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Dorin - AI-generated fantasy NPC

Dorin

Rock gnome · Wizard (School of Divination) · Level 5

Dorin

Scientist and experimental instrument-maker
AC15
HP32/32
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, slightly rasping edge from years of dust and overheated workshop air. He speaks with clipped precision when describing measurements, but his words tumble over one another when a new idea catches fire. The name Dorin sounds plain and worn-in, like a tool passed from hand to hand.

He explains things in steps, as if laying out tools on a bench. His vocabulary is direct, full of measurements and workshop comparisons, but he has a habit of asking whether a listener wants the short answer before he begins the long one.

Speech patterns

Starts explanations with a physical example, such as a cup, a hinge, or a drop of water.
Corrects measurements gently but has little patience for confident guesses.
Uses workshop comparisons when discussing feelings: a strained spring, a stuck valve, a cracked seal.
When caught in a lie, answers the exact question asked and hopes nobody asks the next one.

How to play them

Responds well to specific observations, candid questions, and offers of practical help. He distrusts grand promises, but will share his notes with people who admit what they do not know. If pressured to approve Bence's pump, he becomes clipped and asks for the evidence in writing.

Goal

Prove what is causing the pulses beneath the reservoirs and prevent the town's water supply from being poisoned.

Motivation

He wants to make useful knowledge impossible to ignore, especially when powerful people would rather call it impossible.

Secret · GM only

Appearance

Dorin looks like a man assembled from workshop leftovers: compact, square-shouldered, and permanently dusted with fine gray grit. He moves in quick, economical starts, then stops so abruptly that his coat keeps swaying after him. His palms are roughened by wire, gears, and hot glass; tiny brass filings cling around his nails. He smells strongly of bitter orange peel and scorched rosemary, a scent he notices only when someone else mentions it. Unexpectedly for a meticulous scientist, he keeps a tiny, carefully folded paper crane tucked behind one ear.

Clothing

A soot-brown wool coat with deep pockets, a waxed apron, a high-collared shirt, and sturdy boots with mismatched replacement buckles. Protective brass-rimmed lenses hang on a cord at his chest.

Body language

His hands are almost never still: one thumb worries a gear tooth, or his fingers tap a pattern against his thigh. He leans toward evidence and away from flattery. When he has decided someone is in danger, he squares his shoulders and places himself between them and the threat, despite his small frame.

Height
3 feet 6 inches
Build
Compact and square-shouldered, with wiry strength from hauling equipment and working at benches.
Eyes
Dark amber, with tiny gold flecks that show in strong light
Hair
Iron-gray, cropped close at the sides and usually flattened by protective goggles
Skin
Warm umber with a faint dusting of pale freckles across his nose and temples
Age
Adult, 112 years old
Gender
Male
Size
Small

Distinguishing features

A persistent scent of bitter orange peel and scorched rosemary, which he fails to notice.
Roughened palms and brass filings caught around his nails.
A tiny paper crane folded from blue wrapping paper and tucked behind one ear.

Personality

13 traits and drives

Dorin is generous with his time but guarded with his trust. He jokes freely when a device works, then turns prickly if someone calls its success luck. In calm company he is patient and curious; under pressure he becomes terse, precise, and so absorbed in the problem that he may forget the people waiting for him. He wants to be brave, yet resents being treated as a hero.

Alignment
Neutral Good

Quirks

Folds a paper crane whenever he has to wait, using whatever scrap is at hand.
Taps a small rhythm on glass before drinking from a cup.
Labels tools with the date he last repaired them, even when the tool is brand new.
Turns his coat pockets inside out at the end of each day to see what has accumulated.
Apologizes to broken mechanisms before taking them apart.

Habits

Takes an object apart while listening, then reassembles it correctly without looking.
When excited, sketches diagrams on whatever is nearest, including his own sleeve.
When frightened, becomes brisk and stubborn rather than visibly panicked.
Checks in on Ildiko regularly but pretends the visits are about borrowing tools.

Traits · 4

Offers practical help before emotional reassurance, then feels awkward when the practical help is not enough.
Loves a bold hypothesis but refuses to call it true until it survives testing.
Makes jokes to ease other people's nerves, but gets defensive when they joke about his work.
Will take a dangerous risk for a stranger, then argue that the risk was mathematically reasonable.

Flaws · 3

Treats uncertainty as a personal challenge and keeps investigating long after prudence says to stop.
Can sound dismissive when correcting people, even when he is trying to help.
Hides his doubts until they become too heavy to carry alone.

Fears · 3

That the mine's contamination is spreading through the town's water.
That Ildiko will be hurt because he once again asked her to trust an unproven device.
Being praised into signing a false safety report.

Wants and needs · 3

Wants the pump examined before it is certified.
Needs someone to believe his evidence without treating him as infallible.
Needs to tell Ildiko about the hidden reading before the danger reaches the reservoirs.

Combat

AC 15 · HP 32 · 25 ft.

Avoids a fair fight. He uses cover, control spells, and prepared resonance beads to interrupt attackers, then retreats toward a narrow exit. He prefers to disable or distract rather than kill, but will use a damaging spell without hesitation to protect someone else.

Dorin

Small humanoid (rock gnome), neutral good
Armor Class15
Hit Points32
Speed25 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaInvestigationHistoryPerception
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Gnomish
Gnome Cunning. Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore. Adds twice his proficiency bonus to Intelligence checks related to magic items, alchemical objects, or technological devices.
Tinker. Can spend 1 hour and 10 gp in materials to construct a Tiny clockwork device that functions for 24 hours.

Spells

Mage Hand (cantrip, conjuration). A magical hand manipulates an object within range.
Prestidigitation (cantrip, transmutation). Creates a brief sound or sensory effect.
Mind Sliver (cantrip, enchantment). A creature makes a Wisdom saving throw or takes psychic damage and has disadvantage on its next attack roll before the end of its next turn.
Detect Magic (level 1, divination). Creates an invisible sensor within range that relays sound and sight.
False Life (level 1, necromancy). Touches a creature to grant it plus 4 temporary hit points for 1 hour.
Charm Person (level 1, enchantment). A creature makes a Wisdom saving throw or becomes charmed for up to 1 minute; the spell ends if it or its allies are harmed.
Silent Image (level 1, illusion). Creates an illusory sound or image that lasts for up to 1 minute.
Maximilian's Earthen Grasp (level 2, transmutation). A creature makes a Wisdom saving throw or becomes restrained by magical grasping hands for up to 1 minute.
Darkness (level 2, evocation). Creates a 20-foot-radius sphere of magical darkness that blocks darkvision.
Arcane Eye (level 2, divination). Creates a magical sensor that can be moved to observe a distant location.
Haste (level 3, transmutation). For up to 1 minute, Dorin can take one additional action on each of his turns. When the spell ends, he cannot move or take actions until after his next turn.
Stinking Cloud (level 3, conjuration). Creates a 20-foot-radius sphere of choking fog. Creatures inside are heavily obscured and may be poisoned.
Vampiric Touch (level 3, necromancy). Creates a 20-foot-radius sphere of magical darkness that damages creatures inside and can be moved with an action.

Actions

Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Light Crossbow. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 5 () piercing damage.
Multiattack. Dorin makes two attacks with his dagger or light crossbow, in any combination.
Resonance Bead. Custom feature. Dorin crushes a glass bead and chooses a point he can see within 30 feet. Each creature within 5 feet of that point must make a Dexterity saving throw, taking 7 () force damage on a failure or half as much on a success. The bead's sharp report can be heard 100 feet away. Dorin carries three beads.

Reactions

Arcane Deflection. When Dorin is hit by an attack he can see, he adds 2 to his AC against that attack, potentially causing it to miss. He must be able to see the attacker and must not be incapacitated.

Services they sell

Tests water, ore, and unfamiliar substances for common contaminants.
Repairs clocks, simple mechanisms, and damaged scientific instruments.
Can help interpret magical or alchemical readings, provided he is given time and proper samples.

Rewards they can give

A reliable water-purity test and instructions for using it.
A hand-drawn map of the old mine tunnels, including a concealed route to the reservoir foundations.
One unused resonance bead, if the party earns his confidence.

Equipment

  • Dagger (weapon)A compact steel blade with a plain wooden grip, maintained carefully despite its humble appearance.
  • Light crossbow (weapon)A light crossbow with a repaired stock and a sight calibrated for quick shots at close range.
  • Leather armor (armor)Sturdy leather armor hidden beneath his work coat.
  • Resonance beads (custom alchemical device)Three sealed glass beads containing a custom force-burst mixture.

Possessions

A folio of water-quality observations and diagrams.
A glass instrument with a hairline crack from the mine rescue.
A paper crane folded by his sister when they were children.
A small tin of bitter orange peel and scorched rosemary.
A set of brass-rimmed protective lenses.

Background

Dorin grew up repairing water clocks and mill gears for families who could not afford replacements. His first great experiment was a glass instrument that could identify impurities in well water by the way a drop bent light. It exposed a mine's poison runoff, but the town council dismissed the result as impossible. Years later, during a flood, Dorin used a rough version of the device to locate a buried spring and guide trapped miners to safety. His sister, Ildiko, helped carry the instrument through the tunnels and still insists he owes her a proper apology for risking both their lives. Now he works in a cramped upper room above the old sluice works, investigating strange pulses beneath the town's reservoirs. He trades notes with a practical-minded physician, Oda, and is being pressured by quarry owner Bence to certify a suspicious new pump as safe. The pump's rhythm matches the signal his old glass instrument once detected in the poisoned mine.

Role in the story

A principled investigator whose discoveries can reveal a threat beneath the town, but whose stubbornness and concealed evidence may complicate the party's efforts.

“His first great experiment was a glass instrument that could identify impurities in well water by the way a drop bent light.”
From their background
Faction
Independent investigator; an occasional, unofficial consultant to the sluice engineers.

Known connections

Ildiko, his older sister and a floodgate engineer, who thinks he is brilliant and reckless in equal measure.
Oda, a physician who exchanges practical observations with Dorin and suspects he works too late.
Bence, a quarry owner who wants Dorin to approve a pump before its safety is established.
Major secret · GM only
Minor secrets · GM only

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