Who doesn’t love a good whodunit? Murder mysteries are classic story tropes that people love because they get to become detectives, even if they’re just watching a movie or reading a book.
In Dungeons & Dragons, this immersion is taken to the next level because your players are the investigators and will dictate how the mystery is resolved. Don your deerstalker hat and pack your pipe, for the game is afoot, dear Watson—today, we’re talking about running murder mysteries in D&D!
- Tips for Writing Murder Mysteries
- Handling Player Characters in Murder Mysteries
- The Stages of a Murder Mystery
Tips for Writing Murder Mysteries
Start With the Murder and Work Backwards
The easiest way to write a murder mystery to ensure you don’t miss any crucial information is to start with who the murderer is, how they did it, and their motive. Then, you can go back and plant clues to the mystery’s solution.
This is also a good opportunity to put together a schedule of the murder. Usually, events in murder mysteries transpire minute by minute; there’s not much downtime.
To avoid messing up your timing, it’s advisable to understand what NPCs are doing and when. You may even want to have a schedule of what happened leading up to the murder so that you know your NPCs will have their stories straight.
Include Multiple Suspects, But Not Too Many
The classic board game Clue wouldn’t be fun if the only suspect was Colonel Mustard in the hall with the lead pipe. Discovering each NPC’s motive and building cases against them is the entire point of a murder mystery.
To avoid bogging down the investigation, I find that three to four suspects are sufficient. But now, you have to implicate each of them. Whether they’re absent at the time of the murder or were seen arguing with the late victim, the party needs to be able to determine, “This is our pool of suspects.”
Last, even if the other suspects are innocent of the murder, it doesn’t mean they have to be entirely innocent of everything. Perhaps they were planning to steal the victim’s company or were in love with their spouse. Each suspect having a secret can make them interesting and dodgy during the investigation.
Mysteries can be tricky to run in D&D, and murder mysteries are no different. Providing proper clues to your players is the most important thing you can do to prevent the mystery from floundering before its conclusion. Always remember your players will never see the whole picture like you will. So, things that may seem obvious to you can easily go over their heads.
When writing mysteries, I plant clues in a pyramidal shape. The “entry” to the pyramid has a wide assortment of clues, any of which lead to the next level. I fully intend for players to miss a number of the available clues, but catching a couple at each level is all they need to resolve the mystery.
Players might find a small drop of blood away from the crime scene using Intelligence (Investigation), which leads them to check if any NPCs are injured. But they might also discover by making a Charisma-based check how one of the NPCs had to change their attire because they spilled “red wine."
Both clues lead them to the next level, but we’re hedging our bets in case a check is failed, or an opportunity is missed.
As they get closer to the top, they’ll already have a clearer picture of what’s happening, so the clues don’t have to be as plentiful. Also, the clues at the bottom of the pyramid are more vague, while the clues at the top will provide a more direct means to resolving the mystery.
Put Them on the Clock
There has to be some reason that the players are the ones investigating the murder, and that’s usually because there’s a time limit imposed on them.
Maybe they’re at a noble’s ball at a remote castle, and they have to figure out who is murdering the attendees before the subsequent murder takes place. Or, perhaps a politician is murdered at a summit, and the two nations will go to war if the actual murderer is not revealed in time.
There should be consequences every time the party doddles or chases a red herring. Or else, they could take their time and systematically search the entire castle, from the tower to the dungeon, for any clues.
Skip the Legwork
Writing mysteries will require more creative thinking and planning than a typical D&D session. In order to take some of the usual Dungeon Master work off your plate, take a look through the books you own and haven’t run for your players yet (don’t give me that look; I know you’ve got some).
Look for locations that are good stages for a murder mystery. Examples from popular modules include Cassalanter Villa in Waterdeep: Dragon Heist, Castle Ravenloft from Curse of Strahd, and even the prison of Revel’s End from the free adventure Prisoner 13.
These environments give you maps, prewritten NPCs with backstories that you can shape into motives, and even combat encounters if that’s the kind of murder mystery you want to run.
Handling Player Characters in Murder Mysteries
The big difference between reading a murder mystery in a novel and playing through one in D&D is the characters have autonomy. Here are some tips for handling interactions that are unique to D&D murder mysteries:
Go Low-Level
When players have speak with dead, zone of truth, raise dead, and detect thoughts available to them, how is it possible to keep the secrets of a murder mystery hidden?
Writing mysteries for 1st- to 3rd-level characters is the easiest way to limit magic that can simply negate the mystery. Resurrection spells aren't available till characters hit 5th level, and they'll have at most two spell slots for something like detect thoughts or zone of truth, meaning they'll have to be careful when they use it.
The lack of hit points and abilities will also make your party of investigators feel the danger if they get into a life-threatening situation.
A Missing Element
If you’re planning a murder mystery for higher-level players, the easiest solution to dealing with potential mystery-killing spells is to have the victim not meet one of the requirements. We go over some ways of impeding resurrection spells in the Navigating Resurrection Spells table.
You could also utilize spells like modify memory to erase the murderer's memory of the crime or mind blank to prevent the usage of mind-reading magic.
These ways of covering your tracks would be common in a world with access to divination and resurrection spells, so as long as the murder was premeditated, it stands to reason they would be thought of.
Hostile Environment
If a group of people is suspicious that a murderer is amongst them, NPCs likely wouldn't be okay with the party using blatant intimidation tactics or trying to cast spells. Especially if the NPCs don't have the means to identify the spells that are being cast.
Unless the caster has something like the sorcerer’s Subtle Spell Metamagic option, it would be difficult to cast spells in a crowd—while waving around a wand and muttering magic words—without other parties noticing.
Go With the Flow
Perhaps you know the party's cleric has access to raise dead, and you don't want to nullify their ability. This could mean you allow them to resurrect the victim. Murder solved, right? Not necessarily. The victim might not know the identity of the murderer, which begs the question: Why was the crime committed in the first place?
Or maybe the party is able to learn the murderer's identity through using detect thoughts. Now, the difficult part is proving it! Especially if the murderer is actually in charge of the investigation in which the party is the prime suspect.
I prefer using this option in long-term campaigns or if the party sends me their character sheets ahead of time, so I know what abilities I will have to work the story around.
The Stages of a Murder Mystery
While murder mysteries may be more challenging to write than traditional adventures, the good thing is they follow a formulaic structure:
The setting of a murder mystery is probably the most crucial aspect. You must consider where this location is, why there’s a murder, and what about the setting will place the party in charge of solving the murder.
Take, for example, the classic murder mystery setting of a locomotive stuck in the snow. The confined space and limited number of suspects make it an ideal setting for a tense investigation.
The table below contains some quintessentially D&D, setting-agnostic murder mystery setups to get your juices flowing:
Murder Mystery Setups
Roll |
Method |
---|---|
1 |
The party is traveling across a large body of water on a merchant ship when the captain turns up murdered. The party has to prove their innocence and prevent the boatswain from leading a mutiny against the first mate. |
2 |
The party is meeting with a professor at a mages college to learn the location of a magic item that only appears once every decade. The professor is killed just before the meeting, and his way of locating the magic item is stolen. |
3 |
The party is hired to clear monsters out of a dwarven mine and is given backup in the form of a high-ranking clan member and his guards. While on the expedition, a cave-in kills the high-ranking clan member, and the party suspects foul play. |
4 |
At a royal ball held in the countryside estate of a well-to-do noble, a prominent courtier is found dead. The party, present as guests, must unravel layers of political intrigue and secrets among the nobility to find the murderer. |
5 |
In a rough-and-tumble frontier town, the beloved sheriff is found dead the morning after the party arrives. The party saw the sheriff and other notable townsfolk at the tavern the night before. With tensions high and the threat of lawlessness looming, the party must step in to solve the murder and keep the peace. |
6 |
The classic reverse murder mystery. A noble who died of natural causes has suddenly turned up as a zombie. The party needs to find out who resurrected the noble and why. |
While D&D is made better by player agency, murder mysteries kind of need a murder to occur.
That’s why whenever I run murder mysteries, the party has no chance of stopping the initial murder. Either they are indisposed at the time of the murder, or they get involved in the investigation after the murder has already taken place.
Here are the situations where I like to use each of these murder scenarios:
- Indisposed: I find that having the party indisposed during the time of the murder is suitable for murder mysteries when the players have to solve the mystery to avoid persecution. This setup can also be used when there will be significant fallout before law enforcement can step in, so the mystery is up to the party to solve.
- Called in After: Getting the party involved after the murder is good for situations when the party has a personal connection or stands to gain something from getting to the bottom of who the killer is.
Seeing as most D&D worlds have some availability to resurrection magic, it’s also prudent to think of a reason that the victim will stay dead. Some ways could include:
Navigating Resurrection Spells
Roll |
Method |
---|---|
1 |
The victim’s soul was captured as part of the murder. This blocks all resurrection magic short of wish. |
2 |
The victim has vital organs or their head missing. It's gruesome, but it works against everything short of 5th-level reincarnate and 7th-level resurrection. It’s also good for negating speak with dead. |
3 |
Resurrection magic is illegal in the jurisdiction where the murder happened. |
4 |
The victim’s corpse is cursed, blocking all resurrection attempts until the party finds and destroys the magic item that cursed them. |
5 |
Too much time has passed for the resurrection magic to work. This is useful for low-level adventures where all that’s available is revivify. |
6 |
The victim’s soul isn’t willing to come back. This could be due to compulsion or some other reason. |
The investigation phase is the heart of the mystery. Players must look for clues to determine the murderer and find a way to pin the killing on them.
One thing that I would consider when running mysteries is having characters automatically succeed in their task as long as they describe a specific action that would succeed. Specificity is key here because that means the player has followed the chain of logic enough to be confident something will give them an answer. For example, let's say there’s a hidden safe behind a mirror in the late victim's study:
- If a player says they’re inspecting the mirror but fails their Intelligence (Investigation) check, it could hinder their investigation, even though they were on the right track. So, instead of asking for an ability check, I’d just tell them they see the mirror has thumbprints at the top right and left, meaning it was lifted recently.
- If a player says they investigate the whole room, I wouldn't consider that specific enough, and I’d make them roll an Intelligence (Investigation) check to determine if they noticed the thumbprints.
You’ll also want to ensure every party member can contribute to the investigation. The table below includes inspiration for ways of hiding clues behind each ability.
Using Different Ability Scores During an Investigation
Roll |
Method |
---|---|
1 |
Dexterity (Stealth). By sneaking somewhere they would get in trouble for being, a character can overhear a hushed conversation between two NPCs that leads to the next clue. |
2 |
Strength (Intimidation). If you’ve got a bruiser in your party, let them intimidate information out of NPCs, or perhaps they have a run-in with a minion that spills information when beaten. |
3 |
Charisma (Persuasion/Deception). Allow Charisma-based characters and social interaction-focused players to silvertongue their way to some information. |
4 |
Intelligence (Medicine/Religion/History/Nature). It’s pretty self-explanatory why Investigation is a valuable skill in mystery adventures. But, instead of simply relying on Investigation checks to progress the story, mix in clues that require niche knowledge. Perhaps the killer left a symbol rooted in an ancient religion. Or maybe training in Medicine or Nature can reveal the type of poison that coated the murder weapon. |
5 |
Wisdom (Insight). Allow players to determine if someone is lying or withholding information. While this shouldn’t be used as a lie detector test, it can lead to a deeper understanding of NPC motivations and potentially reveal hidden agendas or secrets. |
6 |
Constitution. A high Constitution can help withstand poison from traps or catching a suspect during a chase. But my favorite usage is trying to get an NPC drunk while remaining relatively sober to see what they spill. |
It’s also worth mentioning tools and other proficiencies. If you’re running a murder mystery in your long-term campaign and know the proficiencies your party is sporting, look to see which you can work into the murder mystery for revealing clues.
I’m sure that mountain dwarf in your party will love it when their Stonecunning ability finally comes in handy and allows them to determine that the statue of the murdered victim was, in fact, the petrified victim all along!
Not every D&D murder mystery needs a twist. In books and movies, these twists are used to throw the audience off. But, for players, having to flex their detective skills and actually lead the investigation can be enough.
I usually have an optional twist at the ready if the party progresses at a pace that will get them to the solution too fast.
Sample Twists
Roll |
Method |
---|---|
1 |
The “victim” was actually pulling a Scooby Doo and faked their death. |
2 |
The murderer is a doppelganger posing as one of the NPCs. |
3 |
The murder weapon is actually a relic of Bhaal and influenced the murderer to kill the victim. |
4 |
The victim's identity is false. They were living under a moniker, and their true identity is crucial to solving the mystery. |
5 |
The murder was an accident, and the supposed murderer is covering it up to protect someone else. |
6 |
The party realizes the convicted murderer is a scapegoat and must rush to the scene of the execution to bring the evidence to law enforcement. |
Once all the evidence is collected, it’s time to confront the murderer and gloat by walking them through the steps you took to solve the mystery. This is usually where the players get the satisfaction of a final “Take ‘em away, boys” before the murderer is led off in handcuffs.
But if you’re looking for alternatives to a conventional resolution to your D&D murder mystery, here are some options:
Ways to Shake Up a Murder Mystery Resolution
Roll |
Method |
---|---|
1 |
The murderer was in league with an archdevil from the Nine Hells and summons infernal minions to fight the party when caught. |
2 |
The murderer takes off into a busy market, causing a chase to ensue. |
3 |
The party attempts to clear their name and accuse the murderer but must make a series of checks to prove their innocence. Each piece of evidence they collect against the real murderer lowers the DC. |
4 |
The murder was a ritualistic act and was used by cultists to summon a dark entity. The party must find the location of the dark ritual and stop the cultists. |
5 |
The party must escort a pivotal witness to safety for them to give their testimony. |
6 |
The murderer, knowing they are caught, invoke their right to a trial by combat, and the players must appoint a party member to fight for them. |
Go Make Some Mysteries
You're now armed with a quiver full of ideas to orchestrate a murder mystery that would make even the great Sherlock Holmes raise an eyebrow in intrigue. These deductive adventures are a fresh departure from dragon battling and dungeon crawling and allow your players to flex their brains instead of brawn.
The best part is that you get to watch with a satisfied smirk as your players fumble around, trying to untangle the web of deceit and mystery you've spun!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
Great write up.
But I have found that a great portion of mystery stories lie in the quality of the red herrings. The better they are the better the story. And everyone is guilty of something in their lives.
I love murder mysteries in the game -- because my players love them, lol.
I think our first one was a slightly reconfigured Murder on the Orient Express in 88, 89 -- and the Players didn't realize that was what it was until they figured out who did it.
But my favorite thing about them as a DM is that they make the best side stories. Had one that was part and parcel of locating a piece of the Rod of Seven parts, and it changed how I did games forever.
You people have been writing some amazing articles lately. Great work, much appreciated.
Now bring back Encounter of the Week!
yeah!
I’ve always been a huge fan of murder mysteries, especially classic Poirot, and I’ve found that bringing them into DD is one of the most satisfying things ever! With puzzles, players often will become bored or not be able to solve them without a significant investment of time (unless you’re great at making puzzles; I’ve found that many GMs that use them, the ones I’ve met at least, are not). But with murder mysteries there is a full focus on the puzzle, a very large and deadly puzzle, for at least a session, and that makes players much more involved and the game feels the way it should: interactive. It also relies less on what the players know outside the game, and more on what their characters are learning, which puzzles often fail to do.
I love this article because it really made it clear for people who haven’t run murder mysteries before!
And, I support the return of encounter of the week! Or something like that. A weekly publication is an excellent way to continue to interact with the community!
This
Murder mystery STORIES need red herrings - when the players are the investigators in a D&D game, be very careful and brief with them. The mystery will be hard enough without them.
I wasn't around for Encounter of the Week but it sounds amazing, so +1 to that. Also +1 to this article and some of the overall content here on DDB lately being really, really well done. Thank you Mike!
This is really cool, I was always wondering how one would run a good murder mystery.
The articles have been really good recently.
My goodness... excellent timing. I started a whodunnit just last month.
I really enjoyed this and gave me some great idea! Thanks!
"Raise Dead doesn't matter if the victim doesn't know who killed them" is so often overlooked
(also that people don't necessarily want to return from the dead if they are happy in Elysium or whatever)
+1
I've been waiting for a post like this. Thanks so much!
If your players have access to powerful magic that could make things too easy to solve, remember this is D&D: your tool to deplete player's resources is combat.
Put a time limit to solve the mystery, present it after an intense fight, and the problem of magic is solved.
You're right, mixed that up. It's been fixed!
I started my murder mystery the day this dropped in my inbox! My group has a session 2 coming up, so I'll definitely be taking some advice from this article to wrap up my mystery; see if they find everything they were meant to. Thanks Mike!
Nice
Wonderful article, with useful and engaging information!