The Locked Reading Room
During the annual book fair at a village library, a rare-book appraiser is found dead in the locked reading room. The only key hung on the librarian's ring all afternoon. Four people had reason to be near it. Work out how the room was entered, and who did it.
Needs Games in Chat added once: how to add it.
Thornby Village Library, during its annual book fair. Mr. Leopold Finch, a rare-book appraiser hired to value a donated collection, was found slumped at the table in the locked reading room at four o'clock, dead from a blow to the head. The room has one door, and its only key hung on the librarian's ring all afternoon. The constable is stuck at a flooded crossing and won't arrive until evening. You are a visitor at the fair, and the organisers have asked you to look into it. Four people were close by: the librarian Miss Dorothea Pym, the fair's volunteer treasurer Gerald Marsh, the bookseller Ivy Larkin, and the donor's nephew Hugo Bell.
Your goal: Find out who killed Leopold Finch and accuse them with the evidence that proves it (at least two key clues). Two wrong accusations and the culprit slips away.
Round, hearty and a little too quick to smile, with a cash tin never far from his hand.
Neat, anxious and pale, twisting a handkerchief.
Brisk and sharp-eyed, with ink on her fingers and a stall that smells of leather.
Young, rumpled and nervous, picking at a loose thread on his sleeve.
Question each suspect about what they saw. Search every room: some clues need a second look.
Some answers only come when you show a person what you found.
Name the culprit and the clues that prove it. Two wrong accusations and they get away.
A storm has cut off a small island guesthouse, and its owner is dead from poisoned cocoa. Four people were under his roof. The ferry comes at dawn. Find out who did it, and prove it.
The lights have gone out across the city, and in the dark the Aurora Hotel's star singer has lost her sapphire necklace. The night porter lies dazed in the lift, and everyone says a sneak thief must have slipped in from the street. Someone inside wants you to believe that. Find the thief and prove it.
The Carrow Point light went dark three nights ago and its keeper vanished. Go down into the flooded smugglers' cellar beneath it, find the lamp's crystal heart, and light the beacon before the storm fleet reaches the rocks.
The Vessel Square clocktower has sealed its doors, and its brass automatons have woken. When the great bell strikes midnight, the gears will grind the tower shut for good. Climb through the turning labyrinth, recover the Mainspring Key and set it in the bell's escapement to stop the clock.
Research station Kestrel-9 hangs in orbit above a banded gas giant, silent for eleven days. Your shuttle is crippled and the station is your only hope. Fight past rogue drones, cross a vented section, find the beacon core, and relight the distress beacon.