Vex Marrow

Level 4 Half-Elf Half-Elf (variant: Humanoid — half-elf lineage) Rogue (Scout) (Scout)

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STR
10
DEX
16 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
8 (-1)

Defense

Armor Class 15 (Medium Armor (Hide) + Dex Modifier + Shield (none))
Hit Points 30 (7 + 7 + 5 + 5 + 4 (rolled) +1)
Speed 30 ft.

Proficiencies & Skills

Saving Throws DEX +5, INT +3
Skills Stealth +5, Survival +4, Acrobatics +5

Features

Sneak Attack

Rogue Level 1
Once per turn

Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have Advantage on the attack roll or if another enemy of the target is within 5 feet of it. The extra damage increases at certain Rogue levels (2d6 at 3, 3d6 at 5).

Skirmisher

Rogue (Scout) Level 3

You are expert at fighting on the move. When you hit a creature with a weapon attack, you can use your Bonus Action to make another attack with a different weapon. Use this feature only if you have already used your Bonus Action.

Expertise

Rogue Level 1

Your proficiency bonus is doubled for any ability check you make that uses your proficiency in Stealth and Survival. At level 3, you double the bonus for two additional skills of your choice (Acrobatics and Sleight of Hand).

Alert (Feat, Criminal background)

Criminal Background Level 1

You add your Proficiency Bonus to Initiative rolls. Once per encounter, after rolling Initiative, you may swap your Initiative with one willing ally in the same combat.

Darkvision

Half Elf Level 1
60 ft.

You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Scout's Steady Aim

Rogue (Scout) Level 3
Bonus Action

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can't use this feature if your Speed is greater than 0.

Cunning Strike

Rogue Level 4

You learn to add a Cunning Strike effect to your Sneak Attack. At level 4, you can use Trip Attack (no extra damage die) when you hit with Sneak Attack.

Half-Elf Versatility

Half Elf (variant) Level 1

You gain proficiency in one skill of your choice (Acrobatics) and one cantrip of your choice from the Wizard spell list (Minor Illusion).

Weapon Mastery: Daggers, Shortswords, Light Crossbow

Rogue Level 1

You have mastery over daggers (Nick), shortswords (Vex), and light crossbows (Vex), granting you special benefits with these weapons.

Criminal Contact

Criminal Background Level 1

You have a reliable contact in the criminal underworld who can provide information and favors.

Fey Ancestry

Half Elf Level 1

You have Advantage on saving throws against being Charmed, and magic can't put you to Sleep.

Thieves' Cant

Rogue Level 1

You know the secret language of rogues, used to hide messages, codes, and signals.

Scout's Intuition (Bonus Proficiency)

Rogue (Scout) Level 1

You gain proficiency with one of your choice: Survival. (You chose Survival.)

Ability Score Improvement (DEX +1, INT +1)

General Feat (ASI) Level 4

You increase your Dexterity by 1 (16 → 17) and Intelligence by 1 (13 → 14).

Fleet of Foot

Half Elf (variant) Level 1

Your walking speed increases by 5 feet.

Spellcasting

INT DC 12 +4 to hit

Vex knows one cantrip from the Wizard list (Minor Illusion, gained from Half-Elf Versatility). She has no spell slots and relies on mundane skill, daggers, and cunning rather than arcane power.

Character Information

Vex Marrow is a sardonic, theatrical raider captain who treats violence as performance and prefers escape over death. She fights at range with thrown daggers, uses her crew of goblins and bandits as living shields, and flees below half hit points — often abandoning the relic she was sent to steal if it means keeping her name intact. She serves the Hollow Man, a masked master who pays in ancient coins and promises power, and she has spent three years building a network of contacts, dead-drops, and safe houses across the Heartlands. Vex is cunning, fast, and utterly mercenary — but beneath the half-mask and the theatrical flourishes, she is a woman who invented herself to escape a life she was born into, and who is afraid, above all else, of being forgotten.

Character Background

Extended background story is not available for this character.

Unresolved Plots

  • The Hollow Man has sent a pale, silent watcher to ensure Vex stays loyal — and the watcher has begun asking questions of his own.
  • Gren the Half-Orc has tracked Vex to the Heartlands and is closing in on Hollowed Rock.
  • Vex's daughter Mira has begun asking questions in Grayfen — and a letter is already en route to Hollowed Rock.
  • Elder Tam recognized the sigil on the Locket of the Wanderer. He knows more than he has told the party — and Vex suspects he knows who she really is.
  • The second half of the map inside the Locket points to a buried vault in a kingdom that fell two centuries ago. The Hollow Man wants it badly enough to send his best agent — and his best watcher.

Secrets

  • Vex was born Velessa Marrow, daughter of a failed wine merchant in Grayfen. She invented the persona of 'Vex' to escape her father's debts and her mother's shame.
  • Vex has a daughter, Mira, whom she left behind in Grayfen six years ago. She tells herself the girl is safer not knowing her.
  • Vex suspects the Hollow Man is using her — and has begun keeping secrets of her own, including the location of a dead-drop the Hollow Man thinks only he knows.

Fears

  • Being erased — not killed, but forgotten. A name that outlives her is the only immortality she believes in.
  • Being recognized. The persona of 'Vex' is a mask, and the woman beneath it is afraid of being seen.
  • The Hollow Man's true face. Vex has worked for him for three years and never seen his face. She suspects that when she finally does, it will be the last thing she sees.

Aspirations

  • A name that outlives her — written in a ledger, sung in a song, or carved into a monument.
  • A place in the Hollow Circle's inner ring — power, secrets, and a seat at the table where the Hollow Man gives his orders.
  • A daughter who does not hate her — or, failing that, a daughter who never finds her.

QUEST -- The Hollow Man's Commission

Vex has been tasked by the Hollow Man to retrieve a half-map hidden inside the Locket of the Wanderer. If she delivers it intact, she is promised a place in the Hollow Circle's inner ring — power, secrets, and a name that outlives her. If she fails, the Hollow Man will erase her name from every ledger and bounty board in the realm.

Current Stage

Secure the Locket of the Wanderer from Elder Tam's birthday feast.

Mechanical Rewards
  • Promotion within the Hollow Circle: gain access to the Hollow Man's network of agents, dead-drops, and rare gear.
  • Permanent feature: 'Hollow Mark' — once per long rest, Vex can cast Pass Without Trace as a ritual, reflecting her status as a trusted agent.
  • Plot advancement: the Locket leads to a buried vault tied to a kingdom that fell two centuries ago, opening Act II.
Narrative Rewards
  • Vex learns the Hollow Man's true identity — or at least one more layer of his mask.
  • The other half of the map becomes a hook for the party's next adventure.

QUEST -- A Name Worth Stealing

Vex was born Velessa Marrow, daughter of a failed wine merchant in the city of Grayfen. She invented the persona of 'Vex' to escape her father's debts and her mother's shame. She wants a name that outlives her — written in a ledger, sung in a song, or carved into a monument. The Hollow Man promised her one.

Current Stage

Build a reputation across the criminal underworld of the Heartlands.

Mechanical Rewards
  • If completed, Vex gains the 'Legendary Renown' feature: advantage on Charisma checks when dealing with criminal factions, and a permanent title that grants safe passage in three cities.
  • She may also gain a magic item unique to her legend — for instance, a dagger that whispers the names of those she has killed.
Narrative Rewards
  • Vex proves that the daughter of a failed wine merchant can become a name that outlives empires.
  • Her legend becomes a thread the party may follow into higher tiers of play.

QUEST -- The Daughter She Never Named

Years ago, Vex left behind a daughter in Grayfen to pursue her career as a relic-thief. The girl, now a teenager, has begun asking questions about the masked woman in the wanted posters. Vex tells herself the girl is safer not knowing her. The Hollow Man's network may have already found her.

Current Stage

Discover that her daughter, Mira, has been asking questions in Grayfen.

Mechanical Rewards
  • If Vex rescues Mira, she gains a 'Trusted Ally' (an NPC cohort) who can provide local knowledge in any city the party visits.
  • If Vex abandons Mira, she gains the 'Cold Hearted' flaw: disadvantage on Charisma checks against children and family members, but advantage on Intimidation.
Narrative Rewards
  • Vex must choose between the persona she built and the family she fled.
  • The party's perception of Vex shifts dramatically depending on what they learn.

Major Decision

Context

Vex is cornered at Hollowed Rock, reduced to half her hit points, with the party closing in.

Choice Made

Fight to the death, flee and abandon the locket, bargain for her life, or betray the Hollow Man outright.

Impact

If she flees, she keeps the Locket of the Wanderer and becomes a recurring Act II villain. If she bargains, she becomes a reluctant informant and may later seek redemption. If she betrays the Hollow Man, she loses her network and gains a powerful enemy — but may earn the party's trust.

Major Decision

Context

The Hollow Man sends a new commission: recover a relic from a temple sacred to a god Vex once mocked.

Choice Made

Accept the commission, refuse and risk the Hollow Man's wrath, or secretly warn the temple's priests.

Impact

Accepting deepens her ties to the Hollow Circle and grants her a new magic item. Refusing costs her allies and safe houses. Warning the temple earns her a divine enemy and a possible celestial ally.

Major Decision

Context

Vex learns that her daughter, Mira, has been found by the Hollow Man's agents.

Choice Made

Rescue Mira, abandon her, or trade Mira's safety for a higher place in the Hollow Circle.

Impact

Rescuing grants her a cohort and a redemption arc. Abandoning hardens her but loses her a piece of her humanity. Trading her daughter for power marks a point of no return.

Transformative Moment

Trigger

Vex is captured by the party at Hollowed Rock and must bargain for her life.

Transformation

She reveals the Hollow Man's sigil and a dead-drop, but withholds the second half of the map. From this point on, she walks a tightrope between the party and the Hollow Man.

Mechanical Changes

alignment

Chaotic Neutral → Chaotic Neutral (with a strong lean toward redemption if the party earns it)

Vex's alignment is unchanged, but her allegiances are now split.
spellcasting

Gains the ability to cast Find Familiar (ritual) once per day, granted by a contact in the Hollow Circle who owes her a favor.

Reflects her growing network and the party's first tentative trust.

Transformative Moment

Trigger

Vex discovers that the Locket of the Wanderer belonged to the legendary adventurer her daughter is named after.

Transformation

She begins to question whether the Hollow Man's commissions are coincidences — or a trap laid for her specifically.

Mechanical Changes

personality

Sardonic mask cracks; she becomes more introspective and less theatrical.

Reflects a deeper character arc.

Transformative Moment

Trigger

Vex's daughter, Mira, sends a letter that reaches her at Hollowed Rock.

Transformation

Vex must choose between her persona and her blood. Her decision reshapes her entire network of allegiances.

Mechanical Changes

relationships

Gains or loses an NPC ally depending on her choice.

Reflects the stakes of her decision.

Ally: The Hollow Man

Relationship Master / Patron
Influence 10/10
Loyalty 7/10

Shared History

Vex has worked for the Hollow Man for three years, recovering relics and secrets in exchange for coin, contacts, and the promise of a name that outlives her. She has never seen his face — only his half-mask, his sigil, and the black iron coins stamped with a hollow circle. He trusts her enough to send her after the Locket of the Wanderer, but not enough to tell her why he wants it. Vex suspects she is disposable, and has begun keeping secrets of her own.

Potential Breaking Points

  • Vex may withhold information about the Locket's second half from the Hollow Man.
  • Vex may warn the party about a future commission if it conflicts with her own interests.
  • Vex may try to discover the Hollow Man's true identity — a dangerous game.

Ally: Gren the Half-Orc

Relationship Rival / Former Partner
Influence 5/10
Loyalty 2/10

Shared History

Gren was Vex's partner in Grayfen before she invented the persona of 'Vex.' They ran relics together for two years, until Vex stole a particularly valuable commission and disappeared. Gren has been hunting her ever since, convinced that 'Vex' stole not just the relic but the name itself. They have crossed paths twice — once in the port city of Saltreach, once in the dwarven hold of Karak Dren. Both times ended in violence.

Potential Breaking Points

  • Gren may appear at Hollowed Rock as a hired tracker, forcing Vex to choose between her past and her present.
  • Gren may have been hired by the Hollow Man to watch Vex — a test of her loyalty.

Ally: Mira Marrow

Relationship Estranged Daughter
Influence 8/10
Loyalty 5/10

Shared History

Mira is the daughter Vex left behind in Grayfen when she fled her father's debts and her mother's shame. Mira was six at the time; she is now sixteen, and has begun asking questions about the masked woman in the wanted posters. Vex tells herself the girl is safer not knowing her. The Hollow Man's network may have already found her — and Vex does not know if that is a threat or a relief.

Potential Breaking Points

  • Mira may seek out Vex on her own, disrupting a heist at the worst possible moment.
  • Mira may have been recruited by the Hollow Man without knowing her mother's identity — a trap neither of them sees coming.

Enemy: Elder Tam of Bramblehollow

Threat Level 4/10
Conflict Type Personal / Professional

Personal Stakes

Elder Tam recognized the sigil on the Locket of the Wanderer and went pale. He knows more than he has told the party — and Vex suspects he knows who she really is. If Tam speaks, her cover is blown across the Heartlands.

Possible Resolutions

  • Vex may try to silence Tam before he can speak to the party.
  • Vex may try to bribe or blackmail Tam with information about his own past.
  • Vex may decide Tam is a loose end best left to the Hollow Man.

Enemy: The Party

Threat Level 7/10
Conflict Type Direct Adversary

Personal Stakes

The party is the first group in years to track Vex to her lair and corner her at Hollowed Rock. She respects their persistence and despises their idealism. If they capture her, she will bargain; if they kill her, she will ensure her last words are a performance they will never forget.

Possible Resolutions

  • Vex may bargain with the party, revealing the Hollow Man's sigil and a dead-drop in exchange for her life.
  • Vex may flee and become a recurring Act II villain, hunting the party for the Locket they took from her.
  • Vex may be captured and later redeemed, joining the party as a reluctant ally.

Faction: The Hollow Circle

Standing 6/10
Influence

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