear glands are peculiarly swollen: faint tear tracks indicate that the victim cried copiously before death.
- Allow Room for Deduction. To allow your players to truly feel like detectives, you shouldn’t be feeding them the answers, even when you present them with a clue. A bit like with secret doors, you shouldn’t be calling for an Investigation check and then, when they roll high, state: “hey presto, you pull the chandelier and a hidden door opens in the west wall.” You should be saying, “you notice traces of mud leading from the desk to the west wall.” In the example above, a DC 12 checkpoint reveals that the blood is localised around the wound… the deduction, which I leave out, is that the Keeper was already dead when his heart was hacked out, meaning there was no blood pressure to send jets of blood spurting over his chamber. Ergo, the axe, or similar, was NOT the murder weapon!
- Include Some Action. Vary things up, by including some physical danger. Hiding some info behind a combat, or hazard, can be a good way to ensure that every type of player remains engaged in the adventure. To prevent a session of just dialogue and exploration, consider creating a scenario where speaking to the bandit queen means taking out her henchmen in the taproom first.
- Leverage Puzzles. For mysteries, of the non-murder variety, puzzles can be a fun way to hide information, as unlocking them can be satisfying and on brand for this cerebral type of play. Puzzles can be hard to fit into standard adventures convincingly, but they can often make sense when trying to solve the ancient mystery of the missing artefact, for example, in which a wizard left clues for the worthy to rediscover it when the time is right. For murder mysteries, your typical assassin isn’t going to set up a method for the players to catch them, however, perhaps the victim hid his will in a cryptex. Or perhaps the killer is one of those insane genii that toys with detectives, and DOES leave a deliberate trail, in the form of a puzzle, hoping to find a worthy mental adversary. Remember to account for the players not being able to solve the puzzle however!
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