Well hello everybody. It’s been a while, because a huge amount of my game design work has been going into the Shadow City Mysteries tabletop game. If you’re reading this near the time of posting, there’s still time to preorder it before we lock the book and start production (which is happening very soon). Even if you’re not into D20 games, there are a lot of cool systems in the book that can be repurposed for other systems (like how I adjusted the Influence system for my Changeling campaign, as explained in my previous post). Below is a subject near and dear to my heart, as you’ll see by clicking the Mystery tag on this post. This system (likely better edited by that point) is one of many you’ll find in the book, so I hope you’ll check it out! You can also watch the actual play run by our creative director for more insight into the system and setting.
Introduction: What is a Mystery?
In the broadest definition, a mystery in an RPG could be anything your players (and their characters) don’t know the answer to, but can find out in play. This can include questions like, “What’s in this dungeon?” “Is the knowledge we desire available in this library?” or “What kind of powers and defenses does this opponent have?” While these can be very fun questions to answer in a tabletop game, they are neither the main focus of Shadow City Mysteries nor the kind of thing you’ll have trouble finding other resources online to help you with as a GM.
Instead, the mysteries this section is built to generate are the ones that fill out the pages of noir fiction: something bad has happened (likely a crime) and the perpetrators need to be found to keep things from getting worse, or at least to bring some kind of closure to the victims. Along the way, the PCs will learn the motives and methods behind the inciting incident by accumulating clues that eventually lead them to a conclusion as to what happened and who is to blame.
There are two major ways of generating such mysteries for RPGs.
The method that is most common, particularly in modules that must accommodate any numbers of unknown and different PC groups, is to plan everything up front. Each likely location involved in the investigation is detailed, relevant NPCs are provided with potential motives and information, and clues are spread out like coupons that can be accumulated and cashed in to move along to the next location or suspect and eventually solve the mystery. They’re often easy to run, especially if they thought through everything PCs might try both obvious and whimsical, but they can be a lot of work to produce for your own home game.
The second method is improvisational: you simply work out exactly what happened, and rely on your players’ cleverness and your own knowledge of your greater campaign to eventually bring them to a conclusion. Rather than pre-writing a particular clue to find in a location, you can just rely on your understanding of the crime to decide whether the clue exists if the PCs decide to investigate that avenue. If you’re comfortable with that much improvisation, and your players are good at proactive detective work, it’s a lot easier for your prep than pregenerating everything, and can easily accommodate players doing the unexpected. But it can be less satisfying than a fully-planned plot if your players figure out the answer early, or get stuck and can’t figure out how to proceed.
This section attempts to provide an option in between these methods. By using this system, you will generate some elements that you could use for whichever you are comfortable doing: building out a fully-fleshed plotline, or improvising a mystery.
Components
To simplify a mystery, you can think of it as having the following components.
- The Hook is the core element that brings the mystery to the PCs’ attention, and makes it their responsibility to solve it. This is often as simple as a Patron or Contact bringing it to their attention or some other NPC hiring them, but might be more personal, such as a friend or relative being hurt. Part of a Hook is identifying the Victim of the crime and the Reporter who brings it to the PCs’ attention (they may be the same NPC).
- Many mysteries feature a MacGuffin, particularly ones generated through the Making Shadow City Your Own rules earlier in this book. These are typically items or events that are not directly important to the PCs, but are relevant because NPCs involved in the mystery want them or answers about them, such as a stolen item, missing person, or historical event.
- The path through the mystery is built from Clues, which allow the PCs to piece together what happened, who was responsible, and potentially how to recover something that was lost. In Shadow City Mysteries, these are often awarded from relevant skill checks investigating a Location or interviewing a Suspect or Witness, with greater success providing more information.
- The course of a mystery may lead to one or more Locations that might contain additional Clues. These are generally physical spaces, but experimental plots may use the term more loosely (e.g., the time of night that the killer always strikes might count as a Location). PCs may visit many places during their investigation, but only ones relevant to the mystery are generated as Locations by this system.
- Nearly all mysteries will also feature various NPCs who might be interviewed for Clues. Some of these are Suspects, though whether the PCs encounter them early or only near the conclusion is a function of different types of mystery. Others are potential Witnesses, who often have their own reasons for hiding information from the PCs unless properly convinced. Some are both, while some are simple bystanders that the PCs have to eliminate as viable information sources.
- Generally, a mystery will have Complications planned ahead to make things more interesting. These can be anything that interferes with the PCs’ peaceful and steady completion of their investigation. They might be unrelated plotlines that happen to coincide, or may be the result of NPCs attempting to influence the investigation’s outcome.
- Ultimately, any mystery should have Revelations. These might be limited to the means, motive, and perpetrator that are self-contained within the event itself. But they often uncover new threads that your PCs can pull on to maintain momentum throughout your campaign.
Mystery Types
This system generates a mystery revolving around the following types:
- The most dramatic mysteries revolve around Violence. Murder is the most iconic (particularly since the victim cannot usually identify their attacker), but might also include assault, poisoning, or a hit and run where the victim may be the person hiring the PCs to find who hurt them.
- Some crimes involve a person’s Disappearance. They might have clearly been kidnapped (possibly with a ransom delivered), or might just be a missing person with no clear explanation. An unfortunate number of these are eventually revealed to be murders where the body was hidden.
- Lower-stakes than death and disappearance are crimes of Lost Property, such as theft, burglary, arson, or a full heist. Typically, the victim is the person whose property was taken and wants it back (or at least payback for the loss).
- Some mysteries involve uncovering a Hidden Antagonist. The victim is usually someone who is being blackmailed, extorted, stalked, framed, or otherwise threatened. Solving the mystery means finding out who is causing the problem and getting them to stop. A subset of this type of mystery is Espionage, where a person or organization thinks they are being spied upon or sabotaged, and want the PCs to prove it and stop it. On a lighter note, this might be some Immature crime, like pranks or vandalism (though perhaps those are just the outward signs of something more sinister).
- Most commonly handled by PCs that are active private investigators are crimes around Relationships, such as trying to prove adultery or some business crime (e.g., fraud, embezzlement, or corruption). Run-of-the-mill jobs of this type are often just narrated in downtime, so if they reach the level of active plots, something complicated is going on that may feed into one of the more dramatic mystery types.
- Finally, especially in higher-level play, mysteries may be something Esoteric, where the PCs are uncovering some kind of ancient secret or finding long-hidden treasure. This tends to serve as the MacGuffin that sets off another type of mystery.
Rolling Up a Mystery
The following section provides tables you can roll on to generate various elements of your mystery. Like all random tables, these are meant to guide your creativity as a GM. You are free to choose from any table instead of rolling, or reroll if a result doesn’t make sense to you. Realizing you don’t like an option suggested by a random generator helps you get to the better idea floating around in the back of your head. Some of these options will be more important to different types of mystery, so you can work them in if they seem relevant or discard them otherwise.
Type
| 1d100 | Type | Subtype |
|---|---|---|
| 1-11 | Violence | Murder |
| 12-19 | Assault | |
| 20-22 | Poisoning | |
| 23-24 | Hit and Run | |
| 25-30 | Disappearance | Kidnapping |
| 31-35 | Missing Person | |
| 36-40 | Lost Property | Theft |
| 41-45 | Burglary | |
| 46-47 | Arson | |
| 48-50 | Heist | |
| 51-56 | Hidden Antagonist | Blackmail |
| 57-61 | Extortion | |
| 62-67 | Stalker | |
| 68-71 | Framing | |
| 72-75 | Threats | |
| 76-78 | Espionage | Spying |
| 79-81 | Sabotage | |
| 82-83 | Immature | Pranks |
| 84-85 | Vandalism | |
| 86-89 | Relationships | Adultery |
| 90-92 | Fraud | |
| 93-95 | Embezzlement | |
| 96-97 | Corruption | |
| 98-99 | Esoteric | Ancient Secret |
| 100 | Hidden Treasure |
Hooks
| 1d20 | The Victim is… |
|---|---|
| 1 | one of the PCs or the PC organization (not for murder) |
| 2-5 | a friend/relative of one or more PCs |
| 6-7 | a Contact or the Patron (usually not for murder) |
| 8-10 | someone unfriendly to the PCs (they have to clear themselves as suspects) |
| 11-17 | a stranger to the PCs |
| 18-20 | multiple people (a business, friend group, or other organization) |
| 1d20 | The Reporter is… |
|---|---|
| 1 | the victim (likely through a letter or recording, if missing or murdered) |
| 2-5 | a friend/relative of one or more PCs |
| 6-7 | a Contact or the Patron (they have a direct relationship to the victim) |
| 8-10 | someone unfriendly to the Victim (they want the PCs to clear their name) |
| 11-17 | a stranger to the PCs (usually connected by a Contact or the Patron) |
| 18-20 | a faction or other organization that enlists the PCs to handle it instead of the cops |
| 1d20 | The person’s faction is (roll for both the Victim and Reporter, unless it’s obvious from context)… |
|---|---|
| 1-2 | the same faction as one of the PCs (decide randomly or choose the most relevant PC) |
| 3 | the main faction supported by the Patron or Contact (if they are involved in the mystery) |
| 4-5 | a faction that none of the PCs is a member of (which limits the PCs’ ease of investigating) |
| 6-8 | the Society of Ravens |
| 9-11 | the Court of Rats |
| 12-13 | the Brass Consortium |
| 14-15 | the Iron Union |
| 16-17 | the Church of Astra |
| 18 | the Cult of Tenebrous |
| 19-20 | unaligned |
| 1d20 | If there is a MacGuffin, it is… |
|---|---|
| 1-3 | a valuable and easily-recognizable item of art |
| 4-6 | documents/plans full of secrets (possibly in a case or other container) |
| 7-9 | an unassuming item with a hidden compartment or esoteric powers |
| 10-12 | a weapon used in other crimes (or that is a military prototype) |
| 13-14 | a toxic or otherwise hazardous substance that leaves detectable residue |
| 15-16 | an oversized object that is difficult to transport secretly |
| 17-18 | a particular code phrase or similar clue to a greater mystery |
| 19-20 | a person that someone feels possessive of, or who knows many secrets |
Suspects
In addition to actual Perpetrator, generate additional NPCs that will be Suspects that can be eliminated. In most scenarios, you should have at least three potential Suspects, and you might add 1d4 more for a Normal mission or 2d6 more for a Milestone mission.
| 1d20 | The Suspect is… |
|---|---|
| 1-2 | the same faction as one of the PCs (decide randomly or choose the most relevant PC) |
| 3-4 | the Reporter (could be trying to throw people off the scent/control the investigation) |
| 5-6 | the same faction as the Victim |
| 7-9 | the opposed faction to the Victim’s (Society of Ravens vs. Court of Rats, Brass Consortium vs. Iron Union, or Church of Astra vs. Cult of Tenebrous) |
| 10 | a member of the Society of Ravens |
| 11-13 | a member of the Court of Rats |
| 14 | a member of the Brass Consortium |
| 15 | a member of the Iron Union |
| 16 | a member of the Church of Astra |
| 17-18 | a member of the Cult of Tenebrous |
| 19-20 | unaligned with a faction |
| 1d20 | The actual Perpetrator’s motive is… |
|---|---|
| 1-2 | an accident or crime of opportunity (with little obvious motive to investigate) |
| 3-5 | money/greed (somehow, the Perpetrator expected to make money off the crime) |
| 6-8 | jealousy/envy (the Perpetrator resents the Victim and wanted something they had) |
| 9-10 | planned revenge (the Perpetrator has been planning to “get back” at the Victim for some time) |
| 11-13 | crime of passion (the Perpetrator decided to do the crime in the heat of the moment) |
| 14-15 | manipulation/corruption (the Perpetrator was convinced or hired to do the crime by a close contact) |
| 16-17 | obsession (the Perpetrator acted on a twisted belief they love the Victim) |
| 18-19 | just business (the Victim was caught up in a scheme that wasn’t personal) |
| 20 | esoteric (the crime may be for ritual purposes or otherwise weird or mystical) |
| 1d20 | This non-Perpetrator is a Suspect because… |
|---|---|
| 1-2 | they were in the area of the crime |
| 3-5 | they had a financial motive for the crime |
| 6-8 | they have had bad things to say about the Victim in the past |
| 9-10 | they and the Victim are known enemies |
| 11-13 | they and the Victim argued shortly before the crime |
| 14-15 | they are a known employee/enforcer for one of the Victim’s enemies |
| 16-17 | they are the Victim’s significant other or known to be in love with the Victim |
| 18-19 | the crime stands to benefit them in other ways |
| 20 | they are some kind of cultist or crazy person that had opportunity |
Witnesses
In addition to the Suspects, who may also have information about the crime, identify or create NPCs that are specifically Witnesses. There should be a similar number of them to Suspects. These individuals have some obvious reason why they aren’t Suspects (which easily stand up to scrutiny, which Suspect alibis might not), but also have a reason why PCs might not just easily get information out of them. Most Witnesses should be people that can be placed as in the vicinity of the crime, but some might be identified by the Suspects as someone that can provide them an alibi.
| 1d20 | The Witness is evasive when questioned by the PCs because they… |
|---|---|
| 1-2 | weren’t supposed to be in the area of the crime, and don’t want to admit they were |
| 3-5 | are a friend/relative of one of the Suspects, and are protecting them because they might be guilty |
| 6-7 | don’t like the PCs and don’t want to answer questions from them |
| 8-11 | are involved in an unrelated crime that might come out if questioned |
| 12-13 | were/are intoxicated, distracted, or just not paying attention even though they should have clear answers |
| 14-15 | don’t answer questions without a lawyer present, as a rule |
| 16-17 | have too much information, most of it irrelevant, and are excited to be questioned |
| 18-19 | could provide an alibi for a Suspect, but hate them and would like to see them in trouble |
| 20 | aren’t evasive, but because they’re so forthcoming, it feels like they’re hiding something |
Locations
If it’s not clearly suggested by the NPCs involved, you can use the following table to decide on various Locations. A minor mission might only have the scene of the crime, perhaps one or two intermediate Locations where Witnesses and Suspects are interviewed, and the finale site where the Perpetrator is discovered or pursued. Normal and Milestone missions can have proportionately more, with clues sending the PCs all over Soreta over multiple nights to obtain more information and find more Witnesses and Suspects.
| 1d20 | Location |
|---|---|
| 1 | Home of the Victim, Suspect, or Witness |
| 2 | Workplace of the Victim or a Suspect |
| 3 | Club where the Victim or a Suspect hangs out |
| 4 | Transit station (train or bus) |
| 5 | Dark alley |
| 6 | Society of Ravens mansion |
| 7 | Court of Rats safehouse |
| 8 | Brass Consortium venue (backstage) |
| 9 | Iron Union factory |
| 10 | Church of Astra temple |
| 11 | Cult of Tenebrous bolthole (beneath the city) |
| 12 | Police station |
| 13 | Warehouse |
| 14 | The docks |
| 15 | Government building |
| 16 | School campus |
| 17 | Upscale hotel |
| 18 | Seedy motel |
| 19 | Pop-up street market |
| 20 | Liminal/unreal mystical space |
Building Out Your Mystery
With the randomly-generated seeds, you should now be able to start figuring out what actually happened. The first step is to gather up all the archetypes you’ve rolled and start giving them more details in relation to the other elements. See the examples in the sidebar.
| Examples In these examples, the PCs are a mixed group, primarily Court of Rats and Cult of Tenebrous, working for the Rat King as their Patron. Example 1 The first mystery rolled is Sabotage, where the Victim is an Iron Union member unfriendly to the PCs and the Reporter is a stranger from the Society of Ravens connected by the Patron. The MacGuffin is a code phrase or greater clue.The Perpetrator’s faction is opposed to the Victim’s (the Brass Consortium) and their motive is jealousy or envy. Additional Suspects include: a member of the Court of Rats that argued with the Victim before the crime and a member of the Iron Union who also argued with them. Three witnesses are evasive because they were drunk at the time, are a friend of one of the Suspects, and could provide an alibi for a Suspect they hate. Locations include a dark alley, transit station, home of an involved NPC, and a Society of Ravens mansion. This combination of factions suggests that the Reporter is a wealthy individual who was funding an Iron Union project, who has used his connections to blame the Rat King for an act of sabotage, and the Rat King has tasked the PCs to prove it wasn’t them. This is complicated by one Court of Rats suspect, and the Victim being inclined to distrust any proof the PCs find as a cover-up. The Locations suggest the job was at the Reporter’s mansion, and that’s where the initial investigation takes place, with the investigation eventually leading to a Brass Consortium counterweight, who sabotaged the project as cover for stealing the MacGuffin from the mansion. Example 2 The next mystery is a Missing Person, where the Victim is a stranger to the PCs who is a member of the Church. The Reporter is also a member of the Church, and was unfriendly to the Victim who is the prime suspect. If a MacGuffin is required, it’s an art item. The real Perpetrator is unaligned with a faction and was jealous of the Victim. Other suspects include: a member of the Cult of Tenebrous who’s had had bad things to say about the Victim in the past and a member of the Court of Rats who somehow benefits from the disappearance. Witnesses include someone who doesn’t like the PCs, someone involved in an unrelated crime, and a friend of one of the Suspects. Locations include a Court of Rats safehouse, Government building, Liminal/unreal mystical space, and Church of Astra temple. This suggests something heavy into Church politics, where one of the Cult PCs might get asked to investigate because the Reporter knows they dislike everyone in the Church equally and haven’t already jumped to judgement. The presence of a liminal space and the MacGuffin suggests that the unaligned Perpetrator may have coveted the life the Victim had and inadvertently caused both of them to disappear into a hidden, mystical space by triggering an art object within the temple. Ultimately, conversations with the other Suspects (including the Reporter) and Witnesses will indicate that the Victim couldn’t have actually left the temple, leading the PCs to use their mystical abilities to find the liminal space. |
Once you’ve worked out the scenario the randomized elements suggest to you, it’s time to formalize exactly what happened. Answer the standard reporters’ questions: who, what, when, where, why, and how? Figure out what information Witnesses might have observed or heard about, and the general path through the Locations you expect the PCs to take. The it’s time to set up the Clues, Complications, and Revelations.
Clues
Sometimes, the scenario you have in mind will make it completely obvious what there is to find (e.g., a brutal murder with the body left behind allows all kinds of forensics). If it’s not obvious, start looking at the available proficiencies. In general, each mystery should involve as many different skills as you can reasonably target, which gives multiple PCs chances to shine and makes them feel smart for picking skills that aren’t as generally useful. Don’t just rely too hard on Perception, Insight, and Investigation: save those for the areas of investigation that turn up general information about crime scenes or witnesses, and suggest other skills or tool proficiencies that might generate specific information.
Here are some suggested uses for various proficiencies:
- Strength and Dexterity skills (Acrobatics, Athletics, Sleight of Hand, and Stealth) aren’t usually used to learn information, but might make it possible for a PCs to get to information that is out of the way or off limits.
- Charisma skills (Deception, Intimidation, Performance, and Persuasion) might be used to get Witnesses to reveal information that they know. Depending on how they are initially treated and their reason for not wanting to reveal information, different skills might have Advantage or Disadvantage to get them to give up their most vital clues.
- Awareness skills (Insight, Investigation, Perception), as noted, might be used when nothing else makes sense and to zero in on what other skills could provide better information.
- Artisan’s Tools proficiencies can be used to precisely analyze or repair objects or materials related to the mystery of the type the tool can create. This might involve quick information at the scene or detailed forensics at a workshop.
- Animal Handling: Were there any animals involved? Is there a pet on site whose behavior might provide a clue?
- Arcana: Is there something Cult or otherwise mysticism related? Is information encoded?
- History: Has something like this happened before? Is an item of historical significance? Is someone involved important and not mentioning that fact?
- Medicine: Is there a body to examine? Are there strange injuries or maladies afflicting the Victim?
- Nature: Are there any odd plants, insects, or other natural detritus at the crime scene or attached to the Victim? Would knowledge about the weather conditions at the time of the crime reveal something?
- Religion: Does this crime have something to do with the Church? Is there symbolism (intentional or unintentional) involved in the crime?
- Survival: Were there any tracks left behind? Does the way someone would have to move through the area suggest places where the Perpetrator might have disturbed something or left evidence?
Typically, it makes sense to give out some kind of clue at DC 5, and additional information for every 5 points the PC exceeds the DC (e.g., 10, 15, 20, etc.). By starting at 5, the PC will likely get some small amount of data that can suggest additional things to investigate, while higher rolls provide more actionable intelligence.
In general, you want to provide enough information on minimal successes that the players can eventually solve the mystery the long way, rather than becoming completely stuck because they’re all having a night of bad rolls. Conversely, you want to provide additional details for high rolls so players feel rewarded for rolling well and/or having high bonuses in relevant proficiencies.
Complications
Complications are optional. Particularly in your early mysteries, you might want to have everything be relatively straightforward, so you can get a sense of your players’ comfort with investigations and they can get used to how you are running them. Once you have a few under your belt (or if you’re playing with a group who have solved investigations in your previous campaigns), you might want to introduce Complications.
A non-exhaustive list of possible Complications includes:
- A Clue leads to a completely unrelated Suspect that must be eliminated from consideration (i.e., a Red Herring)
- A Witness or Suspect sends the PCs to a dangerous Location or hires enemies to attack them (the fight should provide some additional Clues)
- Something unrelated (such as bad weather) makes it much harder to pursue the investigation along the current route (this might also be time pressure for the investigation, to finish at a location before it’s too late)
- An unrelated mission or the PCs’ day jobs require their attention so they cannot focus entirely on the mystery
- Other antagonists want to prevent the mystery from being solved or obtain the MacGuffin
- The crime, Victim, and/or Reporter are not what they seem (e.g., Victim wasn’t kidnapped but fled, Reporter is the Perpetrator, the crime was to hide a different crime)
- A third party stole an important Clue/the MacGuffin
- The Perpetrator or Witnesses are also the Victim of a different crime, making interviewing/punishing them much harder
- The law or other major Faction don’t want the PCs involved (which can turn into just Antagonists trying to stop them, but may feed into issues of Influence)
Revelations
For long-term campaigns, it is generally ideal for the solution to the mystery to provide a Revelation that impacts the rest of the campaign, rather than being a full self-contained mystery-of-the-week. This can be pieces of lore relevant to the campaign that were functionally incidental to the mystery itself (e.g., in interviewing a witness, the PCs learn a secret about their Patron). It might also be something shockingly deep (e.g., the Perpetrator’s motivation for spying on the faction that hired the PCs is revealed as trying to find a dark secret about that faction that the PCs were previously unaware of). Mystery elements are also a type of Revelation: each NPC met and each Location visited can be relevant again later in the campaign with the additional context of the mystery.
Ultimately, after solving a mystery, the PCs should have new insight into the campaign’s plot, and new motives of their own when they interact with elements touched on in the course of the mystery.