Children of Westcrown

Table of Contents

Intro: Bringing the extras to life

Chapter 1: Filling the ranks

Chapter 2: Using the statblocks

  • Amaya, aspiring bard
  • Ermolos, aspiring fighter
  • Fiosa, aspiring cleric
  • Gorvio, aspiring sorcerer
  • Larko, aspiring ranger
  • Mathalen, aspiring monk
  • Rizzardo, aspiring barbarian
  • Sclavo, aspiring paladin
  • Jingh, bonded mount
  • Tarvi, aspiring wizard
  • Vitti, aspiring druid
  • Leatherhead, alligator companion
  • Yakopulio, aspiring rogue
  • Janiven, second-in-command
  • Arael, leader of the rebels

OGL and Community Use Policy

Children of Westcrown

Bringing the extras to life

Written by Blake “Nethys” Davis

I’ve never been good at writing introductions so I’ll keep this one brief. The outline for “The Bastards of Erebus” included an interesting spread on the other “Children of Westcrown”, hinting that they could grow and gain more power as the journey progressed. Regrettably, they are hardly mentioned outside of that first adventure and seem to be left deeply in the background for individual DMs to occasionally pull ideas from.

Well, I wanted something more than that. I liked the idea of a second group of people growing in power and abilities in the background. I also liked the idea that they grew at different rates, based on how the PCs interacted with them or even helped to train them. As a last idea, I wanted the PCs to get more attached with them and be encouraged to bring them along as ‘backup’ on their treks throughout the city. Not to directly help with them, that’s what a cohortis for, but to hang back and provide a fallback point or ‘unseen’ assistance.

In any event, the rules that follow will explain how to use these mechanics in your Council of Thieves game. I don’t often write entire documents on new game rules, so hopefully these aren’t too confusing. This document will have two main parts to it. The first one will outline the progression of the NPCs, how the Boons will work, and how to go about even determining what Rank each NPC should be. The second part is the longest and will give all the stat blocks you should need for every NPC, along with full details on their boons and possible progressions as Cohorts.

Table 1 - NPC Progression (N = NPC Class Level, P = PC Class Level)

Average Party Level / Rank 1 / Rank 2 / Rank 3 / Janiven/Arael
1st / P1 / N1 / N1 / P3
2nd / P1 / N1 / N1 / P3
3rd / P1 / N1 / N1 / P3
4th / P2 / N1/P1 / N2 / P4
5th / P2 / N1/P1 / N2 / P4
6th / P3 / N1/P1 / N2 / P5
7th / P3 / N1/P2 / N2/P1 / P5
8th / P4 / N1/P2 / N2/P1 / P6
9th / P4 / N1/P2 / N2/P1 / P6
10th / P5 / N1/P3 / N2/P2 / P7
11th / P5 / N1/P3 / N2/P2 / P7
12thor higher / P6 / N1/P3 / N2/P2 / P8

Chapter 1: Filling the Ranks

My guide starts off by making one big assumption; that you are using the Children of Westcrown as outlined in “The Bastards of Erebus”. If you are not, well, the rest of this may not be that useful to you.

The first goal was to create a method by which the NPCs could advance under different progressions. Some would obviously be better trained and hit higher level quicker, others were neglected and while they progress, they do so at a slower rate. How to determine which NPCs hit which ranks is partially up to you, though I’ve provided a method here that I recommend using to guide your decisions.

Throughout “The Bastards of Erebus” adventure, give the PCs a number of opportunities to interact with the NPCs and track their results, as outlined below. The resulting points will help to guide you in assigning each NPC a final rank. While knowing the actual stats for each NPC shouldn’t be necessary, use the ‘basic’ statistics for each NPC (level 1 Expert or Commoner) if you need to, at least until the final rank is assigned.

Note: For the purpose of this document, whenever I refer to ‘favored class’ I mean the class that the NPC takes levels in when it reaches PC level status.

Meeting the other Members

When the PCs first meet the other Children of Westcrown, keep a subtle eye on how they interact with each member. I recommend giving out detailed descriptions of each NPC, possibly even print out their face, name, and description on a card to use as handouts. The NPCs should not be completely silent, have them approach PCs and attempt to converse. PCs with an obvious class should ‘attract’ NPCs that favor that class. An obvious religious figure of Iomedae should quickly gain the interest of Fiosa or Sclavo, for example.

Assign points to each NPC based on the following interactions:

  • 0 Points: The NPC only received the briefest of introductions (“hello”, “how’s it going”, etc.)
  • 1 Point: At least one PC makes a friendly introduction to the NPC, something other than a brief ‘hello’ or other one-word greeting.
  • 2 Points: At least one PC of the NPC’s favored class made a friendly introduction to them (as with 1 Point).

Going on Missions

During “The Bastards of Erebus” there are two key opportunities for the PCs to bring along other Children of Westcrown to help. The first one is when the PCs are sent to rescue Arael from the Hellknights, and the second is when the PCs attack the hideout of the Bastards of Erebus. In each one, have Janiven (or Arael, once rescued) suggest that the PCs bring along a number of the other members to serve as backup. In the first mission they can serve as a distraction to lure away the mounted Hellknights, while in the second mission they can hang out in the alley-ways and attempt to catch any fleeing members of the Bastards. In neither case should they directly assist the PCs, they should serve more as an indirect force in the background of the encounter. Maybe one of the Bastards did run away and the PCs later find out that their backup took care of him.

The number of members that Janiven/Arael suggest the PCs bring along should be 4. This number can be higher if you have more PCs, but I suggest not making it higher than the number of PCs you actually have at the table. Limiting this also forces the PCs to choose their ‘favorites’ which should influence the later rankings. In game, this also is because neither of the two leaders wish to risk their entire ‘force’ on a single mission, being all in one place would be bad for the resistance.

Regardless of which NPCs the PCs choose to help them, you should award 2 points to each NPC that participated in a mission. If the NPC participated in both missions, then these points should stack.

Training

Once “The Bastards of Erebus” is over, the points are not done. I recommend giving the PCs a couple of weeks of downtime between starting the next adventure “The Sixfold Trial”. During this downtime, give PCs to do what they’d like, along with offering them the chance to train any of the other Children of Westcrown they might have become attached to. The PCs by no means have to do this, but if they do train some then you should assign the following points:

  • 1 Point: An NPC was trained by any of the PCs for 1-6 days.
  • 2 Points: An NPC was trained by any of the PCs for at least 1 week.
  • +1 Point: As the above, but the NPC was trained by a PC with levels in their Favored Class.

The above is not meant to stack, so the highest number of points any NPC gets should be 3 (trained by a PC with levels in their Favored Class for at least 1 week). The Training can be whatever you want it to be, based on the Favored Class of the NPC. It’s up to the individual GM how in depth this training is. What matters, for purposes of this document, are just the points accrued above.

The Final Ranks

By the end of this, each NPC will have a number of points. The actual total does not really matter much, what matters is which NPCs have the most, and which have the least. The four NPCs with the most points will become Rank 1 NPCs. The three NPCs with the least points will become Rank 3 NPCs. The four remaining ones in the middle will become Rank 2 NPCs. If there happens to be a 5-way tie in Rank 1 or Rank 2, then it is alright to move NPCs around a bit, but ultimately you should try to fill the Ranks as evenly as possible.

Once filled, these Ranks will never change. The NPCs should progress using Table 1 at the beginning of this document from here on out. Rank 1 NPCs will immediately switch out their starting stats (level 1 in Expert or Commoner) for their favored class stats, becoming level 1 in their respective class. Rank 2 and 3 NPCs will stay as they currently are, gaining NPC or PC levels at the noted points. Use the party’s average level as a gauge on when to ‘level up’ NPCs. Janiven and Arael will also level as the party progresses, but they are always at the same rate.

Chapter 2: Using the Statblocks

The next section is almost entirely filled with stat-blocks, save for the descriptory text at the beginning of each NPC’s section. This describes their general appearance when the PCs first get to know them, what kind of equipment they have, etc. These are not set in stone and you can make up whatever you want for these NPCs, it’s just what I came up with.

The more important bits in each area are the “Boons”. To explain those, I need to define a couple of terms I use.

  • Mission: Any ‘adventure’ the PCs are on where they could reasonably fall back to an earlier point and receive benefit from NPCs waiting there. Exploring Delvehaven (in book 3) is such a mission. Attending the Mayor’s party (in book 2) would not be.
  • Awakened: Any NPC that has achieved at least one level in their Favored Class is considered to be “Awakened” and figures out his or her given “role” within the rebels. NPCs that are not awakened do not provide use of their Boon.

When going on a mission, the PCs may bring along up to 4 of the NPCs. These NPCs serve as backup and establish a sort of nearby camp a couple of blocks outside of the adventure where the PCs can fall back to when necessary. Avoid using the NPCs in combat or letting the PCs ‘train’ enemies back to them, the NPCs should work completely in the background. Having Fiosa provide minor healing to the PCs if they can get back to her is fine, but letting the more combat-oriented NPCs take care of the PCs’ opponents is recommended against.

As a bonus, if an NPC is awakened then they also provide the listed Boon to all PCs as long as they are on their mission.

Amaya

Favored Class: Bard

Awakend Role: The Messenger: Amaya’s magic specializes in communication. Combined with her knowledge of the city and its nobility, she can quickly get messages back and forth between the Children of Westcrown’s members.

Lesser Boon (Bard 1-3): Amaya can be used to help bring needed items or gear to the PCs while adventuring. Once per mission the PCs can send a mental request to Amaya to fetch gear (up to 500 GP total) for them from the city. This takes 1 hour to accomplish. If the PCs return to the fall-back point after this time it will be waiting for them there, though Amaya will expect the PCs to pay her back.

Greater Boon (Bard 4+): As above, except up to 1,000 GP total and it only takes 45 minutes.

Amaya

Female Tian human expert 1

CG Medium humanoid

Init +2; Senses Perception +3

Defense

AC 17, touch 13, flat-footed 14(+4 armor, +2 Dex, +1 dodge)

hp 8(1d8)

Fort +0, Ref +2, Will +1

Offense

Speed 30 ft.

Melee rapier -3 (1d6+1/18-20)

Ranged shortbow -2 (1d6/x3)

Statistics

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14

Base Atk +0; CMB +1; CMD 14

Feats Dodge, Skill Focus (Craft [Glassblowing])

Skills Appraise +6, Craft (Glassblowing) +11, Diplomacy +6, Disguise +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +3, Perform (sing) +6, Sense Motive +3

Languages Common, Elven, Sylvan, Tian

Combat Gear alchemist’s fire;Other Gear rapier, shortbow with 20 arrows, chain shirt, backpack, masterwork glassblowing tools, 12 gp

Amaya

Female Tian human expert 2

CG Medium humanoid

Init +2; Senses Perception +4

Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)

hp 12(2d8)

Fort +0, Ref +2, Will +2

Offense

Speed 30 ft.

Melee rapier -2 (1d6+1/18-20)

Ranged shortbow -1 (1d6/x3)

Statistics

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14

Base Atk +1; CMB +2; CMD 15

Feats Dodge, Skill Focus (Craft [Glassblowing])

Skills Appraise +7, Craft (Glassblowing) +12, Diplomacy +7, Disguise +7, Knowledge (local) +7, Knowledge (nobility) +7, Perception +4, Perform (sing) +7, Sense Motive +4

Languages Common, Elven, Sylvan, Tian

Combat Gear alchemist’s fire (3), potion of cure light wounds; Other Gear rapier, shortbow with 20 arrows, chain shirt, backpack, masterwork glassblowing tools, 51 gp

Amaya

Female Tian human expert 2 / bard 1

CG Medium humanoid

Init +2; Senses Perception +5

Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)

hp 18(3d8+1)

Fort +0, Ref +4, Will +4

Offense

Speed 30 ft.

Melee rapier +2 (1d6+1/18-20)

Ranged shortbow +3 (1d6+1/x3)

Spells Known (CL 1st; concentration +3)

1st (2/day) – Hypnotism (DC 14), Ventriloquism

0 – Dancing Lights, Flare, Light, Lullaby

Statistics

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14

Base Atk +1; CMB +2; CMD 15

Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)

Skills Appraise +8, Craft (Glassblowing) +13, Diplomacy +8, Disguise +8, Knowledge (any) +3, Knowledge (local) +9, Knowledge (nobility) +9, Perception +5, Perform (sing) +8, Sense Motive +5

Languages Common, Elven, Sylvan, Tian

SQ bardic knowledge +1, bardic performance 6 rds/day (countersong, distraction, fascinate, inspire courage +1)

Combat Gear alchemist’s fire (3), scroll of cure light wounds(2); Other Gear rapier, composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glassblowing tools, 171 gp

Amaya

Female Tian human expert 2 / bard 2

CG Medium humanoid

Init +3; Senses Perception +6

Defense

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)

hp 23(4d8+2)

Fort +0, Ref +6, Will +5; +4 vs. bardic performance, sonic, language-dependent

Offense

Speed 30 ft.

Melee mwk rapier +4 (1d6+1/18-20)

Ranged mwk shortbow +6 (1d6+1/x3)

Spells Known (CL 2nd; concentration +4)

1st (3/day) – Charm Person (DC 14), Hypnotism (DC 14), Ventriloquism

0 – Dancing Lights, Daze, Flare, Light, Lullaby

Statistics

Str 12, Dex 16, Con 10, Int 15, Wis 8, Cha 14

Base Atk +2; CMB +3; CMD 17

Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)

Skills Appraise +9, Bluff +2 (+9 VP), Craft (Glassblowing) +14, Diplomacy +8, Disguise +9, Knowledge (any) +3, Knowledge (local) +10, Knowledge (nobility) +10, Perception +6, Perform (sing) +9, Perform (wind) +6, Sense Motive +6 (+9 VP)

Languages Common, Elven, Sylvan, Tian

SQ bardic knowledge +1, bardic performance 8 rds/day (countersong, distraction, fascinate, inspire courage +1), versatile performance (sing), well-versed

Combat Gear alchemist’s fire (3), feather token (bird), scroll of cure light wounds (2); Other Gear masterwork rapier, masterwork composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 41 gp

Amaya

Female Tian human expert 1 / bard 1

CG Medium humanoid

Init +2; Senses Perception +4

Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)

hp 13(2d8+1)

Fort +0, Ref +4, Will +3

Offense

Speed 30 ft.

Melee rapier +1 (1d6+1/18-20)

Ranged shortbow +2 (1d6/x3)

Spells Known (CL 1st; concentration +3)

1st (2/day) – Hypnotism (DC 13), Ventriloquism

0 – Dancing Lights, Flare, Light, Lullaby

Statistics

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14

Base Atk +0; CMB +1; CMD 14

Feats Dodge, Skill Focus (Craft [Glassblowing])

Skills Appraise +7, Craft (Glassblowing) +12, Diplomacy +7, Disguise +7, Knowledge (any) +3, Knowledge (local) +8, Knowledge (nobility) +8, Perception +4, Perform (sing) +7, Sense Motive +4

Languages Common, Elven, Sylvan, Tian

SQ bardic knowledge +1, bardic performance 6 rds/day (countersong, distraction, fascinate, inspire courage +1)

Combat Gear alchemist’s fire (3), scroll of cure light wounds; Other Gear rapier, shortbow with 20 arrows, chain shirt, backpack, masterwork glassblowing tools, 76 gp

Amaya

Female Tian human expert 1 / bard 2

CG Medium humanoid

Init +2; Senses Perception +5

Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)

hp 19(3d8+2)

Fort +0, Ref +5, Will +4; +4 vs. bardic performance, sonic, language-dependent

Offense

Speed 30 ft.

Melee rapier +2 (1d6+1/18-20)

Ranged shortbow +3 (1d6+1/x3)

Spells Known (CL 2nd; concentration +4)

1st (3/day) – Charm Person (DC 14), Hypnotism (DC 14), Ventriloquism

0 – Dancing Lights, Daze, Flare, Light, Lullaby

Statistics

Str 12, Dex 15, Con 10, Int 15, Wis 8, Cha 14

Base Atk +1; CMB +2; CMD 15

Feats Dodge, Skill Focus (Craft [Glassblowing]), Spell Focus (enchantment)

Skills Appraise +8, Bluff +2 (+8 VP), Craft (Glassblowing) +13, Diplomacy +8, Disguise +8, Knowledge (any) +3, Knowledge (local) +9, Knowledge (nobility) +9, Perception +5, Perform (sing) +8, Perform (wind) +6, Sense Motive +4 (+8 VP)

Languages Common, Elven, Sylvan, Tian

SQ bardic knowledge +1, bardic performance 8 rds/day (countersong, distraction, fascinate, inspire courage +1), versatile performance (sing), well-versed

Combat Gear alchemist’s fire (3), scroll of cure light wounds(2); Other Gear rapier, composite shortbow (str +1) with 20 arrows, masterwork chain shirt, backpack, masterwork glass flute, masterwork glassblowing tools, 71 gp

Amaya

Female Tian human expert 1 / bard 3

CG Medium humanoid

Init +3; Senses Perception +6

Defense

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)

hp 24(4d8+3)

Fort +1, Ref +6, Will +4; +4 vs. bardic performance, sonic, language-dependent

Offense

Speed 30 ft.

Melee mwk rapier +4 (1d6+1/18-20)

Ranged mwk shortbow +6 (1d6+1/x3)

Spells Known (CL 3rd; concentration +5)

1st (4/day) – Charm Person (DC 14), Hideous Laughter (DC 14), Hypnotism (DC 14), Ventriloquism

0 – Dancing Lights, Daze(DC 13), Flare, Light, Lullaby (DC 13), Message

Statistics

Str 12, Dex 16, Con 10, Int 15, Wis 8, Cha 14