ICOTALEOfficial
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
Choose an adventure
- One-shot
Death in Room 7
1 session · deduction, locked room, the 1930s
Cost: 1 Die for the whole table
Create a table
0 tables finished it
No reviews yet
By the Icotale team
The world
- PlaceThe Edelweiss ChaletA mountain hotel at 2,400 metres: twelve rooms, a large lounge with a fireplace, a wine cellar and a cable car that doesn't run during storms.
- PlaceRoom 7The finest room, the one belonging to the banker Oskar Lindqvist: locked from the inside, its window blocked by snow.
- PlaceThe fireside loungeLeather armchairs, a bar, a gramophone, and the big window looking out on the storm. This is where everything will be said.
- PlaceThe cellar and the kitchensThe staff's domain: a dumbwaiter, a back door, and tracks in the snow that get wiped away quickly.
- CharacterOskar LindqvistA Swedish banker, sixty years old, steadily hated by every single guest. Found dead this morning.
- CharacterThe Edelweiss SevenHis young wife Hélène; his business partner Vidal; Doctor Baumann; the singer Lou Carrel; the mountain guide Anselme; the housekeeper Mrs Furrer; the young waiter Tomas.
The rulebook
Resolving actions
- 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.
- 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