The Art of the Locked Room Mystery in D&D
Behind the Die by Charlie Stayton
Few storytelling challenges are as deliciously perplexing as the locked-room mystery. The setup is deceptively simple: someone has been murdered (or a crime committed) in a location that seems impossible to enter or leave. All suspects are present, and the adventurers must unravel the truth before time runs out.
This trope, famously used by Agatha Christie and her contemporaries, adapts beautifully to tabletop roleplaying games—if you know how to keep it fair, engaging, and fun. I learned a lot about this when designing my adventure Murder at Marrowind Manor, Coming soon! and today I’ll share how you can run mysteries like this at your own table.
Why Locked-Room Mysteries Work in D&D
Unlike sprawling questlines, locked-room scenarios provide a contained stage: the manor, the ship, the temple, the tavern. This limited scope focuses player attention and amplifies tension. The storm outside or the cursed lock on the doors means the suspects cannot leave, and neither can the adventurers.
What results is a pressure cooker of roleplay, where every conversation matters, every movement is suspicious, and every clue can change the party’s theory. Done right, it’s a refreshing break from combat-heavy sessions and an opportunity for your players to flex their deductive muscles.
Design Challenge #1: Avoiding Railroading
The biggest trap in running mysteries is designing only one solution. Players are creative—if you expect them to follow a single breadcrumb trail, they’ll miss it and grow frustrated.
Tip: Think of clues as evidence clusters, not single points. Instead of “the players must find the bloody glove under the bed,” try “there are three ways to confirm the butler’s involvement: the bloody glove, the torn cufflink, or his shaky testimony.” Multiple paths to the truth give your players freedom to explore without you forcing their hand.
Design Challenge #2: Balancing Clues vs. Red Herrings
Red herrings are part of the fun, but too many can sour the mystery. Imagine sifting through ten false leads and finding no payoff—players will feel like the DM is working against them.
Rule of Thumb: For every 2-3 genuine clues, allow 1 false lead. The trick is to make the red herrings believable, not absurd. A nervous servant may look guilty but actually be hiding a personal secret unrelated to the crime. These moments create depth, not dead ends.
Design Challenge #3: Pacing the Investigation
Mysteries thrive on momentum. Too slow, and the players get restless; too fast, and they’ll miss the satisfaction of discovery.
Practical pacing tips:
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Break the night into “phases.” For example: Storm Rises (first interviews), Midnight Hour (a second crime), Dawn’s Verdict (final confrontation).
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Reward initiative. If players get stuck, let NPCs reveal information through nervous slips, environmental details, or secondary events.
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Escalate tension. A sudden blackout, another scream in the night, or a rival suspect pointing fingers keeps players on edge.
Giving Players Agency in a Confined Setting
The setting may be confined, but agency should be wide open. Encourage players to:
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Set the agenda. Let them decide who to interview first or what rooms to search.
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Shape the narrative. If they present a strong theory backed by partial evidence, reward their creativity by letting it influence NPC behavior—even if it’s not the whole truth.
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Resolve in their way. The final reveal doesn’t need to be a courtroom drama. Maybe it’s a dramatic duel, a tearful confession, or a ritual to expose the guilty.
The trick is that the locked room is the stage, not the cage.
Free Resource: Clue-Handout Template
Here’s a simple framework you can adapt for your own mysteries. Print on cards or slips of paper to hand out as players uncover them.
Clue Card Template
Where Found: [Location or NPC]
Description: [What the players see/know immediately]
Hidden Detail: [Extra information revealed with a skill check or creative approach]
Notes: [How this clue connects to suspects or theories]
Example:
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Title: Torn Cufflink
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Where Found: Lord Arbray’s Study
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Description: A single gold cufflink lies near the desk, its edge stained with ink.
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Hidden Detail: A successful DC 15 Investigation check reveals it matches the butler’s set.
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Notes: Places the butler near the study during the murder window.
Closing Thoughts
Locked-room mysteries offer some of the most memorable roleplay sessions in D&D. They demand thought, roleplay, and creativity, both from the DM and the players. But when handled with care—avoiding railroading, balancing clues and red herrings, and keeping pacing tight—they deliver an experience that feels unlike anything else in the game.
If you want to see this in action, check out my adventure Murder at Marrowind Manor, Coming soon! where the stormy night, a locked study, and a nobleman’s murder await.
And remember: sometimes the greatest treasure in a dungeon isn’t gold, but the truth.



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