GM tools · d100 · Noir investigation

One Hundred Questions the City Doesn't Want Answered

Crimes, cover-ups, witnesses who lie—every entry is a scene investigators walk into tonight, with threads that come back.

Investigation fuel

100 Mystery Encounters is not a combat table. It's discovery: documents that don't match, bodies moved before dawn, registries with gaps that have names if you know whom to bribe.

Seven elements: discovery, sensory detail, NPC, first lead, lore, three-rumor set, recurrence thread.

System-agnostic—works with 5e, Pathfinder, OSR, Blades—anything where cities have paper trails and liars.

What's inside

0

Scenes

0

Districts

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Clues each

Tips

GM boxes

What's inside

GM advice woven through: three-clue thinking, witness fragility, documents as weapons, chaining without pre-writing a novel.

What this isn't: a setting bible you must adopt, or a monster manual. Drop-in fiction that respects your homebrew names.

For GMs who…

  • Urban campaigns that need mysteries beyond “kill the thing in the basement”
  • Grab-and-go investigation with recurring threads
  • Moral ambiguity and NPCs who trade in secrets

Features

  • d100 investigation scenes, seven structured elements each
  • Ten districts with distinct corruption flavors
  • System-agnostic; no required stat blocks
  • GM advice for chaining and dead ends

Noir at speed

Enough detail to play cold, not enough to bury you mid-session. The seven fields are skimmable headers for when the timer is running.

Paper trails are weapons; this table hands you the serial numbers.

Closing

100 Mystery Encounters for Dark Fantasy Cities

Pull one thread. Listen for what the city tries to cover with noise.