Generator - Murder Mystery

GM-Info!
Work in progress!
Slightly NSFW!

Also see the Creature Generator.

A murder mystery takes place in the dark halls of a medieval fantasy world, where danger hides in every corner and every whisper may conceal a lie. At the centre is a riddle: a brutal, planned killing that upsets the fragile peace between powerful noble families, secret guilds, and strange magical forces. The tale mixes dark magic, political schemes, and personal grudges, pushing both heroes and villains to uncover the killer before more blood is shed. In this land of swords and sorcery, the truth is hard to find, and every clue could lead to trickery or betrayal, making the search for justice a dangerous path through a world of shadow and light.  
  1. Work through the tables in order (top to bottom).
    • Sometimes roll randomly to let chance decide.
    • At other times, select manually to ensure an entry fits with the developing story (especially when one table’s results should complement or reinforce earlier choices).
  2. Reuse tables as needed.
    • A table doesn’t need to be used just once.
    • You may return to the same table multiple times if a suspect has more than one quirk, odd habit, item, or clue attached to them.
  3. Build the plot progressively.
    • As you fill out results from the tables, start piecing together the murder plot.
    • Adjust your choices so that the various details (quirks, pocket contents, habits, suspicious items, relationships) begin to interlock into a coherent mystery.
  4. Create a time table of events.
    • Once the core murder plot feels clear, map out a chronological sequence of what happened:
      • Key moments before the murder (suspects’ positions, confrontations, suspicious activity).
      • The murder itself.
      • Events immediately after (e.g., discovery of the body, someone taking the chance to steal valuables or even clues, false alibis emerging).
    • This timeline serves as the backbone of the mystery for the players to unravel.
 
 

Key Elements of a Murder Mystery Story

The Murder

Central to the story - the crime typically happens at or near the beginning and sets everything in motion. The nature of the murder, its location, and method are all key details. A list of sample locations see in the Appendix.  

The Victim

Details about the murdered victim. This list can be used in two ways: 1. Who has been found dead on the crime scene? 2. Who is the person actually? 1d42  
  1. Body of victim not found, only clues or eye witnesses point out there was a murder
  2. Actor, playwright, or theatre impresario
  3. Alchemist, potion-wright, or glass-blower of philters
  4. Artificer, clockmaker, or gnomish inventor
  5. Butler, house-steward, or majordomo
  6. Caravan master, spice factor, or desert guide
  7. Cartographer, surveyor, or relic-hunting antiquarian
  8. Duckfolk explorer
  9. Esteemed mage, scholar of the arcane, or wizard
  10. Estranged noble kin or banished clan member
  11. Falconer, stablemaster, or gamekeeper of a great estate
  12. Fence, blackmailer, or underworld fixer
  13. Harbourmaster, river pilot, or ship's captain
  14. Healer, herbalist, or apothecary
  15. Heir to a noble estate or princely domain
  16. High priest, abbess, or temple hierophant
  17. Innocent village commoner or wandering traveller
  18. Lady's maid, valet, or discreet manservant
  19. Magistrate, judge, or city bailiff
  20. Minstrel, bard, or court musician
  21. Moneylender, banker, or guild treasurer
  22. Monk, archivist-scribe, or cloistered illuminator
  23. Necromancer, warlock, or forbidden-arts scholar
  24. Outcast hermit, exiled druid, or lone mercenary
  25. Reformed brigand, ex-bandit, or outlaw
  26. Regent, lord, or member of the royal court
  27. Renowned knight, royal favourite, or celebrated adventurer
  28. Retired knight, war veteran, or former commander
  29. Royal cook, poison-taster, or master of the kitchens
  30. Sculptor, painter, or court portraitist
  31. Secretive guild partner or shadowy trade merchant
  32. Spouse of a noble, betrothed, or court consort
  33. Spy, royal courier, or masked informant
  34. Street urchin, chimney-sweep, or quick-fingered pickpocket
  35. Tax collector, excise officer, or tithe reeve
  36. Town crier, scribe, or chronicler
  37. Town guard, city watchman, or castle sentinel
  38. Unknown wanderer, mysterious ranger or shadowy stranger
  39. Village merchant, innkeeper, or blacksmith
  40. Wealthy patron, landholding noble, or prominent lord
  41. Young page, apprentice squire, or novice mage
  42. Zealous faith preacher or temple advocate

Cause of Death

  This list can be used in two ways: 1. What was the actual cause of the victim's death? 2. What does the death look like before all the clues have been found/investigated? 1d40  
  1. "Hunting accident" concealing deliberate murder
  2. Asphyxiation in a collapsed tunnel, cellar, or crypt
  3. Battlefield casualty during siege, war, or skirmish
  4. Buried alive under cairn, rubble, or quicklime
  5. Burned by dragon's breath, salamander, or fire elemental
  6. Clandestine political assassination disguised as an accident
  7. Crushed by falling chandelier, portcullis, or cargo net
  8. Death by duel of wits turned lethal through enchantment
  9. Death caused by attack from wild beast or supernatural creature
  10. Death caused by catastrophic failure of magical or alchemical experiments
  11. Death during heist or burglary gone awry
  12. Death in self-defence during violent confrontation
  13. Death inflicted by a malevolent curse or dark sorcery
  14. Death resulting from torture or prolonged suffering
  15. Death through a trial by ordeal, witch test, or divine judgement
  16. Deliberate and premeditated assassination
  17. Drowned in a barrel, vat, or cistern (no river required)
  18. Execution by royal decree, vigilante justice, religious tribunal, or lynch mob
  19. Exsanguination for blood-magic, leechcraft, or vampiric feeding
  20. Failed assassination: assassin perishes and intended victim escapes
  21. Fatal accident or unintended mishap (eg. victim may have been clumsy, drugged, drunk, misguided, performing a dare)
  22. Fatal illness, plague, or contamination of water supplies or food
  23. Fatal outcome of a judicial duel or trial by combat
  24. Frozen solid by winter sorcery or rime-spirit
  25. Heart stopped by banshee wail, killing song, or fear-hex
  26. Lethal miscast backlash from a stolen spell or wand
  27. Petrified to stone (gorgon, basilisk, or curse)
  28. Poisoning disguised as fever or "bad shellfish"
  29. Premeditated assassination resulting in the wrong target's death
  30. Pushed from a high stair, gallery, or clock-tower
  31. Ritualistic or honourable suicide
  32. Soul torn free by pact, wraith, or cursed mirror
  33. Starvation or death by thirst
  34. Suffocation by smoke during a conveniently timed blaze
  35. Trampled in festival crush, riot, or panic at a spectacle
  36. Victim didn't die, but is enchanted, cursed, or drugged
  37. Victim didn't die, it is a doppelganger or a fake body with false evidence (eg. cover-up to flee with a beloved, from prosecution, or debt)
  38. Victim sacrificed in occult ritual or by secret cult
  39. Victim slain elsewhere and body moved via teleport, portal, or cart
  40. Victim slain long ago; body animated to obscure true time and cause
 
Investigator by Tillerz using MJ
 

Who could have a motive for the murder

Type / RoleConnection to VictimMotive (why)Notable hint
ActorLost a roleCareer spiteMask straps cut and re-tied
AlchemistFormula seizedProfit and prestigeUnlabelled vials matching residue
ArtificerPatent challengeMonopoly on designFiling swarf from stolen part
Assassin-for-hireContracted by anotherCoin and reputationReceipt mark from a known broker on glove lining
BankerRisky loans exposedAvoid ruinCollateral deed altered after hours
BardReplaced at courtHumiliationNew ballad vilifying the victim
Bastard heirDisinherited by silenceRecognition or inheritanceBirth token hidden in a locket
BlackmailerMark fought backControl and coinThreat note in neat block letters
Brewer / vintnerAdulteration reportedTrade at stakeBitter almonds in the bin, but 'no marzipan baked'
City watch captainBribes exposedKeep the rackets goingConfiscated goods without receipts
ClerkAuditor on their trailHide forged accountsTwo inks on the same signature line
Competitor (merchant)Rival in trade routesSeize contracts and clientsDuplicate shipping docket prepared in advance
Corrupt magistrateNamed in a complaintSilence a witnessDraft warrant with the accuser's name pre-filled
CourtierBlocked promotionRemove an obstacleSeating chart with the victim's name crossed out
FalconerIllegal baits exposedKeep employmentPouch with contraband lure
FenceBuyer named in printKeep silenceReceipt written to a false name matching them
Foreman (docks)To be sackedSave positionTidebook rewritten in different hand
ForgerExposed by the victimSelf-preservationTrial plate with the victim's signet
GamekeeperPoaching accusationKeep his postSnare wire coil with fresh cut
Guild enforcerTook orders from abovePayment for a jobPurse fat with unfamiliar coin
Guild masterOpposed reformsPower and precedentMinutes of a vote with names scratched out
HarbourmasterLicence disputeKickbacks threatenedBack-dated permit in desk drawer
Healer / apothecaryQuack cures exposedAvoid sanctionShelf gap where "quick sleep" should be
Hedge witchAccused of harmFear of trialCharm-bag with the victim's hair
High priestDoctrinal disputeAuthority challengedSermon notes naming the victim obliquely
Jealous spouseDomestic conflictPossessiveness or inheritanceRing indentations on a bruised wrist
Librarian / archivistDenied accessVengeance over statusKey impression pressed in wax
Lighthouse keeperPaid for "thicker night"Cover for a jobLogbook gap at second bell
Mason / engineerShoddy work unveiledAvoid penaltiesNew pins in an old hinge they "repaired"
Menagerie keeperLicence threatenedSave the showCage lock filed to open with any key
MessengerCaught tamperingSilence the complainantOpened letter expertly re-waxed
Minstrel / buskerTurf disputeCoin and cornerKnife nick matching their busking stool
MoneylenderHeld the victim's noteDebt erased by deathIOU stamped "paid" the morning after
Noble rivalLand boundary feudTitles and rentsSurvey stakes moved at night
PhysicianLost patient to victim's adviceProfessional jealousyCasebook page removed
Playwright / satiristLampooned in returnPride woundedScript page torn at their entrance
Rival investigatorBeaten to a big caseCareer and fameAnonymous broadside impugning the victim
Rival patronLost beneficiarySocial dominanceDonation list with victim struck through
Scene-masterOwed wagesRetaliationCounterweight line retied wrong
Scribe / tutorPublicly correctedPride and povertyCopybook full of the victim's name practised
ServantDismissed or mistreatedRevenge and back payMaster key missing from the ring they once held
Ship's captainFined by testimonyRevenge and livelihoodLogbook page neatly razored out
SmugglerReported by the victimEliminate the informantSecret mooring token in pocket
Spice factorUnder-weighed sacksProfit protectedSeal-stamps for two different houses
Spurned loverRelationship endedHumiliation turned violentBundle of returned letters tied with cut ribbon
StablemasterSabotage allegedAvoid dismissalSaddle girth shortened and re-stitched
Steward / factorManaged the victim's estatesHide embezzlementTwo ledgers: "public" and "private" totals differ
Tax collectorTarget of scrutinyRemove an accuserForged exemptions bearing fresh wax
Teamster bossShort weights exposedProtect the ringLead-drilled weights in cart
Zealot acolyteInflamed by preachingFanatical "cleansing"Ash-smeared poppet found in cell
 

Suspect(s) / Perpetrator

A cast of characters, each with motives, means, and opportunities to commit the crime. Their interactions and secrets drive the narrative forward and supply red herrings. This list can be used in two ways: 1. Roll several times to create a list of suspects due to being at the location (seen by eye witness, evidence point to them). 2. Roll once to find the actual perpetrator. 1d40  
  1. Alchemist, artificer, or gnomish inventor with volatile means
  2. Bitter rival knight or duelling adversary
  3. Bodyguard, man-at-arms, or mercenary sworn to the wrong oath
  4. Butler, steward, or estate factor with keys to every door
  5. Corrupt magistrate or city official
  6. Court jester, actor, or impresario masking malice as mirth
  7. Debt-ridden gambler or tavern frequenter
  8. Disgruntled bard or artisan
  9. Disgruntled servant or squire
  10. Estranged sibling from rival noble house
  11. Experienced con artist or trickster
  12. Former betrothed or jilted lover
  13. Former outlaw or bandit recently released
  14. Fortune-teller, witch, or hedge-magus selling “advice”
  15. Friend coerced by dark magic or magical threat
  16. Greedy heir to a fiefdom or estate
  17. Guild enforcer, teamster boss, or strikebreaker with a cudgel
  18. Harbourmaster, pilot, or ship's master entangled in tariffs
  19. High priest, zealot acolyte, or temple inquisitor
  20. Illegitimate heir, foundling, or adopted child with a claim
  21. Innkeeper, tavern host, or vintner who overhears too much
  22. Jealous noble spouse or betrothed
  23. Lady's maid, valet, or dresser guarding lethal confidences
  24. Local thief, highwayman, or brigand
  25. Moneylender, banker, or guild treasurer with silent ledgers
  26. Mysterious wanderer, mercenary, or exiled mage
  27. Necromancer, warlock, or cult adherent cloaked in piety
  28. Overprotective parent of a noble offspring
  29. Physician, barber-surgeon, apothecary, or chirurgeon
  30. Rival guild master or merchant competitor
  31. Rival investigator, town watch captain, or inquisitor
  32. Rival suitor, jealous patron, or patroness spurned
  33. Royal spymaster, informer, or black-hood agent
  34. Secret lover from a forbidden class or rival house
  35. Shady duckfolk wizard
  36. Shape-shifter, glamour-caster, or illusionist wearing a face
  37. Smuggler, fence, or dock foreman with cargo to hide
  38. Tax collector, excise man, or tithe reeve with many enemies
  39. Troubled apprentice or young page
  40. Tutor, archivist, or librarian privy to forbidden texts

Motive

Every suspect should have a reason ("why"). 1d41  
  1. Accident concealed to protect reputation or office
  2. Ancient family feud reigniting
  3. Attempt to get the investigator into trouble
  4. Blackmail involving magical or political secrets
  5. Breaking an oath or forbidden love
  6. Cover-up of scandalous parentage, affair, or heirship
  7. Covering dark secrets or forbidden magic
  8. Desperation caused by famine or war
  9. Escaping crushing debt, usury, or guild penalties
  10. Extortion or blackmail spiralling into murder
  11. Fear of prophecy naming the victim a future tyrant
  12. Financial gain through usury or theft
  13. Gaining inheritance or rising social class
  14. Greed for a rare artefact, spellbook, or relic
  15. Greed for land, titles, or treasure
  16. Greed masked as charity - killing to redirect endowments
  17. Hatred fuelled by clan or guild rivalries
  18. Jealousy over a noble or romantic favour
  19. Mental instability or cursed madness
  20. Misguided "mercy killing" prompted by false diagnosis
  21. Mistaken identity in feuding factions
  22. Obedience to patron demon, fae, or capricious deity
  23. Political framing to topple a rival house or official
  24. Political power struggles between houses
  25. Possession by spirit, artefact, or curse twisting will
  26. Preventing a peace treaty, merger, or marriage alliance
  27. Preventing exposure of magic or betrayal
  28. Preventing exposure of treason, heresy, or forbidden rituals
  29. Professional jealousy in the arts or crafts
  30. Professional rivalry over commission, stage, or discovery
  31. Protecting lineage or heirs
  32. Protecting personal or family honour
  33. Protection of secret identity (spy, cultist, or royal bastard)
  34. Religious zeal, prophecy, or fanatic interpretation of doctrine
  35. Revenge for a dishonoured family
  36. Revenge for a past war, crusade, or fight
  37. Revenge for abuse, exploitation, or broken apprenticeship
  38. Securing silence about illegal trade, smuggling, or slavery
  39. Self-defence against a dangerous foe
  40. Silencing a whistle-blower or troublesome witness
  41. To inherit a curse into a hated rival's line
 

Means

"How" was the murder committed? A list of sample murder weapons see in the Appendix. 1d41  
  1. "Accidental" push into kiln, glassworks, or lime pit
  2. Arrow or crossbow bolt
  3. Attack by trained war animal or beast
  4. Bewitched food at feast, wake, or holy day
  5. Blowpipe dart, thorn, or spine tipped with paralytic
  6. Blunt trauma from mace or club
  7. Booby trap in castle or dungeon
  8. Clockwork device set to strike at the hour
  9. Collapsing ceiling, chandelier, or stage rigging
  10. Dagger or short sword stabbing
  11. Dismemberment after ritual sacrifice
  12. Dosed incense, brazier fumes, or censer smoke
  13. Drowning in well, river, or moat
  14. Drug overdose through magical potions
  15. Electrocution via enchanted artifacts
  16. Enchanted music (heart-stopping chord, siren lullaby)
  17. Explosion of alchemical concoctions or magical blast
  18. Exposure to curses or dark magic
  19. Exposure to freezing elements or cold magic
  20. Falling from castle battlements or cliffs
  21. Fire or torch arson
  22. Freezing charm, rime-blade, or ice-slicked step
  23. Garrotte, silk sash, or rosary cord
  24. Hexed coin, letter, or book that curses on touch
  25. Horse riding accident or fall from tower
  26. Medical malpractice by inexperienced healer
  27. Mirror, portrait, or lens that drinks the soul
  28. Petrifying gaze redirected by polished shield or glass
  29. Pierced by a frozen duck
  30. Poison from rare herbs or alchemical mixtures
  31. Poisoned ring, needle, hairpin, or cuff-stud
  32. Runic trap etched on threshold, chest, or handrail
  33. Sabotaged carriage, harness, or stair baluster
  34. Starvation or sabotage of food supply
  35. Strangulation with cord or bare hands
  36. Suffocation in confined space
  37. Summoned elemental, bound demon, or animated statue
  38. Tainted wine, sugared fruits, or doctored communion cup
  39. Tampered armour buckle, saddle girth, or lifeline
  40. Tethered war-beast slipped at a signal
  41. Trap door, oubliette, or secret chute to water

Opportunity

  "When" was the murder committed? This list can be used in two ways: 1. To explain why a suspect has been at the crime scene (or what they would say when asked). Note: if the murder happened during a masked ball, the opportunity would probably be fixed "Attending a social event or gathering" for all suspects and not be rolled for. 2. Why they were actually at the crime scene (everyone can have another hidden cause why they were at the crime scene). 1d40  
  1. Attempting to retrieve stolen goods or valuable item
  2. Attending a social event or gathering (feast, festival, market)
  3. Bath-house, steam-rooms, or healing wards with privacy
  4. Being forcibly brought or kidnapped by others
  5. Blackout: lanterns doused, wards falter, or fog rolls in
  6. Busy market day, livestock fair, or harvest moot
  7. Carriage ride, canal barge, or ferry crossing
  8. Changing of the watch, bell-ringing, or curfew confusion
  9. Changing rooms, armoury, or wardrobe confusion
  10. Conducting secret or clandestine meeting
  11. Confessional, seance, or divination sitting
  12. Court hearing, proclamation, or tax inspection
  13. Delivering or receiving a message or parcel
  14. Engaging in an argument or dispute with the victim
  15. Errand to fetch medicine, relic, or charter seal
  16. Fireworks, parade, or tourney noise covering the deed
  17. Following or spying on another character
  18. Harbour fog, spring tide, or lock rotation
  19. Hiding from an enemy or bounty hunters
  20. Hunt in the royal preserve or boar-drive
  21. Hunting or trapping in nearby woods or fields
  22. Investigating a previous crime or strange occurrence
  23. Investigating suspicious sounds or rumours
  24. Library, archives, or scriptorium after hours
  25. Masked ball, masquerade, or costume fête
  26. Meeting a secret lover or forbidden acquaintance
  27. Night of eclipse, comet, or auspicious star
  28. Overnight vigil for the dead or relic-watch
  29. Participating in religious rites or ceremonies nearby
  30. Passing through while travelling or on a journey
  31. Performing their duties as a guard, servant, or official
  32. Procession, pilgrimage, or holy fast with strict routines
  33. Refuge taken during siege drill or fire alarm
  34. Searching for evidence or clues themselves
  35. Secret tryst at folly, grotto, or hedge-maze
  36. Seeking private audience with victim or noble
  37. Seeking shelter or refuge during a storm or attack
  38. Trading or negotiating business deals
  39. Visiting someone for healing or spiritual counsel
  40. Workshop din (forge, loom, mill) masking struggle
 

Clues and Evidence

Tangible facts discovered throughout the story - often at the crime scene or through interviews - help the investigator to piece together the mystery. Clues should be fair, yet cleverly placed. Note: not all clues are necessarily found at the crime scene, but could also be in the hands of witnesses (they found them or try to introduce false misleading clues), suspects, or their homes (or discarded somewhere nearby). Some of these can also be used as red herrings leading nowhere or may have been planted to mislead investigators. A list of sample clue items see in the Appendix. 1d40  
  1. Animal hair, scale, or feather: points to familiar, beast, or shape-shifter presence
  2. Arcane ward scored or inverted: suggests knowledgeable tampering rather than wild magic
  3. Bits of torn clothing or armour: fragments of fabric or chain-mail indicating a struggle or escape
  4. Blood spatter directionality: indicates position, handedness, or post-mortem staging
  5. Blood-stained weapon or dagger: a weapon marked with fresh or dried blood, possibly the murder weapon
  6. Boot-nail pattern or horse-shoe stamp: distinctive tread known to local farriers or guards
  7. Broken weapon or armour pieces: shattered swords, bent arrows, or damaged shields suggest violent combat
  8. Confession notes or coded messages: secret writings revealing guilt, intentions, or hidden alliances
  9. Duck Feathers: a handful of duck feathers
  10. Footprints in dust/dirt/mud/blood: tracks leading to or from the scene, including unusual or partial prints
  11. Foreign coin, token, or ferry chit: places a traveller at a dock or city gate at a precise hour
  12. Hair braid cut cleanly: trophy taking or ritual marker
  13. Half-eaten food, wine tally, or menu card: narrows timing and points to poison vector
  14. Hidden passageways or secret doors: concealed entries that indicate stealthy movement or escape routes
  15. Ink on sleeve, lime on boots, or resin on palms: trade stains giving away recent labour
  16. Key missing from ring: one ward opened whilst others remain locked
  17. Ledger anomalies or duplicate invoices: money trails exposing motive, bribe, or hush payment
  18. Missing family heirloom or relic: stolen valuables that might provide motives or clues to the crime
  19. Monogrammed glove, kerchief, or ribbon: an owner too careful to lose - unless in struggle
  20. Needle prick or bruised welt: tiny puncture in fingertip, throat, or wrist suggests toxins or darts
  21. Parchment ash and wax fragments: a letter burned in haste; seal imprint recoverable in the dross
  22. Poisoned cup, vial, or wine-sediment: trace alkaloids, bitters, or glittering crystals in residue or teeth of the cork
  23. Pollen, spores, or unusual sawdust: botanical traces placing suspect at grove, loft, or workshop
  24. Rope fibres or knots: remnants of bindings or strangulation, possibly magical cords or common hemp
  25. Royal decree or forbidden document: official papers that could implicate or protect suspects or victims
  26. Scrying echo or mirror-ghost: faint replay of the last moments caught in reflective magic
  27. Secret letters or scrolls: clandestine correspondence that discloses relationships, threats, or plans
  28. Security guards' reports or logs: official accounts noting unusual activity or suspicious visitors
  29. Signs of magical disturbance: glowing runes, disturbed magical wards, or residue from spells cast
  30. Soil, clay, or brick dust: local strata tying a suspect to tunnel, quarry, or cellar
  31. Soot or ashes from a recent fire: evidence of arson, ritual burning, or accidental blaze
  32. Stopped timepiece or sand-glass overturned: fixes the moment of death with fair precision
  33. Strange herbs or magical residue: traces of exotic plants or enchanted substances not native to the area
  34. Strange smells of decay, poison, incense etc.: odours that suggest toxins or ritualistic incense used in magic or suggest undead, aberrations etc.
  35. Tallow drips of uncommon colour: candle from temple, lodge, or cult site
  36. Unexplained arcane symbols: mysterious sigils or glyphs that may be warnings or part of a ritual
  37. Unreliable witness contradictions: conflicting statements from those near the scene, sowing confusion
  38. Unsent letter or draft apology: reveals victim's planned meet or confession
  39. Unusual footprints from magical creatures: tracks belonging to beasts or spirits, not ordinary humans or animals
  40. Witness testimony from nearby people: folk knowledge or eyewitness accounts shedding light on suspicious happenings

Red Herrings

False clues or misleading information crafted to distract and mislead both the investigator and readers, keeping them guessing until the end. Entries from the Clues list can also be used as red herrings. A list of sample red herrings see in the Appendix. 1d40  
  1. "Werewolf" prints belonging to a very ordinary mastiff
  2. A "haunted" painting whose whispers are draughts in the frame
  3. A forged map leading investigators to an empty warehouse
  4. A staged "beast attack" to mask a very human stabbing
  5. Anonymous threats sent to many households by a bored student
  6. Anonymous warnings or threats sent to multiple parties that sow distrust but have no direct link to the murder
  7. Bloodied apron from a butcher or chirurgeon unrelated to the crime
  8. Coincidental arrival of strangers - travelling merchants, pilgrims, or adventurers - around the time of the crime raising suspicion
  9. Confusing or contradictory directions given about someone's path near the crime scene
  10. Court jester's trick dagger swapped back before the show
  11. Crime staged as a beast attack or natural disaster, invoking fear of supernatural creatures etc. to cover human motives
  12. Cult symbols chalked by children playing at secrets
  13. Disguised noble or covert spy blending in with common folk, leading to mistaken identity and misplaced blame
  14. Doppelganger or shapeshifter sighting reported, stirring rumours and fear but ultimately proven false or misleading
  15. Elaborate fake suicide note designed to misdirect suspicion and confuse investigators
  16. Escaped prisoner nearby whose offence is petty and unrelated
  17. False alibi provided by a fiercely loyal servant or companion aiming to protect their master regardless of truth
  18. False eyewitness testimony from terrified villagers or servants who misinterpret innocent actions as suspicious (eg. witch hunt)
  19. Foreign coin or token dropped by a tourist, not the killer
  20. Forged magical evidence or falsified spellcraft residues deliberately planted to implicate an innocent party
  21. Framed suicide note copied from a chapbook template
  22. Glamour or disguise misleads about height, sex, or gait
  23. Innocent passerby caught near the crime unintentionally, such as a traveller or messenger on official business
  24. Kingdom messenger or herald delivering false news or misleading orders that disrupt the investigation or frame a suspect
  25. Love letters planted to suggest an affair that never was
  26. Misleading arcane fingerprints or magical residue left by unrelated spellcasting or common enchantments
  27. Mysterious enchanted message or cryptic rune that seems threatening but is actually a benign communication or prank
  28. Noble in disguise performing charity rounds at night
  29. Ominous prophecy mistranslated to implicate the innocent
  30. Red-stained hands from beetroot, madder, or dye mistaken for gore
  31. Secret affair or clandestine meeting with a rival lord or noble that appears scandalous but is unrelated to the crime
  32. Smashed scrying glass staged after the fact to imply magic
  33. Suspicious but entirely innocent peasant found near the scene, possibly carrying tools or goods that look incriminating but are unrelated
  34. Tampered enchanted surveillance, such as broken scrying mirrors or disrupted magical wards, creating false impressions of guilt
  35. Threatening rune stones, curses, or warding symbols placed nearby that hint at dark magic but serve as mere superstition
  36. Torn button traced to a rag-seller's barrel, not a suspect's coat
  37. Twin, double, or look-alike sighting muddling witness statements
  38. Vanishing family heirloom that surfaces mysteriously, distracting investigators with false leads about theft or motive
  39. Voodoo doll, poppet, or curse token used as a cruel prank
  40. Wrong motive suspected by guards or witnesses, such as jealousy or greed, that draws attention away from the real cause
 
Bloody Dagger by Tillerz using MJ
 

Suspicious items in a suspect's pockets

These could also be used as clues or red herrings. Note: not all suspects need to have something suspicious in their pockets, but at least one should have something that is a real clue. 1d50  
  1. A bloodstained lace handkerchief
  2. A brass bell clapper, missing the bell itself
  3. A broken cufflink
  4. A broken locket with no picture
  5. A candle stub chewed at one end
  6. A folded love letter with no signature
  7. A folded map with one route marked in red ink
  8. A foreign coin with a hole pierced through
  9. A key-shaped pendant but made of wood
  10. A knife hilt, blade missing
  11. A page torn from a diary
  12. A pastry crust wrapped in cloth (with a hidden note baked inside)
  13. A pawn chess piece cut from ivory
  14. A pebble carved into the shape of an eye
  15. A playing card with a crude drawing on the back
  16. A quill nib bent as if used violently
  17. A rolled-up sketch of the murder victim
  18. A rosary or prayer beads missing one piece
  19. A scented note sealed but unopened
  20. A scrap of scorched parchment with runic symbols
  21. A set of tiny brass keys on a chain
  22. A sharpened quill soaked in ink-stains
  23. A short length of green ribbon tied around a twig
  24. A signet ring not belonging to them
  25. A silver coin sharpened on one edge
  26. A single raven feather tied with thread
  27. A small vial of dark powder (poison or medicine?)
  28. A smudged charcoal sketch of a hidden alley
  29. A strange brass gear (part of a clockwork?)
  30. A theatre token or ticket
  31. A tiny bone charm carved with runes
  32. A tiny glass vial of dried blood
  33. A tiny vial of perfume with unfamiliar fragrance
  34. A torn button covered in bloodstains
  35. A torn page from a psalm book
  36. A torn strip of silk ribbon
  37. A wax tablet smudged with faint writings
  38. An earthenware bead coated in ash
  39. Crumpled tavern receipt with torn edges
  40. Crystals wrapped in leather cord
  41. Deed to a disused piece of property
  42. Dried herbs bundled with twine (healing… or poison?)
  43. Folded pouch of salt (warding charm?)
  44. Miniature portrait of an unknown woman/man
  45. Oyster shell with something carved inside
  46. Playing dice weighted slightly on one side
  47. Shards of broken mirror
  48. Strange tally marks scratched into thin slate
  49. Strip of red cloth resembling part of a uniform
  50. Wax seal stamp carrying another family's crest

Random other items in a suspect's pockets

1d50  
  1. A bit of string or twine knotted in odd fashion
  2. A carved bone needle case
  3. A child's marble or clay bead
  4. A child's toy soldier (pewter, wood, or rag)
  5. A copper hairpin or simple brooch
  6. A crumbling piece of bread or hard biscuit
  7. A dog-eared prayer pamphlet
  8. A dried flower pressed flat
  9. A folded paper fan (Regency fashion)
  10. A folded scrap of parchment with shopping notes
  11. A folded scrap of sheet music (without notes written in)
  12. A half-finished crochet or knitting sample
  13. A half-smoked twist of pipe tobacco
  14. A handbill from a town crier or theatre troupe
  15. A homely knitted coin purse with a hole in it
  16. A jar stopper with no jar
  17. A knotted string used for tallying debts or prayers
  18. A leather strap fragment with worn stitching
  19. A lock of hair tied with string (keepsake, not sinister)
  20. A lucky rabbit's foot or animal tooth on a cord
  21. A lump of beeswax for sealing or mending
  22. A pair of dull scissors wrapped in cloth
  23. A pebble smoothed by the river (pocket worry stone)
  24. A piece of chalked slate for notes or accounts
  25. A polished wooden spoon
  26. A rolled-up strip of oiled cloth (for protecting steel)
  27. A seashell from a distant shore
  28. A simple clay pipe
  29. A simple wax candle stub
  30. A single chestnut or walnut
  31. A small brass thimble
  32. A small comb of carved wood
  33. A small devotional medal or trinket
  34. A small pouch of bread crumbs kept for feeding ducks or pigeons
  35. A small pouch of common coins (coppers, farthings, or pennies)
  36. A smooth bit of broken pottery
  37. A sprig of holly or ivy for good luck
  38. A sprig of lavender or rosemary
  39. A square of soft linen used as a handkerchief
  40. A string of dried apple slices
  41. A stub of chalk or charcoal
  42. A tangle of sewing thread and a bent needle
  43. A tiny dice pouch with plain bone dice
  44. A tiny wooden whistle
  45. A twist of paper containing sugar crystals
  46. A wooden button saved for mending
  47. A woolen glove missing its partner
  48. A worn bootlace, saved "just in case"
  49. An empty tiny inkwell with a cork stopper
  50. Worn rosary beads or prayer token
 

Rumours about the Victim

1d35  
  1. A charm-seller says the victim's aura turned "grey as rain".
  2. A courier delivered a black-sealed letter; they burned it unread.
  3. A fortune-teller told them to avoid mirrors this week.
  4. A healer warned them that continued indulgence would be the end of them.
  5. A rival swore in the tavern, "One more slight and I'll end them."
  6. A sailor claims the victim prayed at the wrong shrine the night before.
  7. A secret meeting was held after curfew in the cloister garden - voices were raised.
  8. I saw them slip a parcel to a hooded figure by the quay.
  9. Someone switched their cup at the feast - two servants swear it.
  10. Someone tampered with their saddle last week, but they noticed in time.
  11. The temple warned them publicly about "indecent dealings".
  12. The victim blackmailed a noble over an old campaign atrocity.
  13. The victim had a second life under another name.
  14. The victim mocked a zealot preacher who then cursed them in public.
  15. The victim was gifting coin to a hidden heir no one acknowledges.
  16. The victim was heard arguing with a lover behind the playhouse.
  17. The victim's signet ring is a fake - pawned the real one months ago.
  18. Their best friend was secretly paid to watch them.
  19. Their familiar vanished two days before - bad omen, folk say.
  20. They boasted at the auctions they could "sink a house with a sentence".
  21. They carried a vial of antidote at all times - "occupational habit".
  22. They changed their will the night before their death, cutting out a close relation.
  23. They cheated at cards and were caught.
  24. They drank only from sealed bottles, yet one arrived already opened.
  25. They had an appointment with a magistrate to "set the record straight".
  26. They meant to expose high-ranking officials participating in a smuggling ring and wanted to deliver the evidence the next day.
  27. They offered to sell a relic to two buyers at once.
  28. They owed a lot of money to someone.
  29. They planned to flee the city on the morning tide.
  30. They planned to publish a list of names in the morning edition.
  31. They purchased a map of the city's catacombs.
  32. They quarrelled with an apprentice about missing pages from a ledger.
  33. They tested a spell on the roof at midnight.
  34. They were promised a seat on the guild council if they kept quiet.
  35. They were seen rehearsing a duel in the practice yard.

Rumours about the Suspect(s) / Perpetrator

1d33  
  1. A child saw them drop a coin into the wishing well and whisper the victim's name.
  2. A fortune-teller warned them "beware a mirror" and they smashed one that night.
  3. A guard saw them near the archive door when the wards flickered.
  4. A maid found dried blood on their cuff; they said it was pheasant.
  5. A pawnbroker says they redeemed a heirloom <murder weapon> the day of the killing.
  6. A stable-hand swears they changed horses at midnight to avoid notice.
  7. A stevedore says they bribed him to look the other way at Pier Five.
  8. Someone saw them exchanging ribbons with a known assassin.
  9. The baker says they bought two cakes - one "without the bitter almonds".
  10. The harbourmaster's ledger shows them renting a skiff at an odd hour.
  11. The hounds would not go near them after the deed.
  12. The tax reeve claims they offered him "a generous forgetfulness".
  13. The temple scribe claims they sought a "general absolution" in haste.
  14. Their blade shows nicks from parrying, not practice.
  15. Their cloak reeked of incense not used by any local shrine.
  16. Their familiar - if that raven is theirs - mimics the victim's voice eerily well.
  17. Their ring bears a sigil known to a secret lodge; the victim loathed that lodge.
  18. They asked a printer how to remove ink from skin "in a hurry".
  19. They bought rare herbs from an apothecary who asks no questions.
  20. They can pick a knot one-handed - a sailor's boast that now sounds ill.
  21. They have a cousin in the lighthouse - dark nights come cheap.
  22. They keep company with a fence who moves things nobody should own.
  23. They lost heavily at cards to the victim last week.
  24. They once boasted they could "move unseen through any masquerade".
  25. They once served in the victim's household and left without references.
  26. They practised left-handed fencing though they sign their name right-handed.
  27. They quietly asked a locksmith to copy a key they did not own.
  28. They suddenly paid off all debts in crisp coin the next morning.
  29. They were first to "discover" the body and somehow already knew where to look.
  30. They were seen arguing with the victim two nights before the murder.
  31. They were seen burning letters.
  32. They were struck from their guild roll for "conduct unbecoming" last winter.
  33. They wore mourning-black before the death was public.
 

(Eccentric) Quirks a Suspect may have

These may also be used as rumours about the Suspects. 1d40  
  1. Always counts stairs, steps, or doorways out loud.
  2. Always tastes unfamiliar objects, plants, or powders.
  3. Believes knocking on wood prevents bad luck.
  4. Carries scraps of paper and doodles obsessively.
  5. Catalogs smells of every place they visit.
  6. Closes doors twice "just to be sure."
  7. Collects small pebbles and carries them.
  8. Collects the feathers of random birds.
  9. Collects unusual buttons or scraps of ribbon.
  10. Collects words/phrases they overhear, repeating them.
  11. Constantly compares strangers to animals ("You look like a hawk...").
  12. Declares every coin they find "lucky."
  13. Gives everyone unusual nicknames.
  14. Insists on drinking from a particular mug/cup.
  15. Insists on sitting facing the door in any room.
  16. Invents "home rules" no one else understands.
  17. Keeps belongings arranged in perfect symmetry.
  18. Laughs at inappropriate or grim moments.
  19. Laughs too loudly at minor jokes.
  20. Memorizes gossip and recites it word-for-word.
  21. Mimics accents after only a few minutes of hearing them.
  22. Narrates their actions aloud as if speaking to an audience.
  23. Reacts with fascination to broken or ruined objects.
  24. Records random numbers or tallies on paper/walls.
  25. Refuses to walk on cracks or uneven stones.
  26. Reorganizes objects on tables into neat lines.
  27. Rubs a lucky charm before answering questions.
  28. Sniffs flowers (or herbs) constantly, even fake ones.
  29. Speaks in rhyme when excited.
  30. Speaks in riddles or metaphors.
  31. Speaks in whispers, even when not needed.
  32. Sprinkles foreign words into everyday speech.
  33. Squints dramatically when someone mentions secrets.
  34. Stares too intently at other people’s belongings.
  35. Starts humming old folk songs absentmindedly.
  36. Talks to themself under their breath.
  37. Tilts their head strangely when listening.
  38. Uses exaggerated, theatrical hand gestures.
  39. Wears mismatched socks or gloves on purpose.
  40. Winks frequently, for no apparent reason.

(Behavioural) Habits a Suspect may have

These may also be used as rumours about the Suspects. 1d40  
  1. Adjusts belts, straps, or sashes constantly.
  2. Always clears their throat before speaking.
  3. Always sniffs food before eating.
  4. Always touches doorframes when passing through.
  5. Avoids eye contact, preferring to look downward.
  6. Bites their nails or chews writing quills.
  7. Blinks slowly when asked direct questions.
  8. Bounces legs while sitting.
  9. Checks their pockets nervously and often.
  10. Constantly cleans dirt from fingernails.
  11. Constantly fiddles with rings/jewelry.
  12. Counts change or beads repeatedly even if nothing has changed.
  13. Cradles cups, mugs, or tankards when not drinking.
  14. Flips or rolls coins, tokens, or buttons.
  15. Folds and unfolds scraps of paper or cloth when waiting.
  16. Forgets names, replacing them with nicknames.
  17. Has a sudden, odd laugh or snort.
  18. Hums while pacing.
  19. Laughs nervously in tense silence.
  20. Licks their lips before speaking.
  21. Mutters quick prayers before tasks.
  22. Nail taps on tabletops or glasses rhythmically.
  23. Picks loose threads at sleeves or clothing.
  24. Picks teeth with small tools or fingernails after meals.
  25. Pulls at their earlobe absentmindedly.
  26. Rarely finishes drinks or meals.
  27. Recites the same phrase before making decisions ("Well then, here we go…").
  28. Rubs coins or medallions smooth in their pockets.
  29. Rubs their temples when frustrated.
  30. Runs fingers through their hair when thinking.
  31. Scratches head or chin thoughtfully—even without an itch.
  32. Shuffles feet loudly instead of stepping lightly.
  33. Sighs heavily or dramatically.
  34. Smells their own hands or wrists absentmindedly.
  35. Snaps or cracks knuckles often.
  36. Straightens their clothing and cuffs repeatedly.
  37. Sways side to side when standing still.
  38. Taps their foot when nervous.
  39. Whistles tunelessly without noticing.
  40. Yawns at inappropriate times.
 
Investigation by Tillerz using MJ
 

Plot Twists

Surprising revelations or shifts in the investigation keep the story engaging and unpredictable. The final twist should make sense in retrospect. A second selection from the Cause of Death list can also be used as a plot twist. 1d28  
  1. A confession or admission of guilt is extracted through dark magic, enchantment, or mind control by a 3rd party, casting doubt on its validity
  2. A demon's bargain means the killer cannot be tried by mortal court - only exorcised
  3. A hidden royal lineage or secret heir is revealed, changing the stakes and motives behind the crime entirely
  4. A long-ago accidental death covered up; today's murder silences the last witness
  5. A secret magical pact or forbidden alliance comes to light, explaining the crime through arcane or political intrigue
  6. A secret romance or forbidden relationship between a suspect and the victim is uncovered, providing motive and emotional tension
  7. A time-bound curse repeats the killing each eclipse unless broken
  8. A treaty clause means solving the case will trigger war or avert it
  9. A trusted ally or close companion of the investigator is revealed to be a traitor, betraying the investigation for hidden reasons
  10. An accomplice or co-conspirator is discovered hiding among the servants or minor characters, playing a dangerous double role
  11. Long-buried crimes from a distant crusade, war, or campaign resurface to haunt the present case
  12. The artefact manipulates memories; everyone "remembers" a crime that differs from truth
  13. The confessed killer was protecting the actual target from a worse fate
  14. The ghost names a killer… but lies, bound to protect their beloved
  15. The investigator is kin to the victim, hidden by adoption or scandal
  16. The killer was bribed, blackmailed, or coerced into committing the murder, revealing deeper conspiracies
  17. The murder weapon is a family heirloom recently returned - by the investigator
  18. The murderer (or any suspect) unexpectedly confesses to an unrelated crime, complicating motives and suspect lists
  19. The noble or high-ranking suspect who was arrested and seemed guilty is ultimately proven innocent, upending assumptions
  20. The patron who hired the party engineered both motive and means to test them
  21. The shape-shifter replaced the victim weeks earlier; the "murder" freed the real one
  22. The supposed corpse is a simulacrum; the real victim lives under a new name
  23. The victim is also the murderer by proxy (compelled suicide that frames another)
  24. The victim led a double life as a spy, assassin, or covert agent, adding layers of deception and danger
  25. The victim orchestrated their own death or disappearance to escape an unbearable fate or achieve a secret goal
  26. The victim's will rewards the wrong arrest, inviting miscarriage of justice
  27. Two killers acting independently collide in the same night
  28. Two seemingly unrelated murders are uncovered to be intricately linked by an ancient family feud or forgotten betrayal
 

Timeline of Events

A carefully constructed sequence of events, including alibis and the crime's timeline, is essential for maintaining logical consistency and increasing tension.   Creating a proper timeline for a murder mystery involves carefully organizing the sequence of events surrounding the crime to ensure consistency, plausibility, and suspense. Start by listing all key moments related to the murder itself, including the victim's last known activities, the time and place of the crime, and the discovery of the body (or the absence of it). Then, map out the actions and whereabouts of each suspect around these crucial times, noting discrepancies between their accounts and solid alibis. Consider including parallel events that influence the atmosphere, such as social gatherings, secret meetings, or supernatural occurrences. Create a list of all the clues and where/how they can be found, and where they lead to. Ideally, each clue takes some time of investigation until it leads to the next clue, or finally to the perpetrator.
 

Conflict

The central struggle, often between the investigator and the perpetrator, forms the backbone of the narrative. The tension is maintained through interrogations, discoveries, and false leads. 1d38  
  1. A key suspect claims sanctuary; breaching it makes enemies
  2. A prime suspect exploits a royal pardon or loophole to evade capture, slipping from justice's grasp
  3. A relentless assassin stalks the investigator, threatening their life and forcing caution at every turn
  4. A rival sleuth publishes reckless accusations
  5. An uneasy alliance is forced between the investigator and a prime suspect, fraught with distrust and tension
  6. Betrayal from within the investigator's own circle of allies threatens to unravel the investigation
  7. Bribed gaolers "lose" prisoners or swap cell assignments
  8. Buried family grudges and ancient vendettas resurface, shaping motives and deepening tensions
  9. Competing investigators or agents from different factions clash, vying for control of the case
  10. Couriers and informants spread misinformation, muddying facts with rumours and false leads
  11. Enemy agents intercept critical messengers or letters, obstructing communication and spreading falsehoods
  12. Ethical dilemmas arise over using magical justice or forbidden spells to solve the crime at a cost
  13. Evidence ordered destroyed by a patron - obey, defy, or leak?
  14. Guild strike halts ferries, presses, or morgue services
  15. Hostages taken in chapel or guildhall to halt the inquiry
  16. Informant network compromised; double agents everywhere
  17. Jurisdiction tug-of-war: city watch vs. temple vs. guild magistracy
  18. Magic ban in effect; using sorcery risks arrest
  19. Magical evidence is sabotaged by rival spellcasters or conspirators seeking to derail the case
  20. Noble house feud threatens open violence in the streets
  21. Nobles and courtiers openly mistrust the investigator due to class prejudice or political rivalries
  22. Oath to a deity forbids certain spells the case seems to require
  23. Plague quarantine seals the district, stranding suspects and clues
  24. Press censorship and broadsides muddy public sentiment
  25. Royal progress arrives; courtiers bury evidence for "decorum"
  26. Siege or storm traps everyone in a keep with a killer
  27. Street mob demands instant justice; the lock-up is besieged
  28. Suspects hurl accusations at rival noble houses, igniting old animosities and complicating the investigation
  29. Suspects scheme to frame each other, weaving layers of deception and betrayal
  30. The accused wields a royal pardon that may be counterfeit
  31. The investigator confronts corruption within the royal guard, struggling against those sworn to uphold the law
  32. The investigator faces a dark sorcerer wielding forbidden magic, challenging their skills and resolve
  33. The investigator wrestles with personal vows or religious oaths that conflict with their pursuit of truth
  34. The investigator's patron demands a convenient culprit
  35. The victim's faction offers bounty for vengeance, not truth
  36. Trial by combat invoked; a champion must be found by dawn
  37. Unexpected royal interference disrupts the investigation, forcing political considerations over justice
  38. Witnesses are silenced or coerced by secret cults or shadowy cabals afraid of exposure

Suspense and Tension

The story should continually build tension as the investigator approaches the truth, often putting themselves at risk. 1d39  
  1. A beloved NPC turns up with the murder weapon - planted
  2. A courier bearing exonerating proof vanishes between gate and inn
  3. A desperate soul confesses falsely, confusing the investigation and diverting attention
  4. A false warrant names the investigators; flight or courtroom gambit?
  5. A familiar (cat, raven, homunculus) shadows the party with stolen clues
  6. A key ally collapses from a slow poison; time for the antidote runs short
  7. A key witness is poisoned, either fatally or to silence their testimony, escalating the stakes
  8. A last-minute prophecy or spell foretells the fate of suspects or the outcome of the case
  9. A looming deadline before the king's tribunal demands swift justice, putting pressure on investigators
  10. A message in blood fades from enchantment at sunrise
  11. A precious magical relic crucial to the investigation goes missing or is stolen at a critical moment
  12. A sealed letter reveals a different crime that must be solved first
  13. A suspect flees on horseback under cover of darkness, triggering a tense chase or manhunt
  14. A trusted ally unexpectedly betrays the investigator, switching loyalties or revealing secrets to enemies
  15. An innocent noble is wrongfully arrested, sparking political tension and urgency to find the real culprit
  16. Classic locked-room: wards intact, no ingress, yet a corpse within
  17. Deadly traps are uncovered within the castle or estate, designed to kill or delay investigators
  18. Hidden secrets or revelations emerge during a rare eclipse or mystical celestial event
  19. Magical traces or enchantments inexplicably point suspicion toward the investigator themselves
  20. Masquerade identities tangle alibis; masks must come off before the bell
  21. Midnight ritual deadline - fail to name the killer and a curse completes
  22. Ominous threatening messages appear inscribed in ancient runes, hinting at dark magic or curses
  23. Rooftop, ship's rigging, or bell-tower finale with perilous footing
  24. Suspects erupt into violence, threatening chaos in court or interrogation chambers
  25. Tempest, blizzard, or flood cuts roads and ferries; the killer is among you
  26. The court demands a verdict before the eclipse ends
  27. The evidence vault is compromised by mimic, ooze, or tunnelling thieves
  28. The final suspect offers a confession if granted five minutes alone with a relic
  29. The investigator is ambushed in a dark forest or shadowed alley by unknown assailants aiming to stop the inquiry
  30. The investigator is haunted by visions, curses, or demons linked to the crime or victim
  31. The killer strikes again, accelerating the timetable
  32. The killer taunts investigators by leaving enchanted tokens, arcane markers, cryptic messages, or "business cards" at key locations
  33. The killer taunts via street-ballads, riddles, or carved tokens
  34. The last witness can only speak via séance or dream-walk
  35. The party must choose: save the next target or secure the proof to convict
  36. The true motive is too scandalous to print; justice vs. stability
  37. Time runs out before a final verdict or royal decree, heightening tension and urgency
  38. Vital evidence inexplicably vanishes from the crime scene or evidence chamber, throwing the case into chaos
  39. Vital evidence inexplicably vanishes from the crime scene or evidence chamber, throwing the case into chaos
 

Resolution

The ending should tie up all loose ends, explain the clues, deliver justice, and provide closure, ideally with a satisfying comeuppance for the murderer.
 

Appendix

 

Crime Location Ideas

1d48  
  1. Alchemist's Workshop: Filled with strange potions and volatile chemicals, possible source of poison
  2. Ancient Ruins: Crumbling relics of the past, hiding forgotten clues or dangers
  3. Artisan's Workshop: Place of craft and art, concealing motives or hidden clues in tools and materials
  4. Battlefield Remnants: Ground scattered with bones and weapons, site of old grudges and new violence
  5. Blacksmith's Forge: Hot and noisy workspace, clearing for heated disputes or hidden weapons
  6. Bridge Over River: Site of accidents, secret exchanges, or ambushes
  7. Caravanserai: Traveler's rest filled with strangers and potential witnesses or threats
  8. Castle Battlements: Open-air fortifications where sudden confrontations can turn deadly
  9. Castle Dungeon: Dark, damp prison where secrets and suffering abound
  10. Castle Great Hall: Central gathering place for nobles and guests, often the scene of political intrigue
  11. Chapel Bell Tower: Overlooks village, place of lookout or secret signals
  12. Chapel Crypts: Underground burial chambers holding more than just bones
  13. Commoner's Cottage: Humble home revealing hidden connections or illicit activities
  14. Courtyard Fountain: Social crossroads, often a discreet meeting place for whispered conversations
  15. Farmer's Field: Open land hiding footprints or abandoned weapons
  16. Fisherman's Dock: Waterfront location prone to smuggling or secretive rendezvous
  17. Forest Clearing: Isolated spot where illicit meetings or ambushes can occur
  18. Forest Path: Dangerous and winding, where ambushes and suspicious meetings happen
  19. Granary: Food stores potentially sabotaged to starve or poison victims
  20. Graveyard Mossy Tomb: Neglected resting place, site of desecration or secret messages
  21. Guildhall Meeting Room: Center of political power for merchant or craft guilds, tensions run high
  22. Herbalist's Garden: Full of healing and deadly plants, clues hidden among the foliage
  23. Hermit's Cave: Hidden refuge for outcasts or spies, holding secrets or threats
  24. Hidden Passageway: Secret tunnels allowing stealthy movements and escapes
  25. Hill Fort: Defensive position with strategic importance and political secrets
  26. Hilltop Shrine: Sacred site overlooking the land, home to rituals and divine secrets
  27. Mage's Tower: Arcane laboratory filled with magical instruments and experiments - dangerous secrets abound
  28. Market Square: Bustling hub of commerce and gossip, witness to many confrontations
  29. Marketplace Stalls: Crowded and chaotic, with plenty of opportunities for spying or theft
  30. Merchant Caravan Camp: Temporary location with many transient characters and shifting alliances
  31. Noble's Private Chamber: Personal quarters potentially filled with hidden evidence or secrets
  32. Noble's Private Library: Filled with forbidden knowledge and secret correspondences
  33. Old Mill by River: Isolated working place, site of accidental or deliberate death
  34. Prison Guard's Quarters: Place of power abuse or betrayal
  35. Prisoner's Cell: Contains suspects or victims' secrets hidden behind bars
  36. Royal Chapel: Sacred space for worship and rituals, hidden motives may surface here
  37. Royal Gardens: Beautiful but dangerous, hiding secret meetings or poisons among flowers
  38. Royal Stables: Home to prized horses, site of sabotage or hidden violence
  39. Royal Treasury: Guarded vault of wealth and treasures, tempting target for thieves or murderers
  40. Ship's Cabins: Confined spaces on water, breeding grounds for conspiracy or murder
  41. Stone Circle: Ancient and mystical, often associated with pagan rites or gatherings
  42. Tavern Common Room: Loud and chaotic, perfect for overheard secrets or secret meetings
  43. Town Square: Center of civic life, where public accusations or beatings might occur
  44. Village Blacksmith's Hammering Grounds: Loud place, where accidents or violent disputes might occur
  45. Village Cemetery: Quiet resting place for the dead, sometimes the site of eerie discoveries
  46. Village Well: A source of life and potential poison, central to many conflicts
  47. Watchtower: A vantage point with sweeping views, often the place for solitary vigil or hidden observations
  48. Witch's Hut: Isolated and eerie, a place of magic and mistrust

Murder Weapon Examples

1d47  
  1. Ancient long-sword with runic inscriptions: A broad steel blade etched with glowing symbols, wielded in a powerful downward strike
  2. Barbed trident spear: With wicked barbs designed to inflict agonizing wounds, weaponized for close combat
  3. Blowgun with poisoned darts: Used to discharge small, lethal projectiles from a distance
  4. Blunted spear tip, bent and bloodstained: Detached from a larger shaft, repurposed as a stabbing implement
  5. Bone-handled sickle stained with rust: An agricultural blade sharpened to a deadly edge, used to slash a throat in a swift, covert attack
  6. Broken glass vial with dried residue: Shattered remnants of a dead man's potion, spilled near the victim's body
  7. Broken spear shaft sharpened at an angle: Modified piece used for stabbing in tight quarters
  8. Ceramic shard from broken chalice: Sharp fragment used unexpectedly to slash victim
  9. Ceremonial dagger with jeweled pommel: Ornate blade associated with dark rituals, found embedded in the victim
  10. Chainmail fragment with jagged edge: Broken piece wielded as an impromptu stabbing weapon
  11. Charred torch club: A thick wooden torch blackened by flame, wielded to deliver devastating blunt force
  12. Crossbow quarrel tipped with poison: A sleek bolt coated in deadly venom, silently fired into the victim's back
  13. Cursed bone charm imbued with necromantic magic: Used to curse or poison the victim indirectly
  14. Curved bone-handled throwing knife: Small and balanced, ideal for a quick fatal toss that pierces deep
  15. Enchanted crystal shard emitting eerie glow: A jagged fragment harnessing dangerous magic, plunged into the victim to disrupt their life force
  16. Heavy boulder wedged atop victim: Used in staged accident or intentional crushing death
  17. Heavy double-headed battle axe: A fearsome weapon with twin crescent blades and a shaft wrapped in bloodstained cloth, capable of devastating blows
  18. Heavy iron chain snapped and coiled: Used to strangle or bludgeon, marked with fresh blood and broken links
  19. Heavy iron studded gauntlet with blood smears: Used to punch or crush in close combat
  20. Heavy leather belt with large iron buckle: Used to throttle or bludgeon, found wrapped around the victim
  21. Heavy stone from a broken statue: Round and smooth, thrown or dropped to inflict fatal blows
  22. Heavy velvet-wrapped book used as a bludgeon: Tome struck with force, leaving bruises and broken bones beneath its weight
  23. Iron war-hammer with spikes: A brutal weapon featuring a heavy, spiked head perfect for crushing bone and armour through sheer force
  24. Iron-shod war mace with flanged head: A crushing weapon built to puncture and dent armour, swung with lethal intent
  25. Jagged obsidian dagger: A razor-sharp black blade with a serrated edge, its handle wrapped in worn leather - used to silently strike vital arteries
  26. Jewelled rapier with a poison-filled hollow tip: A slender, elegant blade concealing deadly toxins for precise strikes
  27. Knotted hemp rope, frayed and stained: Used for strangulation, tight around the victim's neck with telltale abrasions
  28. Mace with twisted flanges that pierce armor: A brutal weapon designed to crush and puncture simultaneously
  29. Magical firebomb (small vial of volatile oil): Thrown to ignite curtains or cause a deadly blaze
  30. Molten lead poured down chimney flue: Death caused by suffocation and burns from hot metal
  31. Poison-laced bread or fruit: Mundane item used to disguise lethal intent
  32. Poisoned quill pen dipped in venom: Used for covert stamping or stabbing, leaving damaging toxins on tiny wounds
  33. Ritual athame with obsidian blade: A ceremonial knife associated with cult sacrifices
  34. Rust-covered iron claw grappling hook: Repurposed as a brutal weapon to scratch and tear flesh
  35. Sharpened bone shard: Jagged prehistoric fragment used in a desperate, savage attack
  36. Shattered lantern glass, its frame twisted: Thrown or used in hand-to-hand combat to cause fatal injuries
  37. Shattered mirror splinter with sharp edges: Broken glass used as a slashing tool in panic or desperation
  38. Silvered dagger designed to pierce enchanted armour: Thin and lightweight, engraved with protective glyphs
  39. Silvered hunting spear: A gleaming, slender spear designed for penetrating both flesh and magical protections
  40. Slingshot with sharply jagged stones: Used to strike from a distance lethally
  41. Spiked wooden cudgel: Club embedded with nails or spikes, inflicting gruesome wounds
  42. Splintered wooden plank: A shard from a broken beam, wielded as a makeshift club to bash in the victim's head
  43. Throwing axe with blood on the haft: Small yet deadly, with a worn wooden handle and chipped blade
  44. Vial of shimmering alchemical poison: Contained in a delicate crystal bottle, dropped discreetly into a cup of wine to silently end life
  45. Warped and sharpened farming hoe: Agricultural tool repurposed as a deadly weapon in desperation
  46. Warped iron poker, scorched and misshapen: Found near a hearth, used in a violent fit of rage
  47. Wooden flail with iron ball: A farmer's tool transformed into a fearsome weapon, its spiked metal ball swung viciously to crush skulls
 

Clue Examples

You probably do not pick randomly from this table but select one or more entries matching the murder weapon / previous results. 1d49  
  1. Bent arrow lodged in nearby wood: Shows signs of recent use but not involved in the killing
  2. Bent iron key: May open a locked door or chest near the crime scene
  3. Blood-stained handkerchief: A finely embroidered cloth soaked with fresh blood, hinting at a struggle or injury
  4. Broken fence board or gate latch: Shows forced entry or escape path
  5. Broken quill pen: A shattered feather pen lying beside spilled ink, possibly used to write a secret note
  6. Broken spectacle lens: Possibly dropped by an old witness or scholar in shock
  7. Charcoal drawing on wall: A crude pictograph or message left as a clue or threat
  8. Chipped piece of pottery or glass: Belongs to a broken vessel possibly used as weapon or container
  9. Cracked gemstone pendant: Possibly stolen or dropped in panic at the scene
  10. Crumpled letter: A hastily discarded note with illegible but urgent writing
  11. Discarded gloves: Found near doorway, possibly left by suspect in haste
  12. Disturbed dust or soil: Uneven ground suggesting someone crouched or was dragged through the area
  13. Disturbed flower bed or garden patch: Suggests hidden objects or secret meetings
  14. Dried blood splatter pattern: Forensic clue for direction and nature of attack
  15. Drop of poison residue on cup rim: Faint traces detected by herbalists or alchemists
  16. Faint footprints leading to secret passage: Seems inconspicuous to untrained eye
  17. Faint magical aura: A barely perceptible shimmer in the air, evidence of recent spell-casting nearby
  18. Faint scent of rare herb or incense: A lingering aroma that might indicate poison or ritual use
  19. Footprints in soft earth: Partial boot prints leading to or from the scene, some unusually small or large
  20. Footprints of mythical creatures: Unusual tracks resembling hoof or claw marks that don't match any known animal
  21. Freshly dug earth or overturned soil: Sign of a hidden object or hastily concealed body part
  22. Hairpin with bloodstain: Ornate accessory dropped during sudden attack
  23. Half-burned candle: Flickering wax remnants still warm, indicating recent presence
  24. Hand-drawn map with marked locations: A guide to hidden places or intended routes
  25. Hidden compartment door slightly ajar: Suggests secret concealment or hurried escape
  26. Loose chain or broken shackle: Implies struggle or escape of a prisoner
  27. Loose coins spilled near victim: Possible bribe, theft distraction, or hasty payment
  28. Marks of bootlaces on soft ground: Helps identify type of footwear or social status
  29. Parchment with coded symbols: Confusing message or cipher related to investigation
  30. Recent footprints alongside animal tracks: Shows presence of a companion animal or familiar
  31. Rope fibres caught in the bushes: Signs of binding or strangulation nearby
  32. Ruined letter worn by rain or flame: Alters original message but hints at secret communication
  33. Scorch marks on fabric or parchment: Evidence of a magical or incendiary attack
  34. Scratch marks on victim's nails: Defensive wounds implying a fight with the assailant
  35. Scratched rune on wood or stone: A hastily carved symbol, potentially a warning or magical ward
  36. Smouldering incense stick: Used in rituals, possibly to mask scent or as a distraction
  37. Smudged fingerprints on a door handle: Partial prints hinting at who may have entered or fled
  38. Soot smudges on wall or floor: Scattered black marks from a recent fire or torched object
  39. Spilled ink on the floor: Suggests hurried note-taking or a sudden struggle
  40. Stray lock of hair: Golden or dark, found caught in the victim's grasp or on nearby branches
  41. Streak of blood on a door frame: Indicates victim or suspect moved through in haste
  42. Threads of expensive fabric caught on barbs: Indicates clothing torn during pursuit or fight
  43. Tobacco pipe with ashes: Still warm, belonging to a suspect who smokes illicit substances
  44. Torn letter seal fragment: Part of a noble's wax seal suggesting political intrigue
  45. Torn page from a forbidden book: Fragment containing arcane or secret knowledge, torn to hide evidence
  46. Torn sleeve fabric: Ragged cloth caught on a nail or thorn, suggesting a hurried escape or scuffle
  47. Unusual feathers scattered on ground: Possibly from a rare or magical bird passing through
  48. Upturned chair or furniture: Suggests a violent struggle took place in the room
  49. Whispered rumours or fearful notes found nearby: Indirect clues when documented

Red Herrings: Item Examples

1d51  
  1. Animal bone fragment: Found outdoors, unrelated to human harm
  2. Animal tracks: From a stray dog frequenting the area, unrelated to crime
  3. Black feather: From a pet raven, not a sign of dark magic
  4. Bloodstained glove: Actually belongs to a healer who treated victim after accident earlier
  5. Broken chain-mail link: Left behind by a guard on patrol, unrelated to struggle
  6. Broken lute string: From a bard performing nearby, not connected
  7. Broken magical amulet: Belongs to a bystander, no connection to the crime
  8. Broken quill pen: Fell during writing, not linked to secret documents
  9. Broken wax seal: Seal of a distant lord, no ties to local disputes
  10. Candle wax drippings: Form shapes mistaken for coded messages
  11. Charcoal sketch of victim: An artist's unrelated work found on floor
  12. Clay pipe with unusual tobacco: Hinting at a merchant, but unrelated to murder
  13. Colourful bent pin: Used by a court seamstress, no malicious purpose
  14. Crumpled map of forest paths: Found on victim but unrelated to murder
  15. Dagger sheath with distinctive engraving: Owned by unrelated mercenary
  16. Discarded glove: Once belonging to a noble, lost days prior in market
  17. Dried blood of unknown origin: Belonged to messenger with nose bleed, unrelated to murder
  18. Dried flower petals: Remnants from a wedding altar, not a clue
  19. Empty perfume bottle: Gift given earlier, no relevance to death
  20. Empty vial of poison: Actually harmless potion used for better sleep
  21. Faded family seal ring: Lost earlier during a gathering, creating false suspicion
  22. Fake note warning of plot: Planted to mislead investigators deliberately
  23. Folded cloak hidden in bushes: Left by a passerby to dry, no sinister intent
  24. Glowing crystal shard: Common light source, mistaken for magical residue
  25. Gold earring: Common style worn by many, no link to suspects
  26. Locket with no portrait: Gift for a servant, unrelated to victim
  27. Loose page from book on herbs: Left by scholar, unrelated to poisoning
  28. Mask discarded near scene: Used for a festival, not by the killer
  29. Mirror shard: Fell from decorative frame, unrelated to crime scene
  30. Odd-shaped stone talisman: A souvenir from a travelling fair unrelated to crime
  31. Oil lamp knocked over: Accidentally spilled, causing confusion about timing
  32. Old coin pouch: Lost during a robbery days earlier, creating false trail
  33. Personal diary with torn pages: Missing pages unrelated to investigation
  34. Ripped pouch with no contents: Left from a pickpocket unrelated to murder
  35. Rope remnants: Tied up provisions, not used for violence
  36. Rusted key: Lost by a blacksmith, not connected to secret chambers
  37. Rusty dagger: Common weapon found but unrelated to the murder
  38. Scrawled threatening note: Forged to mislead about suspect's intent
  39. Shattered glass vial: Contents long evaporated, no implication
  40. Smudged footprint: Caused by spilled water, not from suspect's boots
  41. Snapped arrow shaft: Part of routine training nearby, no signs of combat
  42. Snuffed candle: Used during nightly prayers, misleading about timing
  43. Soot smudges on wall: From a hearth fire, misread as signs of arson
  44. Stained handkerchief: Belonged to a drunken guest at the feast nearby
  45. Strange rune stone: A gaming token mistakenly seen as a magical symbol
  46. Torn banner piece: From local militia, no connection to victim
  47. Torn parchment scroll: Part of a discarded story, mistaken for important letter
  48. Torn piece of noble's cloak: Could imply presence but results from earlier unrelated event
  49. Torn sleeve fabric: Flung aside in a tavern brawl hours before murder
  50. Unfinished love letter: Might distract investigators with suspected romance motive
  51. Velvet pouch with herbs: Common medicinal mix with no poisonous intent
 

Red Herrings: Witness Testimony Examples

These are just some basic ideas, you may have to adjust them matching the case. 1d20  
  1. "I heard shouting and the sound of a fight coming from the upper chambers late at night."
  2. "A cloaked figure with green skin was sneaking around the east wing just before dawn."
  3. "There was a strange scent of burning herbs drifting through the hall right before the scream."
  4. "I saw a tall man in a hooded cloak vanish into the secret passage behind the bookcase."
  5. "Footsteps echoed rapidly down the corridor, but when I looked, no one was there."
  6. "A group of ragged strangers were seen arguing loudly near the stables well past curfew."
  7. "I swear I saw a pale woman with glowing eyes standing by the chapel ruins at midnight."
  8. "Someone was fiddling with the alchemist's vials just hours before the body was found."
  9. "A servant covered in dirt and blood raced past me towards the courtyard in the dead of night."
  10. "I overheard a heated dispute about a hidden treasure in the gallery before the disaster."
  11. "There was the faint sound of chanting coming from the forest glade near the village."
  12. "An armored knight rode through the village square, his horse rearing as if frightened."
  13. "I found strange footprints leading from the riverbank to the castle gate."
  14. "A thick fog rolled in suddenly, hiding what looked like shadowy figures moving silently."
  15. "The candle flames flickered wildly as if disturbed by a ghostly presence."
  16. "A merchant with a heavily bandaged hand was acting suspiciously near the market stalls."
  17. "A mysterious note sealed with a black wax crest was slipped under the lord's door."
  18. "I saw a shadow dart across the courtyard, but no one was visible when I turned."
  19. "The village blacksmith was seen arguing with the victim over a cursed blade days before."
  20. "A cloaked figure was spotted burying something near the old mill at dusk."
 

Example Murder Mysteries

 

The Frozen Feather

A despised tax collector is found on the quay at dawn, transfixed by a duck-shaped shard of ice that melted almost clean away.   Victim: Aldous Venn (human), Royal Tax Collector
Cause of death: Impaled by a (conjured) ice projectile and an ice pick
Means: Cold magic shaping and hurling a frozen missile, stabbed with ice pick
Opportunity: Harbour fog during lock rotation
Suspects:
  • Lysa Bramble (innkeeper) - over-taxed and furious
  • Master Quill (moneylender) - owed arrears
  • Quorix Puddlenote (duckfolk wizard) - seen casting frost spells
Perpetrator: Rafe Salter (clerk to Master Quill and ice-mage, cast the ice projectile) and Lysa Bramble (used the ice pick)
Motive: Rafe: Ledger fraud, Lysa: Revenge for the over-taxation
Clues: Rafe: Ferry chit timed to the fog, frost residue only at wound, bespoke boot-nail pattern, duplicate invoices, Lysa: over-taxation visible in the Tax Collector's books, ice pick from a decorated set in her inn
Red herrings: Market duck feathers at the crime scene, rumours of a "were-duck"
Plot twist: Two killers acting independently collide in the same night
Conflict/Tension: Harbourmaster and city watch wrangle over jurisdiction


Cover image: murder-mystery-article-header by Tillerz using MJ

Comments

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Aug 24, 2025 13:53

This is so amazing. Makes it incredible easy to make a one-shot in pretty much any setting. I so much love those generators you are making.

Enjoy Worldember 2025!
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Aug 24, 2025 14:19 by Colonel 101

It was the Duck, in the Duck Pond, using a Gnome....

Aug 24, 2025 22:53 by Dr Emily Vair-Turnbull

Really fun and useful resource!

Emy x
Explore Etrea | WorldEmber 2025
Aug 27, 2025 14:17 by Desdemona Rose

This is great. I went through it and have a mystery that's going to weave one hell of a twisty tale, which is what will make it fun. I love twisty stories.

Aug 27, 2025 21:34 by Tillerz

Great it worked for you. :D

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