Hobrick

The Quiet Strength Behind the Oars

Overview

Hobrick is the longest-serving deckhand aboard Dorian Grantham’s trade barge, a man of few words and even fewer smiles. Though gruff and hard-edged, Hobrick is fiercely dependable—a steady presence during storms, ambushes, and loading days alike. His loyalty to Dorian runs deep, earned through years of quiet camaraderie and shared hardship on the Alandor River.

Most villagers know Hobrick as “that one with the glare,” and they tend to steer clear of his scowl. But among the barge crew, he’s a pillar—reliable, efficient, and surprisingly protective when danger arises. Though he rarely speaks, his silence says more than most men’s arguments.

Appearance

Hobrick is in his late forties, with a shaved head, thick arms, and the hunched posture of a man used to hauling weight. His skin is weathered and deeply tanned from years in the sun. He wears a sleeveless canvas vest over a patched wool tunic, and always has a thick length of rope coiled over one shoulder—more out of habit than necessity. His face is marked by an old scar across his jaw, and his eyes are deep-set and watchful.

Personality & Traits

  • Stoic & Tough. Hobrick doesn’t complain and doesn’t panic. He gets the job done with quiet precision.
  • Loyal to Dorian. He’d never admit it, but he sees the Grantham family as his own.
  • No-Nonsense. Hobrick values hard work and honesty; excuses and drama make him walk away.
  • Intimidating Presence. He rarely speaks, but when he does, people tend to listen—or get out of his way.

Duties & Influence

Hobrick handles the heaviest labor on the barge—loading crates, securing the hull, and standing watch when the barge is docked in questionable waters. If something breaks, Hobrick fixes it. If someone threatens the barge, Hobrick handles it.

He’s not an officer or manager, but he commands respect among the crew and serves as the quiet enforcer of Dorian’s expectations.

Relationships & Allies

  • Dorian Grantham: Trusted employer and captain. Hobrick would never say it aloud, but he respects Dorian more than anyone else in the world.
  • Lenna: A mutual respect exists—few words, fewer problems.
  • Tommil: Hobrick sighs often when the boy talks, but he protects him instinctively.
  • Kalen Grantham: Hobrick sees potential in him and is quietly impressed by how the boy handled himself on the first trip.

Plot Hooks & Story Integration

  • River Trouble: Hobrick goes missing after an altercation with a bandit group along the river. Did he flee? Was he taken?
  • Silent Witness: Hobrick has seen something—smuggling, sabotage, or worse—but won’t speak unless truly convinced.
  • Call to Arms: Hobrick is approached to join a rival merchant’s private guard. Will he leave Dorian’s crew?
  • Old Debts: A stranger arrives in Shatar looking for Hobrick, claiming an unpaid blood debt from a lifetime ago.


Hobrick

Medium Humanoid, True Neutral

Armor Class:

13 (hide vest)

Hit Points:

27 (5d8 + 5)

Speed:

30 ft.

STR

16 (+3)

DEX

12 (+1)

CON

12 (+1)

INT

10 (+0)

WIS

11 (+0)

CHA

8 (-1)

Languages

Common

Senses

Passive Perception 12

Skills

Athletics +5, Intimidation +2, Perception +2

Damage Resistances

none

Damage Immunities

none

Challenge

1 (200 XP)

Grit and Grumble.

Hobrick has advantage on saving throws against being frightened or charmed.

Lake Resilience.

Hobrick ignores difficult terrain caused by mud, shallow water, or boat rigging, and has advantage on checks to stay upright on rocking or unstable surfaces.

Silent Stare.

As a bonus action, Hobrick can lock eyes with one creature within 30 feet. The target must succeed on a DC 12 Wisdom saving throw or suffer disadvantage on their next Charisma-based check made in the next minute (intimidation, persuasion, etc.).

Actions

Heavy Rope (Melee Weapon Attack).

+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Shoulder Bash.

Hobrick moves up to 10 feet in a straight line and attempts to shove a creature. If successful, the creature is pushed back 5 feet and cannot take reactions until the start of its next turn.


Campaigns