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Darrick, Human Smuggler (EL 11/D&D 3.5 Core Books)

The Wharf District of the city is a place that is full of heart and fist. The water's edge is where families have lived for generations from the sea by collecting from its bounty and by sailing over its waves. Both styles of lives are made easier when the brotherhood of those toiling for the same reason pull together. The sailors help each other and the families of those who have gone on the long voyages to other lands, or to other lives. The fishermen do the same. The heart, the soul, of the community is strong. However, there are those who use the cover of the brotherhoods to create their own positions of power.

Darrick grew up in the district and eventually inherited his family's fishing boat. But unlike his father, mother, or sisters, he wanted more out of life than just having a family and a place to live. Darrick wanted the wealth he saw others had. And he made a vow to himself as a boy that he would be rich. This has always been Darrick's dream, and also his nightmare.

Still very young Darrick found he could earn extra money by delivering packages for some of the sailors that came to shore. The men would always tell him how busy they were and how he could make a few extra coin by running the errand. The boy was happy to do so. The extra money allowed him to buy things he wanted that his parents couldn't afford. And, once in a while, he would even share some of his earnings with his family when times were harder than usual.

Eventually Darrick learned he was delivering illegal goods for smugglers. For him it didn't really matter because he liked the weight of the metal in his purse. His pursuits put him at odds with his family a number of times until in his later teenage years he came up with a plan. Darrick knew how to fish from a young age. He was the only son of the family, and the youngest of five, and was expected to take over the family business.  His parents were getting older and his father's health made it harder for him to go cast the nets. Darrick stepped in to help.

Roche Braziliano
The plan was quite simple and became easier as his parents health deteriorated and died. Darrick would go fishing, and while out would collect the goods at sea and bring them into shore. He was never considered a good fisherman, so his low catches were usually expected. Usually he brings in only a token amount of fish to hide his true enterprise.

Darrick's sisters are all involved with their own families and the fisherman community and have little contact with their brother, Darrick prefers it that way. What he doesn't fully understand is that they, along with many members of the community know what he is doing. They are afraid to act because they know the level of control the smugglers have over parts of the community. So, as long as they are "ignorant" of what is happening they are safe. In fact, many believe the smugglers poisoned Darrick's parents to get a stronger grip on the young man.

Over the past couple of years since his parent's deaths Darrick has come to realize that his life is not as good as he thought it would be. He has heard the rumors of the deaths of his family and started watching the leaders of the smugglers he has been working with. He is fairly certain the rumors are true, and now he is in a position that he must keep doing what he is doing or end up in the same dark soil. Instead of trying to change what he is doing he is working on how to gain more control within the smugglers.

Darrick has changed the way he spends his money. Instead of just spending it on enjoyment like he used to he had a new boat built and has been having items created for him and his loyal team of deck hands. There are three on his deck crew and four on his shore crew. The shore crew is led by Shadilla, who is a 7th level rogue, the rest are 1st level rogues.

For some watching the man's rise in the Wharf District, it is believed eventually there will be a shift in power. Either by fracture or by change of leadership.

Sir Francis Drake
Darrick, Human Smuggler (EL 11)

Level 4/7 fighter/rogue (using the D&D 3.5 core books)

Str 14, Dex 14, Con 12, Int 11, Wis 10, Chr 15
Alignment: Neutral Evil
Age: 26

HP 76
Initiative: +6
AC 16 (studded leather +1, dex +2)
Attack base +9/+4
Melee Attack (single handed) +12/+7, dagger+1 (1d4+3/19x2)
Melee Attack (double handed) +10/+5, dagger+1 and masterwork dagger (main hand 1d4+3/19x2 off hand 1d4+1/19x2)
Ranged Attack +12/+7 masterwork shortbow (d6/20x3)
Fort +7, Reflex +8, Will +2

Space/reach: 5'/5'
Speed: 30'

Feats (8): Alertness, cleave, evasion, improved bull rush, improved initiative, leadership, persuasive, power attack, sneak attack +4d6, trap sense +2, trapfinding, two weapon fighting, uncanny dodge  

Skills (118): Appraise +10 (10), balance +6 (4), bluff +16 (12), climb +4 (2), diplomacy +8 (2), disable devise +2 (2), disguise +6 (2), forgery +2 (2), gather information +12 (+14 in the Wharf) (10), hide +12 (10), intimidate +10 (4), jump +4 (2), knowledge (local—Wharf District) +10 (10), listen +6 (4), move silently +4 (2), sense motive +12 (12), sleight of hand +8 (4), spot +12 (10), tumble +4 (2), use magic device +12 (10), use rope +4 (2)

Languages: Common

Magic: Dagger +1, studded leather +1, cloak of the manta ray
               Potions: Blur, bull's strength, cure serious wounds, darkvision (2), displacement, remove disease, remove paralysis
               Scrolls: Three Arcane Scrolls: scroll 1: 2, 3rd level spells clairaudience/clairvoyance, fireball; scroll 2 3 spells, 2 3rd and 1 4th, 3-deep slumber, invisibility sphere; 4-freedom of movement; third scroll, 1 2ndlevel-bull's strength.
Special mundane items: Extra items for his followers, on his boat, and at his home

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