Hook
It is the 85th year of the 6th era, you meet in a dingy tavern by the Aerlynn Docks. As a seasoned criminal, some of the faces you see around you are familiar, but others are not. You have all been brought together partly through mutual friends, but mostly through mutual greed.
You have been tipped off that the Imardanian Navy will we making a large deposit into the Aerlynn Treasury in 2 week's time. The deposit being several ships worth of loot, stolen or liberated, depending on your point of view, during the war against the heathens in the Forellian Archipelago.
While the group at the table are all career criminals, this tip off represents a rare opportunity which could let you all retire to lives of luxury. However it it up to you to devise and execute a plan which will let you walk away with a large fortune.
Note on Character Background
As this is a one shot game with single objective rather, than the usual long campaign our other games take the form of, character background is less important. For this reason the ten minute background we normally use is not required, instead you can just write a couple of paragraphs roughly outlining your character's past.
General Character Creation Rules
System: 4e
Level 11
Stats: 25pt buy. (rather than 4e's default 22)
Race: Any published, refluffed as any in-universe racee
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Free level 10, 11, and 12 magic items. Free basic shit items within reason. 5000gp 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). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
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: Imardanian will be the campaign-specific language.
Hybrids: You will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. 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.