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Darrow Pike

Human · Bandit captain (custom humanoid; no character class levels) · Level 0

Darrow Pike

Canyon bandit leader and independent expedition contractor
“How much water have you got, and how far do you think it is?”
AC15
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“High shelf. Left cut. Move.”
From how they speak

Voice

A dust-rough speaking voice with a clear carrying edge, like someone accustomed to calling instructions across stone. His words stay clipped and practical; a faint catch enters when he says his brother's name.

His voice has a dry rasp from years of dust and shouted trail signals, with clipped consonants shaped by giving directions over wind. He speaks in short, concrete clauses and pauses before names, as if deciding what they cost. When angered, he speaks faster and more precisely, not softer; on the march he can project a command across a ravine without shouting himself hoarse.

Speech patterns

Uses practical questions to test people: “How much water have you got, and how far do you think it is?”
Calls a deal a route, and names its risks before its rewards.
Uses short directions in a fight: “High shelf. Left cut. Move.”
Avoids promising safety; promises only what he believes he can control.

How to play them

Begin with a firm but limited offer: safe passage in exchange for cooperation. He respects competence and direct bargaining, but dislikes appeals to abstract honor. If confronted with evidence about Harl or Meridian Crown's route changes, he becomes more candid and may bargain against the company rather than defend it.

Goal

Deliver Fenn and his notes to a Meridian Crown representative, collect the promised payment, and secure a place on the company's next expedition without letting the company erase what happened to Harl.

Motivation

He wants the company to acknowledge the cost of its expedition and wants a future in which his crew can stop surviving one dry season at a time.

Secret · GM only

Appearance

Darrow looks built for a narrow trail: compact, square through the shoulders, and balanced on the balls of his feet as if the ground might shift. His sun-browned face has a broad jaw and tightly packed teeth; when he eats, he bites through dried meat with the steady force of a trap closing. His laugh shows a small, blunt gap between his upper incisors, then stops abruptly. He smells strongly of crushed juniper and mule sweat, a scent he mistakes for the canyon itself. His movements are economical, but his gaze keeps measuring slopes and exits.

Clothing

Dust-colored canvas coat with its sleeves cut short, layered leather beneath, a faded red neck cloth used as a dust mask, and boots wrapped at the ankles against grit. His belt carries a coil of thin climbing line and a worn brass surveyor's sight.

Body language

He stands slightly sideways, keeping one shoulder toward the nearest route out. His jaw works when he is deciding whether to trust someone. Around his crew he taps two knuckles against his belt to signal attention; around company officials he becomes unnaturally still.

Height
5 feet 9 inches
Build
Compact, dense-muscled, with a climber's calves and a laborer's shoulders
Eyes
Dark hazel, with amber flecks
Hair
Dark brown, clipped close at the sides and sun-bleached at the crown
Skin
Deeply sun-browned, with pale bands at the wrists and beneath his collar
Age
Forty-two
Gender
Man
Size
Medium

Distinguishing features

Broad, tightly set jaw and compact teeth; he bites through tough food without changing expression.
A blunt gap between his upper front teeth shows when he laughs.
Smells of crushed juniper, sun-warmed leather, and mule sweat, and does not realize how strongly the juniper carries.

Personality

13 traits and drives

Darrow is a careful provider who can turn cold the instant a plan requires sacrifice. He is patient with frightened people and brusque with confident ones, yet he privately envies those who can trust a cause. In a calm camp he listens more than he speaks; under pressure he becomes brisk, exact, and difficult to interrupt.

Alignment
Neutral, pragmatic and increasingly ruthless

Quirks

Tests every cup of water with one drop on his thumb before drinking.
Taps a two-beat rhythm on his belt when someone is lying, even though the habit gives away that he suspects them.
Collects smooth stones from places where he has had to abandon someone.
Chews juniper needles before difficult conversations, then forgets to spit them out.
Names routes by the sound a boot makes on them: “crunch,” “hiss,” or “thunk.”

Habits

Counts available exits whenever he enters a room.
Lets a silence sit after making an offer, watching who rushes to fill it.
Checks his crew's water skins before checking his own.
When forced to retreat, leaves a visible trail that leads pursuers toward a dead end.

Traits · 3

Protective toward people in his charge, but willing to make decisions for them without consent.
Practical about violence, yet remembers every name lost to it.
Suspicious of institutions, while still hoping one might offer him a place.

Flaws · 3

Treats every promise as a negotiation, even when someone needs simple honesty.
Confuses keeping people alive with having the right to choose for them.
Will risk others to secure evidence that could incriminate Meridian Crown.

Fears · 3

Being left alive after everyone who trusted him is dead.
Discovering that Harl's death was not an accident, and that Darrow's own choices helped cause it.
The crew becoming the very kind of predators they once fled.

Wants and needs · 4

Needs Fenn and the notes intact until he can decide what to do with them.
Wants the promised payment and a berth on the next Meridian Crown expedition.
Needs proof of what happened on the crossing that killed Harl.
Wants his crew to have a future beyond ambushing supply trains.

Combat

AC 15 · HP 38 · 30 ft.

Uses cover, elevation, and narrow approaches rather than trading blows in the open. He has bandits pin down targets with crossbows while he closes on anyone carrying papers or attempting to flee. He prefers capture when Fenn or the notes are involved, and withdraws if his crew is badly outnumbered.

Darrow Pike

Medium humanoid (human), neutral, pragmatic and increasingly ruthless
Armor Class15
Hit Points38
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrength
SkillsAthleticsPerceptionSurvivalIntimidationStealth
SensesPassive Perception 11
Languages
Common,
Dwarvish
Canyonwise. Darrow has advantage on checks to navigate, hide, or spot movement in the dry ravines he has surveyed.
Custom feature, Cut the Line. Once per turn, when Darrow hits a creature beside a ledge or narrow passage, he can push it 5 feet if it fails a Strength saving throw.

Actions

Notched Sabre. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () slashing damage.
Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 6 () piercing damage.
Crack-and-Answer (Recharge 5-6). Darrow barks a prearranged signal. Up to two bandits who can hear him may use their reactions to move up to half their speed without provoking opportunity attacks.

Reactions

Canyon Step. When a creature Darrow can see misses him with a melee attack, he shifts up to 5 feet without provoking opportunity attacks, provided he can move onto solid ground.

Services they sell

Can guide travelers through surveyed canyon routes if paid or given a reason to trust them.
Can arrange a temporary ceasefire with his crew.
Can identify Meridian Crown survey marks and common expedition signals.

Rewards they can give

The Meridian Crown payment, if the party negotiates for it or recovers it.
A marked canyon route that bypasses the main bandit lookout.
Harl's compass, offered only if Darrow decides the party is carrying the truth onward.

Equipment

  • Notched sabre (weapon)A balanced, nicked blade with a leather-wrapped grip, kept sharp but not polished.
  • Light crossbow and bolts (weapon)A practical crossbow with a repaired stock and a dozen bolts.
  • Studded leather armor (armor)Reinforced leather jacket and layered shoulder guards, AC 15 including his quick footwork.
  • Surveyor's sight (tool)A brass sighting instrument from his expedition days, engraved with Harl's initials.
  • Trail kit (gear)A stoppered flask of water, a coil of climbing line, and a packet of dried juniper.

Possessions

Harl's old compass
A folded copy of his original expedition route
A purse containing the first installment of the Meridian Crown payment
A scrap of Fenn's notes, copied in Darrow's own hand

Background

Darrow once hauled water and survey gear for Meridian Crown Expeditions LTD, learning how official maps turn inhabited places into blank space. During a disastrous crossing, his younger brother Harl was left behind after a guide misread a dry channel. Darrow returned alone with the expedition's instruments and a certainty that companies reward useful survivors, not loyal ones. He later gathered deserters, muleteers, and displaced canyon folk into a band that robs supply trains but avoids settlements. Now Meridian Crown has offered payment and a place on its next expedition if he delivers Fenn and Fenn's notes to a representative. Darrow has accepted, though the notes may expose the company’s role in the crossing that killed Harl. His second-in-command, Tessa, suspects he is bargaining for more than money; his former mentor at the company, Orik, expects him to honor the contract.

Role in the story

An antagonist whose immediate demand is to deliver Fenn and Fenn's notes to Meridian Crown, but whose deeper conflict is whether to accept the company’s reward or expose its responsibility for a death he has never forgiven himself for.

“During a disastrous crossing, his younger brother Harl was left behind after a guide misread a dry channel.”
From their background
Faction
Leader of an independent canyon bandit crew; under contract to Meridian Crown Expeditions LTD, though his loyalty is conditional.

Known connections

Tessa, his sharp-eyed second-in-command, believes the contract will get the crew killed.
Harl, his younger brother, died during a Meridian Crown crossing; Darrow carries Harl's old compass.
Orik, a former expedition quartermaster, is the Meridian Crown contact expecting delivery.
Fenn, the captive scholar whose notes may reveal why the expedition's route was changed.
Major secret · GM only
Minor secrets · GM only

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