Roll for suspicion

Murder mystery logic puzzles for tabletop roleplayers, solved with campfire testimony, footprints in the dust, torchlight and graph paper.

Four books, one adventuring party, one new rule per book. Each case is a dungeon on a five by five grid, what the party says around the campfire, and a body where it should not be. Bring a pencil.

AdventureDokuHow to play

Someone at the campfire is a murderer

AdventureDoku is a series of logic puzzle books for people who play tabletop roleplaying games. Each case is a dungeon on a five by five grid and an adventuring party spread out across it when somebody died. Everyone stands in a different row and a different column. The clues are what the party tells each other around the campfire afterwards, and whatever the dungeon gives away. Place every adventurer on the map, and the one who was alone with the victim did it.

The party stays the same from book to book, one adventure each, and every book adds one rule: movement, then torchlight, then a dungeon you map yourself. You need a pencil, not dice. The full reasoning for every solution is at the back of the book.

The Hireling in the crypt

A case from Book 1, Campfire Testimonies
12345ABCDE
  • Weapon rack A3
  • Sarcophagus B5
  • Campfire C3
  • Altar D1

Pick an adventurer to see where their word puts them.

The rules

  1. Everyone stands in a different row and a different column, the Hireling too.
  2. Someone at a thing on the map stands on its square.
  3. Everyone tells the truth, the killer included.
  4. The killer was alone in the room with the Hireling.

Found at dawn

At dawn the Hireling lies dead beside the sarcophagus.

Around the campfire

  • Fighter

    “I sat at the campfire, keeping watch.”
  • Rogue

    “I kept to a corner. Old habit.”
  • Wizard

    “I never set foot in the chapel.”
  • Cleric

    “I was praying in the chapel.”

Who killed the Hireling?

Four books, one party

The same four adventurers in every book, one adventure per book. Each book adds one rule to the one before.

  1. Book 1

    Campfire Testimonies

    The party's first adventure, and the rules every later book builds on. Each case is a dungeon on a five by five grid and a party spread out across it when somebody died. The clues are what everyone says around the campfire afterwards, and what the dungeon gives away. Place every adventurer, and whoever was alone with the victim did it. Start here.

    • 5 × 5 grid
    • testimony
    • alone with the victim

    Coming soon

  2. Book 2

    The Rogue Did It

    New rule: movement. A case now runs over rounds, and each round everyone moves one square or stays put. The Rogue can move two. The testimony gives you snapshots, you fit the routes in between, and the answer is a route drawn on the grid. Sometimes the fastest suspect is the one who could not have got there in time.

    • rounds
    • movement
    • routes

    Coming soon

  3. Book 3

    Torchlit Cases

    New rule: light. The dungeon is dark and every witness carries a torch, so they only saw what its light reached. What someone did not see tells you as much as what they did.

    • torchlight
    • line of sight
    • darkness

    Coming soon

  4. Book 4

    Grid & Dagger

    New rule: no map. The dungeon comes in pieces, as the party remembers it, and you draw it on graph paper before you can place anyone in it. Works solo, and at the table.

    • graph paper
    • mapping
    • no map

    Coming soon