This last week, I ran my first murder mystery adventure for my weekly Dungeons & Dragons group. I have designed many adventures, written a handful of mystery stories, and critiqued many mystery book, but I had never quite combined those into writing a mystery adventure.
When I started planning for the session, I didn’t intend to write a mystery. The adventure idea started with the party traveling to Elturel, a city where a magical orb shines brightly above the city and wards away undead. The party had other business on the main storyline, but I wanted a side quest in town related to this magical orb. The direct effect of the orb was obvious (no zombie hordes), but in a real world, it would have other, surprising effects as well. What is an unintentional consequence of the magical orb that could seed an interesting adventure?
Amongst the ideas I worked through, the Cleric spell “Speak with Dead” wouldn’t work if spirits were also affected by the orb. Typically, player use “Speak with Dead” to discover how someone died, and city guards would do something similar. Without “Speak with Dead” available, Elturel guards might know that it was harder than usual to track down serial killers. Therefore, I had a guard become a serial killer.
For the guard’s motivation, refugees were trickling into Elturel from the surrounding area to escape raiders, who were the main focus of the players. Elturel locals might not like the influx of foreigners. A xenophobic guard begins murdering refugees to scare them away.
I had my core mystery done and worked out the adventure from there. During the session, my players enjoyed the game and successfully solved the mystery. However, I learned several things from the experience. Continue reading Running a D&D Murder Mystery