The Two Deaths of Lord Vale
Reconcile two bodies, two households, and one dead noble.
Locked rooms, altered manifests, five confessions to one death. The culprit is decided before the first scene, and the evidence is there to be found.
An account is required to play. A card is not.
Most tabletop mysteries fail the same way: the solution drifts to wherever the players happen to look, or arrives as a twist nobody could have seen coming. These are written as fair-play investigations. The killer, the method, and the clues that expose them are fixed before anyone rolls a die.
The AI Dungeon Master holds that solution and plays the suspects around it. Question them, search the scene, compare the testimony, and name the culprit from evidence. The 5e rules handle the checks and the fights the investigation stirs up.
Fair-play investigations, locked rooms, conflicting testimony, and culprits who can be identified from evidence rather than a last-minute twist.
Reconcile two bodies, two households, and one dead noble.
Identify a faceless victim seated at an impossible table.
Solve tomorrow’s murder while every clue changes the prophecy.
Unmask a barge-bound killer before the flood recedes.
Untangle five honest confessions to one impossible death.
Reconcile two bodies, two households, and one dead noble.
Identical bodies of the same noble are found miles apart at the same hour, and both households insist their Lord Vale was the real one.
Identify a faceless victim seated at an impossible table.
A body appears during a crowded royal banquet, but the hall has only six tables and every guest remembers the victim wearing a different face.
Solve tomorrow’s murder while every clue changes the prophecy.
A celebrated oracle hires the party to solve her own murder one day before it occurs, but the prophecy changes after every suspect they question.
Unmask a barge-bound killer before the flood recedes.
A wealthy passenger dies inside a locked cabin aboard a river barge isolated by floodwater, and someone has altered every name on the passenger manifest.
Untangle five honest confessions to one impossible death.
Five suspects truthfully confess to using five different murder methods, yet none of their actions should have been fatal on its own.
Murder Most Foul is $4.99, bought once and kept. An account is required, and campaign packs need a plan with unlimited turns. Legendary members get a pack credit every month.
This one is in the standard library that comes with every account.
Moody noir mystery for a solo player.
Moody noir mystery for a solo player.
You are the sole surviving member of a noble house destroyed in a single night. You have one clue, one coin, and one name.
A boisterous dwarf scholar-explorer who treats every dungeon as an unread chapter and every party as the heroes of a chronicle still being written. Equal parts archaeologist, bard, and theatrical expedition leader.
Every campaign here comes with the Dungeon Master included. Thrain narrates the scenes, voices the characters, and keeps the dice honest, so nobody at your table has to run the game.
The practical details before you begin.
Make an investigator and open your first case. No card, no download, no prep.
Create a free account60 free DM turns. No card required.