I created a Rolemaster One-shot set in Sanctuary Thieves' World. 3-4 players. 4 hour time limit.
Pre-generated characters are: lvl 5-6. Thief, Rogue, Barbarian, Assassin.
Adventure Introduction. You work for the crime-lord Jubal as one of his Hawkmasks - a motley band of sell-swords, thieves, and rogues. Jubal’s men are loyal, capable and ruthless. You are tasked with various underworld activities such as smuggling, spying, carrying out heists, crushing rival gangs, intimidating witnesses or punishing those who dare defy your master Jubal.
Scene One: Jubals's EstateJubal
"Hawkmasks! Listen well. Your quarry is a cutpurse named Athuval. He spills secrets like a leaky cask. I want him brought to me by midnight tonight. Be ready to leave in 10 minutes. Any questions?"Scene 2: The Golden Lion Inn Layout map of the inn will be available to the leader of the party. Players will get to plan a heist to capture the mark. They will need to cover all possible 7 exits!
>> 4 upstairs windows (one into the main street outside the inn and
>> 3 into the alleyway outside),
>> front door,
>> downstairs common room window and basement (tunnel into the sewers). [/li][/list]
That's a lot of exits but 4 of these could be watched by one character waiting in the alleyway outside. With a clever diversion the difficulty of the task increases which will allow the mark to evade capture and the party can give chase via rooftops or a chase through the street. Lookouts will tip off our march and a bribed urchin will have a horse waiting nearby if needed. I'll employ a body double aka urchin in hooded cloak if needed. Also could be someone else who is wanting to avoid Jubals Hawkmasks making for some quick decisions when two diff NPCS flee the common room downstairs
Scene 3: Pursuit through WestsideThis might be one foot through the streets and alleyways, by rooftop or on horseback depending on what the party have planned. If they were very thorough in cornering the mark inside the inn he will have no other option than to take the sewers via the basement. This does not appear on the map the players have and they are unlikely to think of it but if the do, i'll use a decoy of distraction to orchestrate an escape so that the adventure isnt over too soon.
Scene 3: The MazeThis is a lawless slum area of the city where muggings and murder is common. It has many twisting alleyways and if you are familiar with the layout you could easily lose any pursuers (or get cornered in a dead end alleyway if you dont). I have planned a few encounters to slow the pursuit that the players will need to deal with if they want to stay on the marks trail. Although the party leader has a map to The Maze they might be wise to secure an urchin guide because stopping to check the map is slower that using a guide who knows the place like the back of his hand.
Scene 4: The Sewers Below the MazeThe mark will flee into the sewers seeking the refuge of his employers lair. This is how the party will find the rival crime-lords secret base. Along the way they will find some dead Hawkmask allies who have been sent on a mission to find the crime-lord. The entrance to the crime-lords lair is hidden, trapped and guarded. Once the party must infiltrate the lair and gain entry (perhaps by force or guile).
Scene 5: The Beggar King's LairThis is the final encounter where the party are met with a rival crime-lord, a number of henchmen, the mark they they are chasing and a captive hawkmask who is being interrogated. This scene will begin as a roleplaying encounter and the BBG will make the players an offer to switch sides and join his organisation. He might also threaten to kill the captive if they dont lay down their weapons. The party have some high stakes goals here:
1) save the captive
2) take the mark alive
3) join/make a deal with the crime-lord
4) unmask the BBG
5) kill the BBG
6) flee with what intel they have and regroup for a bigger assault