Our seventh one page adventure (OPA) – download bite-sized inspiration for your RPG sessions!

Not all criminal dens are sleazy bars, roadside camps or underground hideouts – some run their dirty deeds from within a respectable business. This One Page Adventure tasks the players to investigate how the dry dock dodgers manage to smuggle tons of illegal goods into the city without even owning a boat. A short and simple investigation story containing traces of betrayal and woodworking. Enjoy!

Overview

  • Recommended RPG: Any RPG not taking place in modern times

  • Number of players: 2-4

  • Duration: short (1-3 hours)

  • Difficulty: moderate

The Story

The local law enforcement has charged you with finding conclusive evidence of the dry dock dodgers wrongdoings – to lock them away once and for all. They have pointed you towards a quaint dry dock and boatmaker’s workshop at the edge of the harbor.

In this one-page adventure, you and your party must find out how the dry dock dodgers have been smuggling goods in and out of the city for all these years. At first glance, their headquarters seems to hold only a perfectly legitimate business. Its time to snoop around and find out, if this nice workshop is really “Harboring Criminals”.

Hints, notes and ideas for this One-Page Adventure

  • The idea is to let the players thoroughly search the hideout only to find nothing. Once they come back during the night, the gang will have a trap ready for them.

  • For more stealthy gameplay the map of the hideout can be printed out to mark where each of the guards is patrolling through. We recommend moving each of them once per turn (1 room) while one is stationary.

  • Staging the betrayal is delicate, as most players are suspicious of most NPCs they meet. Hence, making the tied up man really pathetic works wonders.

Harboring Criminals OPA7