You've been relaxing for days now since your last task, until the familiar rapping on the door is heard. It's Carter, so that means work. He hands you a missive, sealed and stamped with the Captain's seal. He gives you a nod, and takes his leave, likely bringing identical missives to the rest of your group.
As you open the letter, you notice the signature beautiful calligraphy of the Captain, and begin to read...
Code: Select all
Classified Report -- Oddities in Wolfrun
Situation
For the past several weeks there have been reports of outsiders moving into Wolfrun, transporting cargo of some form. The Baron, Hasten Aerden, has become reclusive and refuses to talk to our knights in the area, and we have received orders in his name (from the hands of these outsiders) that the Order is to scale back their presence here, and be out entirely by the end of the month.
From what our knights report, the outsiders appear to be staying permanently, and are slowly replacing our knights as well as the Baron's old sworn men as the military and guard presence in the area. They regularly move in and out of the Baron's tower, which is kept locked and no others are admitted except these newcomers.
Task
Investigate the goings-on of the Baron discretely. We suspect he is working with a smuggling ring, and that these newcomers are smugglers or bandits of some sort. If they are allowed to have a safe haven in Wolfrun, then the Iron Eye Cove will be at risk, as well as the entire western portion of Andor.
There are rumors from Iron Eye Cove that similar odd men have been seen around there as well, so you should begin your search there. It would also be prudent to check the Cape, shading dealings always tend to find there way there.
Report your findings within a month, and we will decide on the best course of action from there.
Good luck.
Signed,
Ser Percival Melchett,
Captain of the Military District,
Order of the Cherry Blossom
You are a member of the Order of the Cherry Blossom, a large and influential group of independent knights based out of Fort Sakura, on the Andorian Peninsula. No ordinary knight, you are a member of the Special Task Force - an elite group hand-picked by Captain Percival Melchett to oversee missions of particular risk and interest to the Order.
Every member of the Special Task Force holds the rank of Sergeant, a middling rank that is above all standard knights, thus giving you authority over virtually all colleagues you may meet on your missions. This allows you to recruit help as needed if a situation calls for it, as well as gather information more effectively - knights should always answer to their superiors when questioned.
You've been a member of the Special Task Force for at least one mission prior to this one, so for at least a month or so, but would have been a member of the Order for longer (likely at least five or so years). You can be a member for any amount of time longer than that, though, so long as you are young enough to still be in your prime and an elite among the ranks.
The vast majority of knights in the Order are from the Andorian peninsula, which is primarily human in makeup. Most of the dwarves that once ruled the area are now holed up in Baerin in the mountains to the north, and very few leave their own kind. Very few elves have made it this far south, and most that have are fairly poor, though that does not mean there aren't a few amongst the Order's ranks. Orcs exist, but most in the city are of the wealthy sort, entrepreneurs who gambled and won with their decision to move their business to Fort Sakura. All of this means that you are very likely a human from the peninsula itself, but feel free to be something else if you have a good enough concept (which also makes sense, and isn't just shoehorning an idea).
Character Creation Rules
System: 4e
Level 7
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.). Half-races are generally infertile, so you can't get down into quarters of a race.
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed and encouraged.
Background: +2 to a skill or add a language.
Equipment: One free level 6, 7, and 8 magic items. Free basic shit items within reason (ask if you are unsure). 1800gp to spend on other magic items or to have on your person.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). In addition, every class starts with at least 4 trained (before accounting for race/theme/feats/etc.) regardless of what the builder says, and any that would otherwise have fewer gets more to make 4 as a base number.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Every character should know Andorian as the default language for this setting (as opposed to common), and should they gain additional languages (from race, theme, feat, etc.) then simply choose additional ones from the list of custom languages provided below.
Hybrids: In any game I run, you will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. I feel like this helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.
- Languages
- [SHOW]