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Sir Dorn Plang - AI-generated fantasy NPC

Sir Dorn Plang

Human · Fighter, Battle Master · Level 8

Sir Dorn Plang

Retired knight and occasional tavern adviser
“Door. Left side. Move.”
AC18
HP76/76
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“when he wants to be kind and”
From how they speak

Voice

A dry, gravel-edged voice shaped by years of calling commands across a field and speaking over tavern noise. He places emphasis on verbs and names, and his laugh is a booming bark that seems to surprise him as much as anyone else.

His voice has a dry rasp from years of shouting orders over wind, armor, and frightened horses. He clips command words cleanly, but lets the ends of personal stories drag as if he is deciding whether to continue. He swallows around old grief, then covers the pause with a practical question. The name Dorn Plang lands with blunt, deliberate consonants.

Speech patterns

Uses short, practical sentences when danger is near: "Door. Left side. Move."
Turns advice into a story about a failed campaign, often omitting the part where he was afraid.
Calls people "friend" when he wants to be kind and "sir" when he is drawing a boundary.
Makes a dry joke when someone praises his medals, then changes the subject.

How to play them

Meet directness with directness. Dorn respects people who state what they need and dislikes grand claims of honor. He initially tests strangers with dry humor and practical questions. If they show care for ordinary people, he becomes a reliable ally; if they threaten the vulnerable, the retired manner drops away at once. A sincere question about the medals may earn a story, but pushing about Hallow Ford too early makes him defensive.

Goal

Protect the Hallow Ford survivor, get Dame Odelia's letters into honest hands, and make amends to the families whose grief was buried under his medals.

Motivation

He wants to prove that a retired knight can still choose the hard, decent thing, even if doing so cannot undo the years he spent avoiding it.

Secret · GM only

Appearance

Sir Dorn Plang looks as if someone built a banquet table into a suit of armor: barrel-chested, thick through the neck, and broad enough that people instinctively leave him a lane. His old mail and breastplate sit over a belly softened by years of rich stew and cheap brandy. A faded sash of service medals crosses his chest, its thread rubbed nearly smooth where he worries it with his thumb. His nose is perpetually red, his cheeks mottled, and his heavy jaw shifts audibly when he chews. When he laughs, his square teeth show in an unexpectedly broad, almost boyish grin. He moves with careful economy, setting each boot as if the ground might be a bridge under siege, but turns too quickly for a man who insists he is retired. He never puts down the little glass in his hand, even when he needs both hands for a task; he simply hooks it between two fingers or sets it on the nearest person's shoulder-high surface.

Clothing

A scuffed breastplate over a russet wool doublet, practical riding boots, and a faded sash bearing tarnished campaign medals. His cloak is good quality but patched at the hem. He wears no helmet indoors and carries a small, thick-bottomed glass everywhere.

Body language

He plants his boots wide and occupies more of a room than he means to. When listening, he leans forward until his elbows nearly claim the table, then catches himself and draws back. His jaw works when he is holding his temper; when amused, he throws his head back and laughs with his whole chest. He keeps the glass moving between his fingers, even when his eyes are fixed on a speaker.

Height
5 feet 10 inches
Build
Barrel-chested, thick-necked, and heavy through the middle; powerful shoulders softened by age and indulgence.
Eyes
Clouded blue-gray
Hair
Iron-gray, cut short and thinning at the crown
Skin
Weathered pink-beige, with ruddy cheeks and a red nose
Age
Fifty-two
Gender
Male
Size
Medium

Distinguishing features

A perpetually red nose and flushed cheeks that make him look permanently caught in bad weather.
A broad, square jaw that shifts audibly when he chews; his unguarded laugh reveals surprisingly even, blunt teeth.
A faded sash of old medals, polished in places by years of anxious thumb-rubbing.
A small glass that never seems to leave his hand, even when he is armored or working.

Personality

15 traits and drives

Dorn is generous with food and stingy with praise, and he can be warmly funny until someone invokes duty as an excuse for cruelty. He likes being useful but resents being treated as a relic. Around frightened people he becomes patient and solid; around officials he grows sardonic and tests every promise. When sober, he is alert and methodical. After drinking, he becomes sentimental, then abruptly ashamed of it.

Alignment
Lawful neutral

Quirks

Taps the rim of his glass twice against a table before sitting, a habit from old mess-hall routines.
Names every horse he rides after a different kind of bread, then denies doing so.
Chews slowly and deliberately, as though judging the structural integrity of every bite.
When thinking, traces the edge of one medal with his thumbnail in a fixed sequence.
Leaves a chair's worth of space around himself but is completely unaware that he has done it.

Habits

Counts exits and windows as soon as he enters a room, then pretends he was admiring the carpentry.
Uses his medals as conversation bait when he wants to distract someone from asking about the campaign itself.
In a crisis, becomes brisk and exact, issuing clear orders without raising his voice.
When ashamed, turns his glass slowly by its rim and starts polishing already-clean armor.
Makes space for frightened people by shifting his bulk between them and whoever is threatening them.

Traits · 4

He insists that he is finished with command, yet automatically organizes a room when trouble starts.
He jokes about his age and weight, but bristles if anyone treats him as harmless.
He distrusts polished speeches but is moved by small acts of courage.
He offers practical care more readily than comfort, bringing food or fixing a strap instead of asking someone to talk.

Flaws · 4

Drinks to blunt guilt and has trouble stopping once he begins.
Uses self-deprecating humor to avoid admitting that he wants to be needed.
Can mistake stubborn endurance for good judgment.
Holds himself responsible for choices made by people with more power than he had.

Fears · 3

That his silence helped turn the deaths at Hallow Ford into an accepted lie.
That Zsóka will learn how long he has known the truth and conclude that his advice was never worth trusting.
That he will reach for the glass instead of taking action when someone needs him.

Wants and needs · 4

To keep the Hallow Ford survivor alive long enough to testify.
To stop drinking before it costs him another relationship.
To hear from Zsóka without having to pretend he has forgotten her letters.
To decide whether the truth is worth the danger it may bring to the dead soldiers' families.

Combat

AC 18 · HP 76 · 30 ft.

Dorn fights to control space rather than chase damage. He plants himself between danger and the vulnerable, uses his longsword and shield to punish anyone who overextends, and spends superiority dice to turn a close miss into a hit or break an enemy's nerve. He uses Action Surge when an ally is about to fall or an opening must be exploited immediately. He retreats only when doing so protects someone else or preserves a chance to return with help.

Sir Dorn Plang

Medium humanoid (human), lawful neutral
Armor Class18
Hit Points76
Speed30 ft.
Level8
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsInsightIntimidationPerceptionSurvival
SensesPassive Perception 11
Languages
Common
Fighting Style. Defense. While wearing armor, Sir Dorn Plang gains a bonus to AC.
Second Wind. Once per short or long rest, he can use a bonus action to regain hit points.
Action Surge. Once per short or long rest, he can take one additional action on his turn.
Combat Superiority. He has four d8 superiority dice, regained on a short or long rest. His maneuver save DC is 14. He knows Menacing Attack, Precision Attack, and Riposte.
Extra Attack. When he takes the Attack action, he attacks twice.
Indomitable. Once per long rest, he can reroll a failed saving throw, using the new result.

Actions

Longsword. Dorn makes two melee attacks with his longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage, or 9 () if wielded with two hands.
Heavy Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 5 () piercing damage.
Menacing Attack. Dorn expends one superiority die when he hits with a weapon attack, adding the die to the damage. The target must succeed on a Wisdom saving throw or be frightened of him until the end of Dorn's next turn.
Precision Attack. Dorn expends one superiority die and adds it to the attack roll, potentially turning a miss into a hit.
Second Wind (1/Short Rest). Dorn uses Second Wind to regain hit points.

Reactions

Shield Turn. When a creature Dorn can see hits him with a melee attack, Dorn adds 2 to his AC against that attack, potentially causing it to miss. This is a custom defensive maneuver, representing a veteran's practiced shield turn.
Riposte. When a creature misses Dorn with a melee attack, he can expend one superiority die to make one melee weapon attack against it as a reaction. On a hit, he adds the superiority die to the damage.

Services they sell

Can train a willing character in basic sword and shield tactics during downtime.
Can explain the habits and battlefield signals of old Crown road companies.
Can provide a safe introduction to Zsóka and the town watch if the party earns his confidence.

Rewards they can give

A tarnished campaign medal that grants no magical benefit but may open doors with veterans.
A reliable introduction to the town watch through Zsóka, if Dorn comes to trust the party.
A copy of the Hallow Ford letters, if the party helps secure the survivor and protect the evidence.

Equipment

  • Longsword (martial weapon)A well-kept longsword with a plain crossguard and a grip darkened by use.
  • Shield (armor)A sturdy shield bearing the worn, nearly erased mark of his former company.
  • Breastplate and chain shirt (armor)A fitted breastplate and mail shirt, maintained carefully despite their dents.
  • Heavy crossbow (martial weapon)A heavy crossbow with a cracked stock that Dorn has repaired twice.
  • Medal sash (personal token)A faded sash with tarnished medals from his service.
  • Travel glass (keepsake)A squat drinking glass with a chip in its base. It is usually filled with watered brandy.
  • Dame Odelia's letters (evidence)A weatherproof packet of old letters, sealed in wax and hidden in his bedroll.

Possessions

A faded sash of old medals
A chipped drinking glass
Dame Odelia's sealed letters
A small purse of mixed silver and copper
A folded list of names from the Hallow Ford company

Background

Dorn was raised in a mill town where his mother kept accounts for the grain weigh-house and his father repaired wagon axles. He entered service as a young squire, more attracted to the certainty of drills than to songs of honor. During the border campaign at Hallow Ford, his commander ordered a retreat that would have left a company of wounded soldiers behind. Dorn disobeyed, held a narrow causeway with eleven others, and got most of them out. The medals on his sash came from that day, though he remembers the names of the two who did not return better than the names of the men who decorated him. He served another twenty years, becoming a dependable officer and an increasingly unreliable drinker. His old commander, Dame Odelia, taught him that obeying orders and doing right were not always the same thing. Years later, Dorn discovered that the retreat at Hallow Ford had not been a battlefield necessity: a noble patron had paid the commander to abandon the wounded and conceal a failed supply deal. Dorn confronted the truth too late to prevent the commander from dying in bed with honors. He retired rather than swear another oath to the same court. Now he keeps a room above the Rattlebridge tavern and serves as an informal counselor to its owner, Femi, who has repeatedly tried to get him to stop drinking before noon. His former squire, Zsóka, still writes asking him to help train a new town watch. Dorn has not answered. A survivor from Hallow Ford has recently arrived in town with evidence that the old cover-up is still being used to blackmail the families of the dead. Dorn wants to help, but fears that acting now will cost the few people who still trust him.

Role in the story

A rueful mentor, a source of hard-won tactical knowledge, and a witness to a buried military scandal. The party can help him decide whether to expose the truth, protect those endangered by it, or risk both.

“He entered service as a young squire, more attracted to the certainty of drills than to songs of honor.”
From their background
Faction
Formerly served in the Crown's Third Road Company. He has no current formal allegiance, though the town watch still treats him as a respected veteran.

Known connections

Femi, owner of the Rattlebridge tavern, gives Dorn a room and keeps an informal tally of the drinks he owes.
Zsóka, his former squire and now a watch sergeant, wants his help training a militia. She admires him and is angry that he has gone silent.
Dame Odelia, his late commander and mentor, left him a packet of letters that may prove the Hallow Ford cover-up.
A survivor of Hallow Ford has arrived with evidence and a request for protection.
Major secret · GM only
Minor secrets · GM only

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