Skip to content
CreatePricing
Dunnin Cask - AI-generated fantasy NPC

Dunnin Cask

Human · Unclassed commoner · Level 0

Dunnin Cask

Junior toll clerk
“For the record”
AC10
HP4/4
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, mid-low voice with a papery rasp from dust and long hours speaking through a toll window. He starts sentences briskly, as if announcing a fare, then slows when he realizes the truth may cost him his job.

He speaks in the measured cadence of someone used to reading figures aloud over rain on a roof. His consonants are crisp from years of repeating toll amounts; when nervous, he adds qualifications and corrections until the point nearly disappears. The name Dunnin has a soft, dry opening and ends with a clipped little stop.

Speech patterns

Begins explanations with 'For the record' even when there is no record to make.
Uses careful sums and categories to avoid saying what he feels.
When genuinely worried, drops the formal phrasing and asks direct questions.

How to play them

At first, Dunnin insists the fares were ordinary and the books are in order. If shown evidence or treated without contempt, he admits the half-toll arrangement and offers his pocket book. He responds better to practical reassurance than threats, and will help anyone trying to protect the travelers from punishment.

Goal

Keep his post long enough to make things right with the travelers and discover why the object knocks, without letting his brother take the blame.

Motivation

Dunnin wants to believe that honest arithmetic can repair a dishonest situation. He is beginning to understand that a balanced book does not mean the people in it were treated fairly.

Secret · GM only

Appearance

Dunnin is a compact, carefully assembled man whose posture suggests he is always standing at a counter, even in the woods. Damp road dust has stippled his cheeks and the backs of his hands; his skin has the weathered, faintly shiny look of someone who spends long hours in a drafty booth rubbing at ink. He smells distinctly of boiled cabbage and wet wool, a fact he knows and tries to disguise with crushed mint. He walks heel-first, testing the ground as if it might require a receipt. Unexpectedly, he keeps a tiny paper windmill tucked in his hatband and sometimes sets it spinning for children waiting in line.

Clothing

A brown wool coat shiny at the elbows, a high-buttoned vest, a weatherproof clerk's apron, and boots with pale dust packed into the seams. His hatband holds a bright paper windmill.

Body language

He squares papers with the edge of the desk whenever he is anxious. When challenged, his chin lifts and his feet turn toward the nearest exit; when someone is frightened, his shoulders soften and he unconsciously shifts between them and the road.

Height
5 feet 4 inches
Build
Short, sturdy, and a little rounded from years at a desk
Eyes
Hazel, with a habit of flicking toward anyone holding a document
Hair
Dark brown, thinning at the crown and flattened by his cap
Skin
Olive-brown, weathered and faintly glossy across the cheeks from wind and damp
Age
Thirty-two
Gender
Man
Size
Small

Distinguishing features

The persistent scent of boiled cabbage, wet wool, and crushed mint.
A bright paper windmill tucked into his hatband, made by a child at the roadside.
A small ink smudge on his lower lip from biting the end of his pen.

Personality

12 traits and drives

Dunnin is procedural when frightened and unexpectedly tender when someone else is in trouble. He resents people who treat rules as toys, yet quietly bends them when faced with hunger. In front of his supervisor he is precise and stiff; alone with travelers he becomes awkwardly generous. When cornered, he can become defensive and pedantic, then feel ashamed as soon as the other person turns away.

Alignment
Lawful neutral, with a growing instinct for mercy

Quirks

Turns coins edge-on and balances them along the desk while thinking.
Writes a tiny dot beside every name he cannot confidently pronounce.
Folds used receipts into little boats and sets them in puddles outside the booth.
Taps twice on any closed box before opening it, then waits as if expecting an answer.

Habits

Counts travelers under his breath, then pretends he was reciting a prayer.
If a conversation grows heated, asks what each person believes the proper category for the dispute should be.
Checks the road behind him whenever the object knocks, though he insists he is only checking for carts.

Traits · 3

Keeps his promises in small matters, even when he has failed in larger ones.
Wants approval from authority but distrusts anyone who uses authority to frighten the vulnerable.
Can be generous with food and stubborn about paperwork.

Flaws · 3

Treats written rules as safer than his own judgment, even when the rules have become cruel.
Avoids admitting what he does not understand.
Can mistake a tidy explanation for an honest one.

Fears · 3

Dismissal and the shame of returning to his family without steady work.
That the knocking object is somehow connected to the fares he recorded.
That his brother will be blamed for helping him.

Wants and needs · 3

Wants assurance that telling the truth will not automatically condemn his brother.
Needs to admit that the object and its knocking frighten him.
Wants the travelers to reach safety without being entered into someone else's punishment.

Combat

AC 10 · HP 4 · 30 ft.

Dunnin is not a fighter. He tries to put a desk, cart, or other obstacle between himself and danger, throws a toll weight only to buy time, and surrenders as soon as he believes someone may be hurt. He will defend the wrapped object if he thinks a frightened traveler is being threatened.

Dunnin Cask

Small humanoid (human), lawful neutral, with a growing instinct for mercy
Armor Class10
Hit Points4
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsInsightInvestigationPerceptionSleight of Hand
SensesPassive Perception 11
Languages
Common
Untrained commoner; no class features or spellcasting.
Custom feature. Exact Tally. Dunnin can recall the number and order of fares he entered during any workday, but not what the strange object transported.

Actions

Ledger Bar. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () bludgeoning damage. Dunnin uses this only if cornered.
Toll Weight. Dunnin hurls a fist-sized toll weight at a creature within 20 feet: to hit, one target. Hit: 2 () bludgeoning damage. The weight lands nearby if he misses.

Reactions

Clerk's Duck. When a creature he can see moves to strike him, Dunnin can use his reaction to duck behind a desk, cart, or similar nearby cover if one is within 5 feet. The attack is not automatically prevented, but the cover may grant the usual benefits.

Services they sell

Can explain the toll station's procedures and ordinary inspection schedule.
Can provide a careful account of who passed along the old trail and when.
Can offer directions to Bent Ford and identify the shelter where several travelers are waiting.

Rewards they can give

The pocket toll book, which documents four weeks of passage through the supposedly closed road.
Dunnin's testimony about the travelers and their reduced fares.
A practical guide to the toll station's routine, including when Teka makes inspections.

Equipment

  • Ledger bar (improvised weapon)A wooden bar used to brace the toll booth's window; poorly balanced as a weapon.
  • Weight pouch (tools and currency)A pouch containing stamped toll weights and a few copper pieces.
  • Pocket toll book (document)His personal copy of the toll book, with four weeks of reduced fares entered against the closed road.
  • Paper windmill (keepsake)A paper windmill made by a child waiting out the rain at the station.

Possessions

Pocket toll book
A few copper pieces
Ink-stained pen
Paper windmill
Mint leaves wrapped in scrap paper

Background

Dunnin grew up above his aunt's roadside soup stall and learned early that a neat account could keep an argument from turning into a beating. He took a junior clerk's post at the toll station on the old trail, proud to have a dry desk and a government seal to guard. Four weeks ago, the road was officially closed, but travelers kept arriving with a strange, wrapped object whose casing answered their footsteps with hollow knocks. Dunnin did not know what it was. He did know the posted toll would drive desperate people away, so he quietly charged half, entered each fare against the closed road, and made the books balance. His supervisor, Teka, taught him that a clean column could protect a worker from a careless magistrate; now Teka is demanding an explanation for the impossible traffic. Dunnin's younger brother, Kalo, has been carrying messages between the station and the nearby hamlet of Bent Ford, where the travelers are sheltering. Dunnin wants to keep his job, but the knocks have begun sounding from inside his locked desk after midnight.

Role in the story

A frightened, compromised witness and minor antagonist in 'The Closed Road’s Tolls.' Dunnin has profited from unauthorized passage, but he is not malicious and can become an ally if the party protects the travelers and offers a way to make amends.

“He took a junior clerk's post at the toll station on the old trail, proud to have a dry desk and a government seal to guard.”
From their background
Faction
Junior employee of the old trail toll station; no secret society or military affiliation

Known connections

Teka, his exacting supervisor, who taught him the station's procedures and may be the only person able to keep him employed.
Kalo, his younger brother, who carries messages and believes Dunnin is braver than he is.
The nameless travelers who paid reduced tolls; Dunnin knows their faces and remembers which ones were hungry.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Dunnin Cask into a sheet

A high-res, share-ready sheet you can post or print.