Vexa Chain-of-Values

Level 3 Rock Gnome Gnome Fighter (Battle Master)

Available with DM subscription
STR
10
DEX
17 (+3)
CON
15 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
13 (+1)

Defense

Armor Class 16 (Studded Leather)
Hit Points 28 (1d10 per fighter level +2)
Speed 25 ft.

Proficiencies & Skills

Saving Throws Strength, Constitution
Skills Stealth +5, Perception +3, Intimidation +3, Sleight of hand +5

Features

Catwalk Authority

Custom Level 3

While Vexa is on a ledge, catwalk, crate stack, stair, scaffold, or other elevated position, Vexa ignores difficult terrain caused by market clutter, and the first opportunity attack against Vexa each round is made with disadvantage. Vexa is extremely practiced at using height, angles, and escape routes.

Appraisal Strike

Custom Level 3
PB per long rest

When Vexa hits a creature that is carrying a visible object, an obvious prize, or a stolen item, Vexa can force the target to make a Charisma saving throw. On a failure, the target has disadvantage on its next check or attack made to protect, hide, or recover that object before the end of its next turn.

Battle Master

Fighter subclass Level 3

Vexa has 4 Superiority Dice (d8s), regained on a short or long rest. Vexa knows three maneuvers: Menacing Attack, Pushing Attack, and Disarming Attack. Maneuvers are used to control space, isolate targets, and make examples of anyone who resists auction law.

Gnome

Species

Small creature. Vexa has advantage on saving throws against being magically charmed, and magic can’t put Vexa to sleep. Vexa also has darkvision and a sharp, precise sense for machinery, leverage, and hidden seams in a structure.

Rock Gnome Traits

Species

Vexa can make simple repairs and jury-rig small mechanisms with practiced ease. When hands are busy and tension is high, Vexa seems most alive while checking locks, tags, and moving parts for weaknesses.

Menacing Attack

Battle Master Level 3
1 superiority die

When Vexa hits a creature with a weapon attack, Vexa can force it to make a Wisdom saving throw. On a failure, the target is Frightened of Vexa until the end of Vexa’s next turn.

Disarming Attack

Battle Master Level 3
1 superiority die

When Vexa hits a creature with a weapon attack, Vexa can force it to make a Strength saving throw. On a failure, the target drops one item of Vexa’s choice that it is holding.

Criminal

Background

Vexa is proficient with Stealth and Sleight of Hand, and with Thieves’ Tools. Vexa knows how to move unseen, forge access, and exploit systems built on trust and paperwork.

Pushing Attack

Battle Master Level 3
1 superiority die

When Vexa hits a creature with a weapon attack, Vexa can force it to make a Strength saving throw. On a failure, Vexa pushes the target up to 15 feet away.

Alert

Background feat

Vexa adds proficiency bonus to Initiative rolls. Vexa is quick to react to danger, alarm bells, and sudden betrayals in the flow of a deal.

Action Surge

Fighter Level 2
1 per short rest

On Vexa’s turn, they can take one additional action, except the Magic action.

Fighting Style: Archery

Fighter Level 1

Vexa gains a +2 bonus to attack rolls made with ranged weapons.

Second Wind

Fighter Level 1
1 per short rest

As a bonus action, Vexa regains 1d10+3 hit points.

Character Information

Vexa Chain-of-Values is the kind of villain who never raises their voice unless someone has wasted their time. They are a gnome auction enforcer, a professional in the worst sense of the word: exacting, efficient, and convinced that rules only matter when they protect profit. Vexa does not see themselves as cruel. They see sentiment as a liability, charity as a leak, and mercy as something best sold to someone weaker. In the Gnome Depot and Kobold Swap Meet, that attitude makes them useful to the wrong people and feared by everyone else.

Vexa is built for control. They fight from elevated positions, use forged appraisal tags to move through the market’s systems, and exploit fear before a blade ever comes out. In battle they prefer to split the party, drive someone off a ledge, and vanish through routes they already paid to secure. They are impatient with amateurs, rude to anyone who confuses passion with competence, and deeply offended by messy work. Yet Vexa is not blindly loyal to Marrow Quill. They understand how the market actually functions, and that understanding has made them dangerous. They enjoy scarcity because scarcity creates leverage, but they do not enjoy being the one left holding the empty ledger.

That is where the party can break them. Vexa can be bought, cornered, or even turned into a grudging ally if the truth becomes unavoidable: Marrow is willing to short-sell them too. If the party proves the market can survive without the current regime, Vexa may choose survival over pride. They will never become warm or generous, but they might become honest enough to be useful. If not, they remain exactly what they look like: a sharp-tongued enforcer with a ledger in one hand and a threat in the other.

Character Background

Vexa Chain-of-Values was born small, bright-eyed, and already annoyed at the world. They grew up in a dense trading ward where every family transaction was a negotiation, every repaired tool was spoken for before it was finished, and every child learned early that things were only safe if somebody was counting them. Vexa learned counting faster than kindness. Their earliest memories are of ledgers, inventory tags, and adults arguing over whose turn it was to benefit from a “temporary” shortage. They watched neighbors turn practical scraps into useful goods, and they also watched how quickly people could become cruel the moment an item was scarce. From that, Vexa drew a simple lesson: value is real, sentiment is not, and whoever controls the flow controls the room.

They were not a thug in the usual sense. Vexa was always too neat for that, too precise. As a young gnome, they worked side jobs that involved copywork, counting, and running sealed notes between stalls. They turned out to be excellent at remembering routes, noticing which buyers never paid in coin, and spotting forged marks on crates before anyone else did. When a local racketeer or collector needed someone to enforce a deadline, Vexa was the one sent to the door because they could frighten people without looking like they were trying. Their words came out clipped, professional, and sharper than necessary, which made them perfect for telling strangers exactly how little leverage they had.

That skill eventually drew Marrow Quill’s attention. Marrow did not recruit Vexa with promises of loyalty or brotherhood. They offered structure, access, and the chance to be the person who decided which doors opened and which ones stayed locked. That was enough. Vexa became an auction enforcer and route coordinator, the one who assigned catwalk access, oversaw buyer lists, and ensured that high-value goods moved where they were supposed to move. They learned how the market worked from the inside: the public aisles, the underworks, the hidden stair, the false tags, the panic when a shipment vanished, the way everyone suddenly respected the person holding the keys.

At first, Vexa believed this was the natural order of things. The market belonged to the people who could keep it organized, and if that meant threatening the weak or closing off routes until someone paid, so be it. But the longer Vexa worked for Marrow, the more they saw the rot inside the system. Goods were not only being controlled; they were being laundered through lies. Cursed items were diverted into the underworks. Buyers with strange seals paid in silence. Inventory went missing and reappeared with new tags. Vexa noticed that Marrow never missed a chance to call someone else expendable. That word stuck. Then came the first hint that Vexa might be next on the list.

The turning point was not dramatic. It was administrative. A route Vexa had secured, maintained, and defended was quietly reassigned in a ledger copy they were never meant to see. A payment note referred to them as a “replaceable asset.” That is what angered Vexa most: not betrayal in the abstract, but bad business. They can tolerate exploitation when it is honest exploitation. What they cannot tolerate is being short-sold. Since then, they have become harder, more watchful, and more willing to cut a deal if it protects their position. They still believe the market should belong to whoever can pay, but the definition of “pay” has started to shift. Now it includes leverage, proof, and the ability to survive when the boss tries to collect twice.

Vexa’s flaws are obvious. They are condescending, impatient, and so convinced of their own professionalism that they often mistake arrogance for competence. They underestimately honest people because they assume sincerity is a kind of stupidity. They also hate admitting fear, even though fear sits underneath nearly everything they do. Their greatest fear is irrelevance: not death, not pain, but being written out of the system they helped build. Their private aspiration is to own something that cannot be casually taken away, whether that is a route network, a ledger, or the respect of people they would never call friends.

If Vexa has any bond beyond self-interest, it is with the idea of being indispensable. That bond is also their weakness. The party can reach them by proving Marrow is willing to discard them, by showing the market can function without the current scam, or by offering a smarter deal than blind loyalty. Vexa does not need kindness. They need to believe there is a future in which they are not just another item tagged for removal. If that future exists, they might survive long enough to become something more interesting than a villain. If it does not, they will die exactly as they lived: on a higher rung than everyone else, trying to control the exit.

Unresolved Plots

  • A black appraisal tag in Vexa’s style appears on an item that should never have reached the auction floor, implying someone is copying their methods or framing them.
  • One of Vexa’s catwalk locks has been re-keyed by an unknown hand, suggesting a second enforcer is moving in the underworks.
  • Several buyers on the lists are not merchants at all, but intermediaries for a patron outside the pocket dimension.
  • The market’s lower bells sometimes ring on their own when Vexa passes, as if the vault recognizes their greed or fears their authority.
  • A hidden receipt names Vexa as the intended fallback manager if Marrow disappears, which means the villain may already be planning a succession war.

Secrets

  • Vexa is not fully loyal to Marrow and has already prepared a private exit route.
  • Vexa forged at least one appraisal tag to protect a shipment that should have been destroyed, not because it was kind, but because it was profitable.
  • Behind the condescension, Vexa is terrified of becoming irrelevant and replaced by someone cheaper.
  • Vexa knows one of the underworks locks can be bypassed with a specific bell sequence, but has not shared it.
  • Vexa once spared a frightened vendor child who later helped them escape an ambush, and they pretend not to remember.

Fears

  • Being marked as surplus and sold off by Marrow.
  • Losing control of the catwalk routes and becoming trapped in the underworks.
  • Being laughed at by amateurs who succeed where they failed.

Aspirations

  • To own a route, a ledger, or a district that cannot be taken away casually.
  • To be recognized as the best professional in the market, not merely the meanest.
  • To survive the collapse of Marrow’s scheme with enough leverage to matter afterward.

QUEST -- The Short-Sale Ledger

Vexa discovers proof that Marrow Quill has already begun treating Vexa as replaceable inventory, not as a partner. The proof sits in an altered buyer list, a redacted receipt chain, or a sealed appraisal note that quietly marks Vexa’s crew as a future loss. Vexa wants the truth not because they are loyal, but because they refuse to be cheated by a superior fraud. The quest is about deciding whether Vexa doubles down on ruthless control or cuts a deal with the party to survive the coming collapse. If the party can show the market can function without Marrow, Vexa is forced to confront the possibility that scarcity is not the same thing as power.

This quest should push Vexa into uncomfortable honesty. They may start by threatening witnesses, then shift into clipped negotiations, then finally choose whether to burn their own records or use them against Marrow.

Current Stage

Recover a hidden appraisal sheet showing Vexa’s routes and crews were marked for disposal after the vault opens.

Choice

Give the sheet to the party or keep it hidden.

If Vexa hands it over, they begin to look like a potential ally rather than a simple obstacle. If they keep it, paranoia deepens and Vexa grows more aggressive, assuming everyone is a liar. In either case, the sheet reveals that Marrow has been short-selling lieutenants the whole time.
Mechanical Rewards
  • Gain a permanent +1 bonus to Initiative checks if Vexa embraces vigilance over control.
  • Unlock one additional Superiority Die for a single encounter each long rest if Vexa secures the short-sale ledger and uses it to outmaneuver Marrow.
  • If redeemed, Vexa can swap one maneuver for Commander's Strike or Rally at the DM’s discretion, representing cooperation instead of pure coercion.
  • If fully exposed and cornered, Vexa may gain a permanent scar of reputation: advantage on Intimidation, but disadvantage on Persuasion with honest merchants.
Narrative Rewards
  • Access to black-tag buyer routes, auction routes, and hidden gate keys.
  • A grudging alliance with one market faction if Vexa chooses survival over loyalty.
  • A private cache of forged appraisal tags and market marks.
  • Potential safe passage through the underworks if the party proves Marrow is planning to sacrifice lieutenants.

Major Decision

Context

The party shows Vexa that Marrow has already decided to replace them.

Choice Made

Exploit the evidence, flee with it, or hand it to the market authorities.

Impact

This determines whether Vexa becomes a wounded enemy, a mercenary opportunist, or a frightened witness willing to bargain. It also changes how other lieutenants treat them, and whether they still control access to certain routes.

Major Decision

Context

The party offers Vexa a chance to help keep the market open without Marrow.

Choice Made

Accept a temporary alliance or reject the offer and preserve personal dominance.

Impact

Accepting the alliance gives Vexa a path toward redemption by competence; rejecting it keeps Vexa trapped in the logic of scarcity and keeps their combat style focused on control, ambush, and retreat.

Major Decision

Context

Vexa must choose between burning the auction records or preserving them as leverage.

Choice Made

Destroy the records or keep them as blackmail.

Impact

Destroying the records weakens Marrow’s network but removes Vexa’s favorite tool. Keeping them preserves power but increases the chance that Vexa becomes a future antagonist or double-dealer.

Transformative Moment

Trigger

Vexa is forced to fight on the highest catwalk while their own routes are blocked.

Transformation

For the first time, Vexa experiences the fear of being trapped by a system they helped maintain. They begin to understand that mobility and control are not the same thing, and they may hesitate before using lethal force against people who could have been allies.

Mechanical Changes

Tactics

Vexa favors nonlethal intimidation and battlefield displacement over all-out damage.

The encounter teaches Vexa that escape routes matter more than dominance when the market itself is turning unstable.

Transformative Moment

Trigger

Marrow attempts to short-sell Vexa’s crew or revoke their access mid-operation.

Transformation

Vexa’s certainty cracks. They stop speaking like a manager and start speaking like someone who has been used. This can create a shift from arrogant control to cold, exact revenge or pragmatic cooperation.

Mechanical Changes

Social leverage

Vexa gains advantage on checks made to expose Marrow’s lies or bargain against them.

Betrayal sharpens Vexa’s instincts and gives them a better sense of where the real pressure points are.

Transformative Moment

Trigger

The party proves the market can survive without Marrow’s control.

Transformation

Vexa is forced to accept that order can exist without fear-based scarcity. They do not become gentle, but they can become disciplined, honest about terms, and less willing to sacrifice others for convenience.

Mechanical Changes

Battle Master maneuvers

Vexa may replace one maneuver with Rally or Commander's Strike if the DM allows redemption.

Their fighting style shifts from punishing the weak to coordinating with others who can keep the market alive.

Ally:
Brother Niv

Relationship reluctant informant
Influence 3/10
Loyalty 4/10

Shared History

Niv copied records for the auction office and once noticed a tag sequence that did not match the official inventory format. Vexa scared him into silence the first time they met, but later quietly protected him from a more violent collector who wanted the ledgers altered. Their relationship is a knot of fear and convenience: Niv knows Vexa is dangerous, and Vexa knows Niv is careful enough to survive. Vexa uses him for paper trails, while Niv keeps just enough distance to feel morally clean. If Vexa ever turns against Marrow, Niv is one of the first people who could be convinced that the betrayal is real.

Potential Breaking Points

  • Niv will talk if he believes Vexa is about to burn the archives.
  • Vexa may abandon Niv if protecting him costs too many routes.

Enemy:
Marrow Quill

Threat Level 7/10
Conflict Type professional betrayal and control of the market

Personal Stakes

Marrow has access to Vexa’s routes, payment records, and replacement plans. If Marrow succeeds, Vexa becomes disposable inventory. If Vexa moves too soon, Marrow will have them written out of the market and buried in paperwork.

Possible Resolutions

  • Expose Marrow’s short-sale notes and turn the lieutenants against them.
  • Force a truce by threatening to leak the route maps.
  • Defeat Marrow outright and take the auction network for themselves.

Faction: The Kobold Swap Meet

Standing -10/10
Influence Controls the underworks, emergency routes, and vault access below the public market.

Obligations

  • Keep to the route contracts.
  • Do not move stock without logging it.
  • Pay for any damaged seals or broken cage-lines.

Benefits

  • Safe passage through hidden tunnels if respected.
  • Access to practical battlefield cover and support.
  • Can hide Vexa or the party from casual search.

Faction: The Gnome Depot

Standing -4/10
Influence Controls the public aisles, repair benches, and market notices.

Obligations

  • Do not create panic at the Exchange Pavilion.
  • Respect inventory tags.
  • Do not threaten workers without cause.

Benefits

  • Access to appraisal tools and repair materials.
  • Temporary credit if Vexa proves competence.
  • Information on black-tag movement if trust is earned.

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