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Locked-room mystery · d20 rulebook

Edelweiss Lodge

  • 1–2 players
  • Difficulty 2 of 3
  • Not recommended under 12
  • Available in: Français, English, Español, Deutsch, Italiano

1932, 2,400 metres up, a storm cuts the cable car. In the morning, the banker is dead in his locked room. Seven suspects, one passing detective: you.

The rulebook at a glance

  • d20 + attribute
  • 4 attributes
  • The little grey cells
Read the rules

Choose an adventure

  • One-shot

    Death in Room 7

    1 session · deduction, locked room, the 1930s

    Cost: 1 Die for the whole table

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By the Icotale team

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll 1d20 and add the attribute's modifier: 11 or more succeeds, 14 against a suspect on their guard, 17 to see through a perfect lie.
  2. A natural 20 delivers a detail nobody had noticed; a natural 1 makes the detective say something silly that the whole lounge will remember.

Initiative : 1d20 + Observation modifier

Attributes

Observation OBS
Spotting the ash on a sleeve, the stopped watch, the track in the snow.
Psychology PSY
Reading a lie, a sorrow, a fear.
Knowledge KNO
Poisons, train timetables, heraldry, parlour chemistry.
Poise POI
Questioning, bluffing, keeping the whole lounge on the edge of their seats.

Special rules

The little grey cells
Once per session, the detective can ask for ten minutes of silence: they link three clues already found and the Storyteller confirms or denies the link, without saying anything more. That's the only help: the deductions come from the player.
Alibis
Each suspect has an alibi noted by the Storyteller. An alibi confronted with a clue that contradicts it starts to crack: the suspect lies once, then admits part of the truth (not necessarily the murder). You don't force anyone: you corner them.
The revelation
The case ends in the lounge, with all the suspects gathered: the detective names the culprit and the motive. Right, and the culprit breaks down; wrong, and the real culprit breathes again — and the detective gets a second chance, at the cost of everyone bursting out laughing.

Character creation

Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3

Origins

Private detective
Paid by the hour, sceptical by trade; +1 to Observation.
Retired police officer
Thirty years on the force, a moustache and methods; +1 to Psychology.
Gifted amateur
Novelist, doctor or curious widow, always in the right place at the wrong time; +1 to Knowledge.

Vocations

The methodical one
Notebook, timeline, plans drawn to scale.
The intuitive one
A hunch first, then the proof.
The socialite
Gets people talking over dinner better than in an interrogation.
The scientist
Magnifying glass, little bottles, and the chemistry of poisons.

Derived values

Hit points
8 + Poise modifier
Defense
10 + Observation modifier
Initiative
1d20 + Observation modifier

Starting equipment

  • A black-covered notebook
  • A magnifying glass
  • A forgotten hotel master key

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • sexual violence
  • description of the body