The Goodman Gang Campaign (D&D 4e)
*Scurvy Dyk (01 RIP)
Male Dwarf Rogue 1
Description:
Scurvy Dyk (Played by Becky)
Scurvy Dyk is a nasty bastard, if you believe what is written on the rear wall of the Lucky Gnome Taphouse. The Dwarf grew up a street rat in Fallcrest- he didn’t know his father or his mother or even remember a ‘real home’, his friends were, and still are, thieves and vagabonds… and beggars. Scurvy grew up and eventually graduated from the Shadowmen, the local Thieves Guild, and took to a life of crime like a duck to water.
Nearly twenty years later and nothing has changed- and that might be the problem, nothing has changed- Scurvy is the same savage, ignorant, and ornery varmint. He has no money, no real friends, and more enemies than he can number. It has taken him this long to realise that he is a failure, even by his own reckoning.
And so in a spectacular moment of madness Scurvy burnt his bridges and signed up to be an adventurer- things didn’t go well from the off. His act of leaving the Shadowmen was violent and bloody, and in keeping with his demeanor, he killed his cruel supervisor- Racktor, in cold blood, and foolishly with witnesses.
Since that time Scurvy has begun to develop severe doubts- primarily with regard to his current course of action, the Dwarf however has a plan- which is another first. Scurvy knows for a fact that the Shadowmen, or else the Masters of the guild, are having ‘trouble’ with the Beggar King. He figures that hiring on to venture into Cutpurse Alley and returning with the head of the aforementioned Beggar King will put him back in the favour of his masters, and will somehow guarantee his life, and possibly his freedom. The general rule is no one leaves the Shadowmen- except in a box.
Scurvy is going to put the theory to the test, he’s had enough of the life of crime and wants to go legit, at least he wants to become an adventurer and steal stuff and kill monsters for money, much as he did in the Shadowmen, but without having to watch his back all the while. It’s an odd thought but adventuring, for Scurvy, represents a respectable occupation. Hopefully he can somehow buy his way out his present predicament, and take a giant stride up the social ladder.
== Created Using Wizards of the Coast D&D Character Builder ==
Scurvy Dyk, level 1
Dwarf, Rogue (Scoundrel)
Build: Trickster Rogue
Rogue Tactics Option: Brutal Scoundrel
Rogue Option: Scoundrel Weapon Talent
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Guttersnipe
FINAL ABILITY SCORES
STR 16, CON 12, DEX 16, INT 10, WIS 13, CHA 13
STARTING ABILITY SCORES
STR 14, CON 10, DEX 16, INT 10, WIS 13, CHA 13
AC: 15 Fort: 13 Ref: 15 Will: 11
HP: 28 Surges: 7 Surge Value: 7
TRAINED SKILLS
Acrobatics +8, Athletics +8, Perception +6, Stealth +8, Streetwise +6, Thievery +8
UNTRAINED SKILLS
Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +3, Heal +1, History +0, Insight +1, Intimidate +1, Nature +1, Religion +0
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guttersnipe Attack: Running Slash
Dwarf Racial Power: Dwarven Resilience
Rogue Attack 1: Acrobatic Strike
Rogue Attack 1: Riposte Strike
Rogue Attack 1: Sly Lunge
Rogue Attack 1: Blinding Barrage
FEATS
Level 1: Improved Initiative
ITEMS
Adventurer’s Kit
Dagger x2
Leather Armor x1
== End ==
Bio:
Session #1.07 Encounter #3 Scurvy is worn down and flops to the floor in the Bazaar of the Bizarre- he’s losing blood rapidly from a myriad bites by Otyugh Grubs, the Dwarf Rogue alas bleeds to death before Erais can save him. RIP Scurvy Dyk, the second PC to die.
That’s gotta hurt.