From Breland Forth

Game Master therealthom

Eberron Wiki
World History

Haltwhistle environs


Eberron Wiki
World History

Action Points:

Acquisition of Action Points:
You gain 5+ 1/2 your level action points, rounding down, each time your character levels up. Left over action points from the previous level are lost.
Uses of Action Points:
1. Add a d6 roll to a d20 attack, skill check, ability check, level check, or saving throw.
2. Stabilize a dying PC. (Yourself, not another PC)
3. Hasten Infusion. (Artificer rule)
4. Activate Class feature. For 2 action points, you can make an additional use of an ability with uses per day, bardic music, rage, smite evil, stunning fist, channel, or wildshape.
Rules paraphrased from Baker, Slavicsek, Wyatt, Eberron Campaign Setting, Wizards of the Coast.

Thenji Cross:

Race

12/12 HP | AC 15, T 13, FF 12 | Init +4 | Per +6 | F:+0, R:+6, W:+1 (+2 v. sleep/charm)
Size

Height: 5'5" | Weight: 120lbs
About Thenji Cross

Real name: Vex the Changeling
Male changeling (Breland) rogue 2
CN Medium humanoid (shapechanger)
Init +4; Senses Perception +6
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (2d8+1)
Fort +0, Ref +6, Will +1; +2 racial bonus vs sleep and charm effects.
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) x 8 or
. . rapier +4 (1d6/18-20) or
. . unarmed strike +4 (1d3 nonlethal)
Special Attacks sneak attack +1d6
--------------------
Statistics
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Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Deceitful, Weapon Finesse
Traits ambush training, trustworthy
Languages Common, Protean
SQ intuition, minor change shape, rogue talent (finesse rogue), shape change (medium), shape change (small), trapfinding +1
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Skills
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Acrobatics +7 = [1 rank +3 Class Bonus +3 Dex]
Appraise +5 = [1 rank +3 Class Bonus +1 Int]
Bluff +11 = [2 ranks +3 Class Bonus +2 Cha +2 Intuition +2 Deceitful (+12 to fool others Trustworthy)]
Climb +0 = [0 ranks +0 Str]
Diplomacy +7 = [1 rank +3 Class Bonus +2 Cha + Trustworthy]
Disable Device +8 = [1 rank +3 Class Bonus +3 Dex +1 Trapfinding] (+6 w/o tools)
Disguise +9 = [2 ranks +3 Class Bonus +2 Cha +2 Deceitful]
Escape Artist +7 = [1 rank +3 Class Bonus +3 Dex]
Fly +3 = [+3 Dex]
Handle Animal / = [0 ranks]
Heal +1 = [+1 Wis]
Intimidate +8 = [1 rank +3 Class Bonus +2 Cha +2 Intuition]
Knowledge (dungeoneering) +5 = [1 rank +3 Class Bonus +1 Int]
Knowledge (local) +5 = [1 rank +3 Class Bonus +1 Int]
Linguistics / = [0 ranks]
Perception +6 = [2 ranks +3 Class Bonus +1 Wis]
Ride +3 = [+3 Dex]
Sense Motive +7 = [1 rank +3 Class Bonus +1 Wis +2 Intuition]
Spellcraft / = [0 ranks]
[Sleight of Hand +7 = [1 rank +3 Class Bonus +3 Dex] When using: Pocketed Scarf +11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects or Pickpocket Outfit +9 to hide small objects on your person
Stealth +8 = [2 ranks +3 Class Bonus +3 Dex]
Survival +1 = [+1 Wis]
Swim +4 = [1 rank +3 Class Bonus]
Use Magic Device / = [0 ranks]

Other Gear lamellar cuirass, dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, rapier, backpack, bandolier, bedroll, belt pouch, candle (10), candle lamp, canteen, mess kit, pickpocket's outfit, pocketed scarf, thieves' tools, wrist sheath (spring loaded), wrist sheath (spring loaded), 25 gp, 1 sp
--------------------
Tracked Resources
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Dagger - 8/8
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Special Abilities
--------------------
Ambush Training +1 to weapon damage in surprise rounds.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Intuition: Changelings are inherently skilled in deception and intimidation, and though they cannot actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy. Changelings gain a +2 racial bonus on Bluff, Intimidate, and Sense Motive checks.

Natural Linguist: A Changeling adds Linguistics to her class skill list.

Minor Change Shape (Su): A Changeling has the supernatural ability to alter her appearance as though using a disguise self or alter self spell that affects her bodies but not her possessions. This is not an illusory effect but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits as described for the spells. The changeling can use this at will and the alteration lasts until she chooses to change shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals their natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus to Disguise checks. Using this ability is a full-round action.

Shape Change (Medium): If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.

Shape Change (Small): If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Slippery Mind: Changelings have slippery minds and gain +2 racial bonus vs sleep and charm effects.

Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Trustworthy +1 on Bluff checks to fool someone.

Syrus:

Male human sorcerer 2
CN Medium humanoid (human)
Init +4; Senses Perception +3
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 17 (2d6+7)
Fort +1, Ref +3, Will +3
OFFENSE
Speed 30 ft.
Melee dagger +4 (1d4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Sorcerer Spell-Like Abilities
6/day-acidic ray
Sorcerer Spells Known (CL 2nd; concentration +6)
1st (5/day)-mage armor, magic missile
0 (at will)-detect magic, ghost sound (DC 13), light, message, read magic
Bloodline aberrant
STATISTICS
Str 10, Dex 16, Con 12, Int 11, Wis 10, Cha 17;
Base Atk +1; CMB +1; CMD 14
Feats Aberrant Tumor, Alertness, Eschew Materials, Weapon Finesse
Skills Intimidate +7, Knowledge (arcana) +4, Spellcraft +4
Languages Common
SQ bloodline arcana (+50% to duration of polymorph spells), tumor familiar (toad named Wart)
Traits Arcane Temper, Careful Combatant
Gear dagger, light crossbow with 20 bolts, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin
Funds 73 gp

Background:
As a Regol, Syrus was expected to carry on the family’s legacy of sages, in service of Cyre. Unfortunately for him, he had no talent for wizardry. He was an arcane scion - his magic flowed through his veins. It was wild, unpredictable, and ultimately, considered shameful by his father. For years he was left to his own devices, his father’s attention directed towards his more promising siblings. He was forced to deal with his burgeoning magical “talent” himself, harboring some futile hope that if he learned to control it, he could earn his father’s good graces. In the meantime, the Last War continued to rage on in the background.

As the war reached its climax years later, an opportunity presented itself. His sorcery having long become common knowledge, Syrus was conscripted by the Cyran military. He went willingly, happy that his magic was being acknowledged as an asset, and eager to finally prove his worth to his father. The next few months however, did not go quite as expected. Syrus was given only the most rudimentary of arcane training, being taught to turn his magical power into a crude weapon of war. Not even a year had passed before he was deemed ready to fight on the front lines, along with the few other mages that shared his predicament.
None of Syrus’ training had prepared him for his first day of battle. Several of his fellow sorcerers - some of whom he had become friends with - met their untimely ends. Syrus got away with just an arrow to his shoulder, but what little he had experienced was enough to startle him into a revelation. He already knew that Cyre was on the brink of collapse. But his conscription he realized, was nothing more than a futile gesture, a desperate attempt to hold the enemy off - he and his fellow novices were all cannon fodder. Above all of that was the suspicion that his father had let him go willingly, and that he expected him to die. In the dead of night Syrus deserted, after failing to convince his surviving friends to do the same.
Syrus’ timing could not be more impeccable. After days of running with no one in pursuit, he crossed the Brelish border with no real destination in mind. His escape from Cyre coincided with the Day of Mourning. From where he stood, he could see his homeland being ravaged by a horrific maelstrom of fire and magic, wiping out everything he had ever known. The city he was born in was destroyed, the battlefield he had deserted was obliterated, and his cruel bastard of a father, he had no doubt, was dead. His cowardice had saved his life. Wracked by a tremendous bout of laughter, Syrus walked away unscathed. But not, as he would later learn, untainted.
In time, Syrus came upon a band of Cyran refugees that, with some reluctance, he traveled with for a time. For a while he feared retribution for his desertion, but none ever came. Indeed, he soon realized that they were likely deserters themselves. Any sense of comfort this might have brought him was wiped away when he first met the group's leader, Dentor Shythe. The man's violent, unscrupulous demeanor reminded him of the war zone somehow. For as long as he could he hid his magical abilities, none of which he had used since the war ended. But as the change started to take a hold of him, it started to become more and more difficult to hide to the fact. Fearing that Shythe might have use of his abilities, he deserted his group in the dead of night once more, and ran for his life. This time, there was no catastrophe at his back.
He eventually found himself in the village of Haltwhistle, on the brink of starvation. By then, the treaty had long been signed - the war was over. Though he was once an enemy, after the utter devastation of his homeland, few were willing to turn away a Cyran refugee. One particularly "kind" soul even offered him a place to live. With nowhere else to go, no one to turn to, Syrus graciously obliged. Over the next year he spent most of his time in his small home, quickly gaining a reputation as a recluse. Most simply assumed that the war had taken its toll on him, and left him in peace. They were correct, but not just in the way they thought.
Though he had not been obliterated by the cataclysmic magical event, he had been close enough for it to change him. Its power resonated with his magical blood, mutating it into something bizarre, something alien. And slowly but surely, his body was changing along with it. Clumps of hair began to fall out, his limbs grew gangly, his back started to hunch ever so slightly, and strangest of all, a strange bump appeared on the back of his left shoulder. A bump that would move of its own volition. All of this might have been positively maddening to Syrus, if it were not for the fact that his mind was changing as well. His sanity remained intact, and so did his regrets. Convinced that his new shape was retribution for his cowardice, he has sworn to somehow use his power for good. Now, if only he could step out of his front door...

Familiar:

Wart
N Diminutive magical beast
Init +1; Senses Perception +5

DEFENSE
AC 16, touch 15, flat-footed 15 (+1 Dex, +1 natural, +4 size)
hp 8
Fort +0, Ref +3, Will +5
OFFENSE
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4;
Base Atk +1; CMB +1; CMD 14
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth
SQ improved evasion, share spells, empathic link

Haltwhistle, sketch 1:

Haltwhistle is a sleepy little town in the foothills of the Black Caps, about a day's ride south of Lake Galifar. Long slopes with a western exposure provide plenty of sun for wheat, vegetables and grapevines. The people pride themselves on their vinyards, although they are little known outside the region.

The nearest city of note is Xandrar, four or five days to the west. Xandrar is a bustling commercial town at the crossing of the Orien Trade Road and the Wynarn River between Lake Galifar and Silver Lake. It is the market that gathers in the produce of the region's towns and exchanges it for finished goods from the metropoles of Breland, Aundair, and even farther.

The war was not kind to Xandrar. An early Aundair invasion seized it. The conqueror's ruled with a light hand in those early, gentlemanly days of the war, and their troops were generally made to behave, but when Brelish forces retook the town, the fleeing Aundairians fired the wharves, docks, and warehouses. Despite strong demand for the produce of the region to feed Breland's troops, the city recovered slowly. Naval action on Lake Galifar closed the water-routes and only the trade road south was left to ship food out. It is only in the last two years since the peace was signed that Xandrar is truly rebuilding.

Xandrar is also the local seat of government. The regional councilhall is there, as are the local guild halls, as is the manor of the local lord, Bradford Winehorn. Winehorn is nearing seventy years old. His mind is still keen, although his hand shakes with palsy. Winehorn had a reputation as a lucky commander during the war, and as one who took care of his levies. Perhaps one led to the other. The people feel lucky to have him, "He's better than most of the nobility". It is much the same feeling that they have for the current monarch, King Boranel ir Wynarn.

A Local timeline of the war:

Prior to the war the country of Galifar spanned nearly the whole continent of Khorvaire. There were 5 kingdoms which historically were ruled by descendants of the first king's 5 children. Each country's ruler took a turn at ruling the whole country when the standing king died.

One hundred years ago the succession was disputed. It was the turn of Cyre's ruler to rise to head ruler, but Breland, Thrane, and Karrnath demurred. Aundair supported Cyre. That's how the war began.

To the north, Lake Galifar, Silver Lake and the river between them form a decent buffer between the Reaches and Breland. The two lakes are really the size of inland seas.

Early in the war Aundair forces invaded across the river from bases in what is now the Eldeen Reaches. After nearly seven years of occupation, Brelish forces liberated the area and re-established the border along the river. Cross-border raids continued for about 20 years and the lakes themselves became a battlefield because they could be used for amphibious assaults.

After the first invasion was driven back , the area remained fairly peacable. Late in the war deserters and bandits from the Black Cap moutains were a larger threat than raids from the Reaches.

As the war wore on, the primary battlefields of the war became focused on the central part of Khorvaire, hundreds of miles from Haltwhistle. Fighting became nastier as the 5 kingdoms' rulers each tried to take control for themselves. They betrayed allies and each betrayal spawned counter alliances and ever more animosity.

For the last twenty years of the war separatist movements in the pastoral and wild Eldeen Reaches, also helped prevent forces from more urban, cosmopolitan Aundair from fighting in the Haltwhistle area.

Then came the Day of Mourning. It's not clear what happened. Cyre, increasingly desperate because much of the fighting raged on its territory may have tried to unleash a magical super-weapon. Or perhaps an experiment went awry. Or some magical cataclysm not made by human hands. Cyre was utterly destroyed. A mysterious mist spread out to Cyre's borders and the land within perished. Cyre became the wasteland now called the Mournland.

The disaster was a cold shot of reality for the exhausted, warring kingdoms. The peace was signed soon after.

That was two years ago. Troops returned slowly from the war. The last ones got home barely a year ago.

Haltwhistle NPCs:

Lord Bradford Winehorn
Winehorn is nearing seventy years old. His mind is still keen, although his hand shakes with palsy. Winehorn had a reputation as a lucky commander during the war, and as one who took care of his levies. Perhaps one led to the other. The people feel lucky to have him, "He's better than most of the nobility". It is much the same feeling that they have for the current monarch, King Boranel ir Wynarn.

Amanda Wolfheart
Lydia's sister. Brown hair and eyes, slight, quick. Razorclaw shifter. Rides a pony.

Peter Roujon
As part of a large very successful farming, winemaking, and merchant family, he would be notable in any event. But this sixteenish year old gets around. Handsome and a good singer, he is very popular with girls in Haltwhistle and a number of surrounding towns and with some of their parents. He is not popular at all with many of the other girls' parents. The boy is a prankster. It is unproven but common local knowledge that he was behind the cow-switching incidents of last summer in which cows belonging to many different farmers ended up in other farmer's barns. (Sally Turner's cows were not displaced.) He is also one of Pensive Starfinder's 'lesser victims'.

Culpepper,
a retired veteran pensioner, owns a small plot & cottage on the northwest edge of town. He is a grand story teller who enhances his tales with the simplest sort of illusions. He is also an unfortunately poor singer.

Sally Turner
is the local dairy farmer. Her late husband was barely old enough for military service and was one of the unfortunate few conscripted away to serve in the regular army. He died within two weeks of reaching the front. She has two young daughters. She is friendly and knows all the gossip in town. Most people genuinely like her although that liking is usually tinged with pity.

Jerrik Butterfield
runs the local store. Most of his stock consists of goods imported from 'away'. He also acts as a broker for surplus crops from the local farms going for sale in the cities of Breland. Like Karl Roujon, Butterfield did not actively serve in the army, but was an important part of the logistical chain. Any human veteran who passes the time of day for a quarter hour or so before getting down to business with Jerrick receives a small discount.

Pensive Starfinder

Spoiler:
While we are at it let me introduce you to the most hated man in Haltwhistle, Pensive Starfinder. Even a brave decorated war hero can alienate people if he is unpleasant enough. Pensive is not a nice man. He is verbally abusive, a harsh instructor, a hard bargainer, and lawful to a fault. He has no local connections, indeed no known family. Somehow he was attached to Winehorn's forces during the war.

Another reason for his unpopularity is his job. As the local Militia Sergeant, he is responsible for maintaining the reserve force. (Anyone who has mustered out of the army is still subject to 5 years of recall to active duty.) In this roll he keeps track of local veterans, . Furthermore he organizes the Junior Reserve, a conscripted force of teenagers who suffer quarterly training weeks and occasional light duty with Wineford's forces. It also provides a vent for his considerable verbal ire.

He owns the best sword in town. As part of the Junior Reserve indoctrination he tells recruits the story of how he was personally presented with the sword by Wineford in honor of taking Bresdorf Hill.

With three months to go in his rotation, he has made it plain he'll be much happier back at Wineford's castle.

The reserves are unpopular because most people would rather forget the war. Militia sergeants in other towns are far more relaxed about their duties. Starfinder can't seem to let the war go, however.

His one redeeming feature is his solicitous concern for wounded, especially disabled, veterans. He does not count himself among this number despite the fact that he can barely raise a shield to shoulder level as a result of war injuries. Perhaps with good cause, because few in the village would beat him in a straight up fight.

Standard WatchList:

Lydia, Jamorin, Uthar, Aljohar