Tommil

The Bright-Eyed Deckhand with More Heart Than Sense

Tommil is the youngest member of Dorian Grantham’s barge crew, a talkative and wide-eyed riverhand who makes up for his inexperience with boundless energy and enthusiasm. Still in his teens, Tommil views every river run as an adventure and every port as a new stage. Though his overconfidence occasionally gets him in trouble, his heart is always in the right place.

He’s eager to prove himself—sometimes too eager—and while Hobrick sighs and Lenna raises an eyebrow, both would move to protect him in a heartbeat. Everyone on the crew sees a little of themselves in him… or who they once were.

Appearance

Tommil is lean and lanky, with shaggy blond hair and a face that hasn’t quite grown out of boyhood. His hands are perpetually stained with pitch or fish, and his boots are always a bit too big. He wears a patched vest over a cotton shirt, often rolled up at the sleeves, and carries a carved whistle he made himself—a “good luck charm,” he insists, though its tune is always off.

  • Loud & Lively. Tommil rarely stops talking unless someone tells him to—or glares hard enough.
  • Optimistic. He believes in people, luck, and the idea that everything tends to work out.
  • Eager to Learn. He watches Dorian, Lenna, and Hobrick with the same attention he gives old fish tales.
  • Impulsive. He often acts before thinking, usually with good intentions… and mixed results.

Duties & Influence

Tommil serves as a general helper on the barge—hauling rope, tying knots, manning poles, and assisting with cargo. He’s also the first to climb a dock piling, race up a riverbank, or volunteer to check something suspicious. While he lacks the skill and polish of the others, he makes up for it in raw effort and loyalty.

Relationships & Allies

  • Dorian Grantham: Sees Dorian as a gruff-but-wise mentor. Tries very hard to earn his approval.
  • Hobrick: Quietly admires him. Mostly receives grunts in return, but that’s fine with Tommil.
  • Lenna: Intimidates him a bit. He tries (and fails) to impress her with jokes or observations.
  • Kalen Grantham: Looks up to him immediately. After seeing Kalen catch those pike, Tommil decided he was “cool.”

Plot Hooks & Story Integration

  • Missing in Crimmor: Tommil sneaks off while the barge is docked, chasing a rumor or looking for excitement. He doesn’t return by morning.
  • Smuggled Curiosity: Without knowing the stakes, Tommil accidentally overhears or uncovers a secret part of the shipment.
  • A Family Secret: A traveling bard claims to know Tommil’s father—who supposedly died years ago. But the details don’t add up.
  • Growing Up Fast: A bandit raid forces Tommil to act on his own. The boy may come back changed… or not at all.


Tommil

Medium Humanoid, Neutral Good

Armor Class:

12 (leather vest)

Hit Points:

11 (2d8 + 2)

Speed:

30 ft.

STR

10 (+0)

DEX

13 (+1)

CON

12 (+1)

INT

11 (+0)

WIS

10 (+0)

CHA

14 (+2)

Languages

Saving Throws

Common

Senses

Passive Perception 12

Skills

Acrobatics +3, Sleight of Hand +3, Persuasion +4, Perception +2

Challenge

Challenge 1/4 (50 XP)

Boundless Energy.

Tommil can Dash or Disengage as a bonus action once per short rest.

Actions

Improvised Swing (Melee Weapon Attack).

+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage with whatever’s nearby—a pole, a length of rope, or a fish.

Shove and Dash.

Tommil attempts to shove a creature and immediately moves 10 feet without provoking opportunity attacks.


Campaigns