Marisel Quill, the Ratchet

Level 8 Standard Human Human Rogue (Thief)

Available with DM subscription
STR
8 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
11

Defense

Armor Class 16 (Studded leather armor (12) + Dexterity (3) + 1 brass-plated pauldron)
Hit Points 59 (8d8 + 16 (Constitution) +2)
Speed 30 ft., climb 30 ft.

Proficiencies & Skills

Saving Throws Dexterity, Intelligence
Skills Stealth +6, Survival +4, Acrobatics +6

Features

Planted Charge (Unkeying Wedge)

custom Level 4
1/day

Before combat, Marisel may have planted up to three unkeying wedges in the terrain (per the module's encounter design). She can detonate one as an Action on her turn: each creature within 15 feet of a wedge makes a DC 14 Dexterity saving throw, taking 3d8 thunder damage on a failure or half on a success. On a failed save the creature is also knocked prone as the ground unkeys and shifts. A wedge can be defused with a DC 15 Dexterity check with thieves' tools or tinker's tools.

Ratchet Hand

custom Level 3
At will

Her brass prosthetic hand contains hidden thieves' tools (she cannot be disarmed of them), a folded ratchet-blade mechanism, and a compartment holding a stolen key-fragment. As a Bonus Action she can deploy or stow any tool in the hand. A DC 15 Intelligence (Investigation) check reveals the compartment; a DC 20 check reveals the key-fragment.

Stand Back (Escape Route)

custom Level 7
1/day

Once per encounter site, as a Bonus Action, Marisel can use a prepared escape route (a rigged lift, a flooded crawlway, a collapsing walkway) to teleport-like retreat: she moves up to 60 feet without provoking opportunity attacks and any pursuer must make a DC 14 Dexterity saving throw or take 2d6 bludgeoning damage from the rigged terrain.

Sneak Attack (4d6)

class Level 1

Once per turn, when Marisel hits with a finesse or ranged weapon and has advantage on the attack roll, or when an ally is within 5 feet of the target, she deals an extra 4d6 damage. She does not need advantage if she has not used it this turn and no enemy is within 5 feet of her.

Thrown Wedge

custom Level 5
At will (Action)

She can throw an unkeying wedge as a ranged weapon attack: range 20/60 feet, +7 to hit, 2d6+3 piercing damage plus 1d6 thunder damage as the wedge resonates. On a hit, the target must also succeed on a DC 13 Constitution saving throw or be deafened until the end of its next turn.

Clean Work

custom Level 6

Marisel treats sabotage as a craft. When she uses thieves' tools, tinker's tools, or carpenter's tools to sabotage, disarm, or rig a mechanism, she can make the work undetectable: a DC 15 Wisdom (Perception) check is required to notice the sabotage before it triggers.

Third of My Blood

custom Level 8
Triggered (once per combat)

When Marisel is reduced to one-third of her hit points (19 or fewer) and her niece Lira is not threatened, she takes the engine's core and runs for the First Ring, using Stand Back and Cunning Action to escape. She does not fight to the death unless Lira is in danger.

Fast Hands

class (Thief subclass) Level 3
At will (Bonus Action)

She can use her Bonus Action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action. She uses this to trigger wedges, jam doors, and cut lines mid-combat.

Second-Story Work

class (Thief subclass) Level 3

Her climbing speed equals her walking speed, and climbing costs no extra movement. When she makes a running jump, the distance increases by 3 feet.

Evasion

class Level 7

When subjected to an effect that allows a Dexterity saving throw to take only half damage, she takes no damage on a success and half on a failure.

Cunning Action

class Level 2
At will (Bonus Action)

She can take the Dash, Disengage, or Hide action as a Bonus Action on each of her turns. This is what makes her a running-fight specialist.

Uncanny Dodge

class Level 5
Reaction (1/turn)

When an attacker she can see hits her with an attack, she can use her Reaction to halve the attack's damage against her.

Behind the character

Character Information

Marisel Quill, called the Ratchet, is a lean, weathered human woman in her early forties with grey-streaked black hair tied back in key-metal wire and a brass prosthetic hand that clicks softly when she thinks. She wears an oilskin coat the colour of wet slate over studded leather patched with salvaged plate, a ratchet-and-cog mark stamped at the shoulder, and a brass chime at her collar that she took from a Warden she killed.

She is brisk, profane, and practical, with the particular patience of someone who has done dangerous work for a long time and no longer finds it exciting. She treats sabotage as a craft and takes genuine, visible pride in clean work โ€” she will wire a charge while explaining the theory to whoever is standing nearby, and she will warn them to stand back, because sloppy kills offend her more than enemies do.

She is not cruel. She is worse than cruel in a fight: she is professional, and she has a running-fight specialist's contempt for people who stand still. Twenty years ago she was an Enginewright of the Keywardens, good at her work and proud of the Cage, until the order unkeyed her family's Sliver as payment for a debt and dropped her parents and her youngest brother into the Deep Mist.

She joined the Ratchet Crew the same year and has never regretted it, or allowed herself to examine it. She fights in three stages โ€” planted charges and collapsing ground, then the ratchet-blade and thrown wedges, then a prepared escape route โ€” and she never fights to the death unless her niece is threatened. She is the module's most redeemable villain: a woman who broke the world because the world broke her first, and who can still be argued with if someone shows her what the Mist actually eats.

Before the adventure

Character Background

Marisel Quill was born on a mid-ring farming Sliver called Ferrow's Bend, the eldest of four children of a bolt-wright and a tally-keeper. She was clever with mechanisms from childhood โ€” she took apart the family's re-keying wrench at seven and put it back together better than it was โ€” and at fourteen she tested into the Keywardens' engineering corps as an Enginewright apprentice. For eleven years she was exactly what the order wanted: precise, loyal, and good at reading a Sliver's key-frequency by ear the way other people read weather. She re-keyed bolts on four rings. She taught her younger brother Tobias the trade. She believed in the Cage the way farmers believe in rain.

The debt was small โ€” a tally discrepancy on a grain shipment, the kind of thing that should have cost a fine. But the ledger had been sold, and the buyer was inside the order, and the penalty schedule for a falsified tally on a keyed Sliver was unkeying. Marisel was on the Second Ring when Ferrow's Bend came loose. She heard it happen โ€” the bolt-scream carried down the shafts โ€” and by the time she reached the Driftline the Sliver was a mile out and turning, and the people on it were still waving. She has never found out who bought the tally. She has been looking for twenty years.

She joined the Ratchet Crew within the year, and she was not recruited so much as recognised: the Crew's cells were full of people the Cage had failed, and Marisel arrived already knowing how the Cage worked from the inside. She rose fast because she was better than they were โ€” the Crew's early wedges were crude, and she rebuilt them from first principles, tuning each one to a specific Sliver's frequency so that a single wedge could unkey an anchor-grove without touching the neighbouring town.

That precision is why the Tallymarket test was hers, and why the Hollowmere wedge was hers, and why Ossian Vey gave her the fragment of the Master Key when no one else in the Crew could be trusted with it. She built the unkeying engine around the fragment in a workshop behind a false gear-wall in the Sump Gears, and she tested it on a drifting Sliver at the Driftline because Ossian ordered her to and because she wanted to see it work before she aimed it at a city.

Her brother Tobias stayed honest โ€” or she let him stay honest, which she has begun to suspect is not the same thing. When the Crew needed an engineer inside the Warden Bastion of the Sixth Key, Marisel did not ask him to betray his order. She let the Crew take his daughter Lira instead, and let him believe he had no choice, and told herself that keeping his hands clean was a kindness.

She keeps a copy of the hostage order she wrote in the hidden compartment of her brass hand, next to the key-fragment, and she cannot destroy it and cannot read it. This is the shape of her: a woman who keeps evidence of her own crimes where she can feel it clicking against her knuckles.

She is a running-fight specialist and proud of it. She plants her wedges before the fight starts, collapses the ground, and makes the enemy come to her on terrain she has already broken. She talks while she works โ€” to enemies as readily as allies โ€” and she has talked more than one Warden into standing down, because she knows their order's arguments better than they do and can quote the penalty schedules from memory.

She will warn a room to stand back before she fires a charge. She will not, under any ordinary circumstance, fight to the death; she has prepared escape routes in every site she works, and she uses them without shame. The single exception is her niece. If Lira Quill is threatened, Marisel stops being a professional and becomes something older and simpler, and that is the only version of her that dies in place.

What she wants is not complicated, though she lies about it to herself. She wants the Cage broken because the Cage broke her first, and she has spent twenty years turning a grief into a doctrine because a doctrine is easier to carry. She believes the Slivers should drift free. She believes the Keywardens are jailers. She believes Ossian Vey, who is courteous and certain and has never once heard the Mist speak. She has not yet heard the hunting call inside the song โ€” and the whole campaign turns on whether she hears it before the third turn of the Master Key, or after.

Threads to follow

Unresolved Plots

  • The falsified tally that killed Marisel's family names a Concord broker who is still alive, still trading, and still selling key-frequencies to the highest bidder โ€” and Marisel has been saving him for last.
  • Tobias Quill's re-keying logs show a second Sliver unkeyed for profit twenty years ago, belonging to a family Marisel has never met; someone else out there has the same wound she does.
  • Lira Quill has begun humming the Mist's frequency in her sleep, which means the workshop's walls are thinner than Marisel thought โ€” or the Mist is already inside the Crew.
  • Ossian Vey's sealed records mention a fourth lieutenant the Crew has never named, someone who went into the Cage Core a year ago and never came back out.
  • The service shaft from the Driftline to the First Ring has a branch Marisel has never explored, and something down it has been leaving brass chimes wired into the walls โ€” someone else is sabotaging the sabotage.

Beneath the surface

Secrets

  • Marisel has the original tally-stone proving her family's unkeying was falsified for profit, and she has never shown it to anyone in the Crew โ€” because if Ossian knew the Wardens could be bought, his holy cause would look like a business.
  • She wrote the order that took Lira Quill hostage in her own hand, and she keeps a copy hidden in the compartment of her brass hand where the key-fragment is; she cannot destroy it and cannot read it.
  • Marisel has been inside the Grand Cage's heart-room once before, three months ago, scouting the route for Ossian โ€” and she heard the Mist sing for eleven seconds before she ran. She has not told anyone, and she has not slept a full night since.

What haunts them

Fears

  • That the Deep Mist is exactly what the Keywardens said it was, and everything she has done for a year has been feeding a predator.
  • That Lira will grow up and look at her the way Marisel looked at Sela Brant's signature.
  • That the Cage was right โ€” that people like her need to be keyed to something, and freedom is just drift.

What drives them

Aspirations

  • To strike every name on the Wardens' debt-roll and unkey the ledger that killed her family, page by page.
  • To build something the Crew has never had: a way to unkey a Sliver without losing the people on it.
  • To hear the Deep Mist speak โ€” really speak, not sing โ€” and to be certain, one way or the other, before she dies.

Personal quest ยท 1

The Debt of Cinderhollow

Marisel was an Enginewright of the Keywardens until the order unkeyed her family's Sliver as payment for a ledger debt, dropping her parents and youngest brother into the Deep Mist. But the debt was falsified โ€” the tally was sold by a Concord broker and bought back by the Wardens themselves. Marisel must recover the original tally-stone from the Concord warehouse in Tallymarket, trace the signatures through the Bastion's re-keying logs, and confront Warden-Commander Sela Brant with the proof. The quest forces her to decide whether her hatred belongs to the Cage, the order, or the men who signed the page.

Current Stage

Infiltrate the Concord warehouse at Tallymarket and recover the original tally-stone without burning the Crew's cover.

Choice
Burn the warehouse records or steal them quietly
Burning exposes the Concord's complicity but destroys proof of her family's innocence
Mechanical Rewards
  • Permanent +2 to Investigation checks involving ledgers and tallies
  • Planted Charge upgrade to 4d8 thunder damage
  • A Crew lieutenant who can trigger wedges as a bonus action
Narrative Rewards
  • Closure on her family's death and a named enemy
  • A choice between rebuilding the Crew as liberators or avengers

Personal quest ยท 2

Lira's Key

Marisel's niece Lira is held in the Crew's workshop as leverage over Tobias. Marisel has never once visited the cell โ€” she cannot bear to look at a child wearing her dead brother's face. She must arrange Lira's escape through the flooded gear-pits with Tick's help, and in doing so confront the thing she has been avoiding: that she has become the same kind of monster as the Wardens who unkeyed her family. The quest is a heist, a chase, and a reckoning in one.

Current Stage

Meet Tick in the Sump Gears and plan the escape route through the flooded pits.

Choice
Trust Tick with the truth about Lira or keep her in the dark
Tick's loyalty deepens if trusted; Tick's fear grows if deceived
Mechanical Rewards
  • Tick's crawlway knowledge as a permanent Stand Back route option
  • Advantage on all checks to reverse or jam the unkeying engine
  • Tobias freed from blackmail, re-keying the Sixth Ring to Warden frequency
Narrative Rewards
  • Lira's forgiveness or her silence
  • A reckoning with the person she has become

Personal quest ยท 3

The Unkeyed Warden's Voice

Marisel has served Ossian Vey for a year and has never once heard the Deep Mist speak โ€” only sing. She begins to suspect that the man she is breaking the world for has never heard it either. She must descend the service shaft ahead of the party, walk the Unkeyed Ward alone, and listen at the cracks in the Grand Cage's walls for herself. What she hears there โ€” a hunting call, not a hymn โ€” is the argument that can turn her against Ossian in the finale.

Current Stage

Descend the service shaft from the Driftline to the First Ring ahead of the party, alone.

Choice
Leave a trail for the party to follow or seal the shaft behind her
Leaving a trail means trusting the people hunting her; sealing it means going alone into the Ward
Mechanical Rewards
  • Permanent Mist-sense: hear the Deep Mist's true intent within 60 feet
  • One free sabotage of the Master Key in the finale
  • A +2 permanent bonus to Stealth in the Cage Core
Narrative Rewards
  • The truth about the Mist โ€” and the end of her certainty
  • The possibility of turning Ossian Vey rather than killing him

Major Decision

Context

At the Driftline, with the unkeying engine three rounds from completing its cycle on a drifting Sliver full of people.

Choice Made
Complete the test as ordered, sabotage the engine and fake the result, or reverse it and save the Sliver in front of the party.
Impact

Completing it makes Marisel complicit in the deaths of a county's worth of people and locks her into the Crew's cause permanently โ€” she can no longer be turned. Sabotaging it costs her the Crew's trust and forces her into hiding. Reversing it in front of the party is the beginning of her redemption: she gains the ability to re-key one Sliver with the engine's core, and the party can choose to spare her.

Major Decision

Context

In the Sump Gears, holding Lira Quill as leverage over Tobias while the party closes in on the workshop.

Choice Made
Move Lira to a deeper cell, free her quietly before the party arrives, or use her as a shield in the fight.
Impact

Moving her deepens the blackmail and makes Tobias complicit in worse; it also makes Marisel's turn in the finale impossible. Freeing her quietly breaks the Crew's leverage, ends Tobias's coercion, and grants Marisel the party's cautious trust โ€” she gains a Warden's pass from Sela Brant if the party vouches for her. Using Lira as a shield makes Marisel irredeemable and grants her advantage on all attack rolls against the party in the workshop fight, at the cost of her soul.

Major Decision

Context

In the Grand Cage's heart-room, with Ossian Vey two turns from finishing and the Deep Mist coming in through the cracks.

Choice Made
Defend the Master Key with her life, jam the Key and turn on Ossian, or walk out and let the Cage open.
Impact

Defending the Key makes her Ossian's last shield and a boss fight the party must win. Jamming the Key is her turn: she gains the ability to re-key the Cage herself if she speaks the Warden's oath, and she becomes an ally for the finale. Walking out means she survives but the Engine is eaten โ€” she gains a permanent escape and loses everything else, and the campaign ends in the dark epilogue.

Transformative Moment

Trigger

Completing The Debt of Cinderhollow

Transformation

Marisel's hatred finds a specific target and stops being a general rage. She gains the ledger-sense and begins keeping her own tally of the Wardens' crimes โ€” which is the first step toward either justice or obsession.

Mechanical Changes

Investigation (ledgers and tallies)

+2 permanent bonus

She has learned to read the Cage's paperwork the way the Wardens do.

Transformative Moment

Trigger

Completing Lira's Key

Transformation

Marisel confronts the fact that she has become the thing she hates. If she frees Lira, she begins keeping a second tally โ€” of the people the Crew has hurt โ€” and this is what makes her turn possible.

Mechanical Changes

Insight

Advantage on Insight checks against Ratchet Crew members

She knows their lies because she has told them herself.

Transformative Moment

Trigger

Completing The Unkeyed Warden's Voice

Transformation

Marisel hears the Mist's hunger for herself and loses her faith in Ossian's cause. She becomes the character who can argue the Cage's side in the finale โ€” and the only villain in the module who can be turned by evidence rather than mercy.

Mechanical Changes

Mist-sense

New permanent ability: hear the Deep Mist's true intent within 60 feet

She has listened at the crack and heard the hunting call.

Ally

Tobias Quill, her brother

Relationship Family / Co-conspirator under duress
Influence 4/10
Loyalty 6/10

Shared History

Marisel raised Tobias after their parents died โ€” or rather, after the Wardens killed them, though Tobias was too young to remember the unkeying clearly. She pulled him into the Keywardens' engineering corps because he had her hands and none of her anger, and she has spent twenty years protecting him from what she knows. When the Crew needed an inside man at the Bastion, she did not ask him; she let the Crew take his daughter and let him believe he had no choice.

She tells herself this was mercy โ€” that he could stay innocent if he never volunteered. She knows it was cowardice. Tobias, for his part, has never stopped writing her letters she never answers, in a hand she taught him, asking when she is coming home. His current status

Potential Breaking Points

  • If the party frees Lira and Tobias learns Marisel authorised the hostage-taking, he will name her to Sela Brant
  • If Marisel is killed, Tobias will defect to the Wardens and re-key every bolt he touched

Enemy

Warden-Commander Sela Brant

Threat Level 4/10
Conflict Type Ideological and personal

Personal Stakes

Sela Brant signed, or at least countersigned, the order that unkeyed Marisel's family's Sliver twenty years ago โ€” she was a young lieutenant then, and she has spent two decades telling herself it was policy. She does not know Marisel's face, but Marisel knows hers. Marisel has been planting wedges on Brant's ring for a year precisely because Brant is there: every lurch, every screaming bolt, every drifting house is a message to the woman who signed the page.

Brant, for her part, has begun to suspect that the Crew's field hand is not a stranger at all but someone the order made, and this suspicion is why she will not execute Tobias Quill โ€” she wants to know what the Wardens did to his sister. The two women are fighting over who gets to define what the order owes the people it broke.

Possible Resolutions

  • Marisel can be talked into accepting Brant's confession and a formal reckoning instead of vengeance
  • Brant can be turned against the Wardens' leadership if shown the falsified tally
  • One of them will almost certainly die before the campaign ends

Faction

The Ratchet Crew

Standing 5/10

Influence

Marisel is the Crew's field hand and its most effective operator โ€” she built the unkeying wedges, planned the Tallymarket test, and recruited half the Sixth Ring's cells personally. Ossian Vey trusts her with the Master Key fragment, which is trust no one else in the Crew has. But the Crew is a movement, not a family, and Marisel has begun to notice that its recruits are the same desperate people the Keywardens were failing twenty years ago.

She joined because the Cage broke her; she has started noticing that the Crew breaks people too, just more politely. Her loyalty is real but conditional: she will follow Ossian until she hears the Mist herself, and then everything depends on what she hears. If the Crew learns she is doubting, they will not exile her โ€” they will promote her, because doubt in a true believer is more useful than doubt in a recruit.

Obligations

  • Deliver the Driftline test successfully
  • Keep Tobias re-keying the Sixth Ring's bolts
  • Never let the Crew's routes fall into Keywarden hands

Benefits

  • Field cells and safehouses in every ring
  • The unkeying engine and its fragment of the Master Key
  • Crew saboteurs and Wedge-Hounds on call

Ready to Unleash Your Character's Full Potential?

Join thousands of players and create rich, detailed character backgrounds with Fable Fiesta!

Register to unlock personal quests, relationships, and narrative hooks!

Sign Up Now - It's Free!

No credit card required. Start creating in minutes!