Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Author

Richard Woolcock

System
Tricube Tales <

The quaint town of Maidenstead is usually a quiet and peaceful place, but in recent weeks it’s been Background
plagued by a series of bizarre mysteries. Victims and witnesses have been left baffled and bemused, Figu Design
and even the local police officers appear to have no idea what is really going on. Story Symbols
From vanishing criminals and impossible thefts to psychic predictions and ghostly sightings—many Delapouite, Lorc, Skoll
Game-icons.net <
believe these perplexing cases are proof of the supernatural. Yet there is always a scientific explanation
to be found by those who dig deep enough to discover the truth and unmask the perpetrators. Illustrations
Publisher’s Choice Quality
You are a group of amateur sleuths with a reputation for solving impossible mysteries. In desperation, Stock Art © Rick Hershey /
the police have turned to you, seeking your help in getting to the bottom of their latest case. Fat Goblin Games <

Character Creation Resolving Challenges Taking on the Case


Each player creates a character as follows: If a player attempts something risky, they roll 1-3 Roll on the following tables to generate the latest
1. Choose a trait: Alert (used to search crime scenes, six-sided dice and must equal or beat a difficulty adventure (see the next page for examples):
find evidence, read body language, etc), brainy (covers of 4-6 on at least one die. Succeed on multiple dice The sleuths investigate...
deductive reasoning, knowledge, research, and general for an exceptional success (narrate an additional A A locked-room crime D A freak accident
intellect), or charming (used for persuasion, bluffing, benefit). Rolling “1” on all dice is a critical failure B A vanishing person E An impossible escape
networking, and gathering information from people). (introduce a complication to the scene). C An unexplained theft F A bizarre sighting
2. Select a concept: Amateur detective, journalist, The GM can pick a trait and difficulty for each Which leads them to...
mystery writer, paranormal investigator, creative challenge. Most are difficulty 5, but a particularly A A run-down hotel D A creepy film studio
consultant, stage magician, or priest. easy or hard task might be difficulty 4 or 6. B A spooky old house E A forlorn churchyard
3. Pick a perk: Lateral thinker, logical deduction, Players usually roll 2 dice, but roll 3 dice if the C An eerie museum F A dilapidated hospital
attention to detail, keen observer, local celebrity, challenge matches their trait. There’s no trait for But they must also deal with...
extensive education, or exceptional memory. physical tasks—always roll 2 dice for those. But if A A medium or psychic D Legal challenges
4. Choose a quirk: Arrogant, busybody, youthful, the challenge falls completely outside the scope of B Rival investigators E Family matters
clumsy, patronizing, eccentric hobby (describe it), their concept, the player also loses 1 die. C Unwanted publicity F A shocking revelation
or addiction (specify substance or activity).
5. Grab 3 karma tokens and 3 resolve tokens.
6. Make up a name and introduce yourself to the Karma and Resolve Running the Game
band (e.g., “I’m Father Duncan, an alert priest who Each player has 3 karma and 3 resolve. Spend 1 The GM should describe the opening scene, react
is a keen observer with an addiction to coffee”). karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in

Who, Why, or How? 1 karma if you increase the difficulty by 1 before


rolling, narrating how your quirk hinders you.
return for complications based on their quirks!
The players should make all the rolls, narrate
This scenario might focus on who has committed If you use a quirk and succeed at the challenge, the outcome of their actions, and drive the story
a crime, why they did it, or how they managed to you may recover 1 resolve instead of 1 karma. forward whenever possible. They can also spend
pull it off. Decide as a group what angle the story For dangerous actions (such as combat), failure 1 karma to influence the story or discover a clue
should take, and consider the sleuths’ objectives costs 1 resolve (or 2 on a critical failure). If a PC through their perk, at the GM’s discretion.
and motivations for solving the mystery. runs out of resolve, they are eliminated from the Physical challenges should be rare; the focus of
If you’re struggling to come up with adventure scene—but death is primarily a narrative conceit, the story should be on interacting with witnesses,
ideas, try borrowing from novels and TV shows! and the PC usually returns later at full resolve. discovering clues, and solving the mystery.
Mysteries Locations Complications
Described here are examples of mysteries for the Described here are examples of locations for the Described here are example complications for the
adventure generator (first table): adventure generator (second table): adventure generator (third table):

1. No Way Out 1. Labyrinth Hotel 1. Con Artist


Someone is found dead in a secure room that was There are rumors that the original owner of this A notorious medium claims that she has received
locked from the inside. All the evidence suggests hotel built secret passages into the walls to spy on a message from the “other side” and says it relates
murder, but how did the killer leave the room? guests—and occasionally even abduct them! to the case. Her antics attract considerable media

2. Gone in the Night 2. Haunted House


attention, even though she’s a known fraud.

A tourist stayed overnight in a reputedly haunted This old house was boarded up decades ago. But 2. Teenage Troublemakers
room. The next morning they’d vanished without recently, several locals have claimed to have seen A group of meddling kids drives into town, along
a trace, leaving behind all their belongings. flickering lights and silhouettes in the windows. with their pet dog. The youngsters plan to solve

3. Magical Crimes 3. Rites in the Museum


the mystery and unmask the villain themselves.

A priceless grimoire is stolen from an exhibition, This museum was once the site of a black magic 3. Snooping Stalkers
despite extreme security measures. It is rumored ritual, and there have been rumors of paranormal The case draws the attention of the local tabloids,
to be the spellbook of an infamous occultist, who activity ever since. Staff and even security guards and a pack of nosy journalists starts following the
swore she would one day return from the grave. refuse to remain in the building overnight. characters around town.

4. Grave Tidings 4. Cursed Film Set 4. Troublesome Lawsuit


A series of tragic “accidents” are being blamed on A small video production company is shooting a Someone tries to block the case, using the law to
a poltergeist. But this vengeful spirit seems to be horror movie, but strange events keep occurring stop the investigation. Have the characters made
driven by a far more earthly motive. on the set—and those props look very realistic. an enemy, or are they just getting too close?

5. Vanishing Act 5. Churchard Shadows 5. Getting Personal


A masked fugitive fled from police into a building Locals have seen a shadowy figure wandering the A relative of one of the characters turns out to be
and vanished. All possible exits were covered, but churchyard at night. They suspect it’s a ghost, but connected to the case in some way, knowingly or
the man never left—nor was he found inside. it’s probably just a prankster or a dog walker. unknowingly. This case is getting personal!

6. Two Places at Once 6. Maidenstead Sanatorium 6. Designated Decoy


Reliable witnesses claim they saw a man commit This psychiatric hospital was closed down several The true culprit turns out to be someone far less
a crime, but the accused has the perfect alibi—he years ago. Visitors claimed they heard moans and obvious than the initial suspect. Perhaps the real
was being interviewed by police at the time! banging sounds, and one saw a ghostly figure. villain has even left a false trail?

Adding a Twist to the Story


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
A B might indicate research or investigation, a book, a library, or knowledge, while rolling C A could symbolize police, imprisonment, surrender, a captive, or
a literal pair of handcuffs, and F B might represent a driver, a vehicle, a journey, navigation, direction, steering, or control.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

You might also like