Count Dashwood

Count Dashwood was saved from an assassination attempt by the heroes.

Description:

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Level 3 Soldier (Leader)
HP 34 Bloodied 17
AC 18 Fort 14 Ref 14 Will 17

  • Longsword (standard; at will)
    • +6 vs AC; 1d8+2 Damage
  • Commander’s Strike (standard; at-will)
    • An ally makes a melee basic attack against the target with +2 to damage.
  • Hold the Line (standard; encounter)
    • +6 vs AC; 1d8+2 damage. Until the end of your next turn, all allies adjacent get +2 power bonus to AC and can’t be forcibly moved.
  • Knight’s Move (move; encounter)
    • Ranged 10. An ally takes a move action for free.

Skills: Diplomacy +10, History +8
Equipment: Chainmail, Longsword

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Bio:

Count Dashwood was onboard the same boat Karak, Ember and Theirestra were aboard. During the final night of the voyage, Dashwood’s bodyguards were killed and an attempt was made on his life. The heroes managed to foil the attempt and in reward were introduced to Duke Austin, governor of King’s Hope, when they arrived.

Dashwood is a patron of the group and given the inappropriateness of too much direct contact, acts as a middleman between the heroes and Duke Austin. He was instrumental in helping the group get set up in town and arranging the establishment of the guild hall, gifted to them by the Duke for helping his son. Currently Dashwood is working on leads for who is behind his assassination attempt and if the kidnapping of the Duke’s son included involvement of anyone from King’s Hope. He also is gathering support to complete the city’s wall.

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Count Dashwood

The Descendants of Tarakona Tarakona