Foreman Rill Vexbolt

Level 3 Rock Gnome Gnome Rogue (Thief)

Available with DM subscription
STR
8 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
17 (+3)
WIS
13 (+1)
CHA
10

Defense

Armor Class 14 (studded leather and Dexterity)
Hit Points 24 (3d8 +2)
Speed 25 ft.

Proficiencies & Skills

Saving Throws Dexterity, Intelligence
Skills Arcana +5, History +5, Stealth +5, Perception +3, Investigation +5

Features

Sneak Attack

Class Level 1
once per turn

Once on each of your turns, you deal an extra 2d6 damage to one creature you hit with an attack roll if you have Advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have Disadvantage on the attack roll.

Rogue

Class Level 1

You are trained to exploit openings, move with precision, and rely on skill over brute force. You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools, and two skills from the Rogue list.

Magic Initiate (Wizard)

Background Feat Level 1
at will / 1 per long rest for leveled spell

You learn two cantrips and one 1st-level spell from the Wizard spell list. Rill knows Mage Hand and Mending cantrips and prepares Identify as her 1st-level spell. She can cast Identify once per Long Rest without expending a spell slot.

Sage

Background Level 1

A scholarly background reflecting time spent studying systems, records, and practical theory. Rill gained proficiency in Arcana and History, and she has the habit of carrying reference notes for every problem she expects to encounter.

Thief

Subclass Level 3

You are exceptionally adept at hurried movement, fast hands, and practical infiltration. You gain features associated with the Thief archetype, including tools-based misdirection and nimble operation in cluttered spaces.

Tinker

Species Level 1
at will

Rill can spend time and common materials to build small clockwork devices and practical gadgets, typically harmless but useful in daily work. She prefers solutions that can be repaired with wire, tape, and patience.

Expertise

Class Level 1

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Rill has Expertise in Investigation and Stealth.

Fast Hands

Subclass Level 3
at will

You can take the Use an Object action as a Bonus Action. Your dexterous hands are also useful for picking pockets, opening locks, and disarming traps faster than most people can react.

Second-Story Work

Subclass Level 3

Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Darkvision

Species Level 1

Accustomed to underground work and dimly lit service passages, Rill can see in darkness within the normal range granted by her species traits.

Thieves' Cant

Class Level 1

You know the secret mix of dialect, code words, and hidden signs used by criminals and smugglers to convey simple messages in plain sight.

Cunning Action

Class Level 2
at will

You can take a Bonus Action on each of your turns in combat. That action can be used only to Dash, Disengage, or Hide.

Spellcasting

Intelligence DC 13 +5 to hit

Rill is not a full spellcaster. Her background magic is limited to practical identification and repair, which fits her engineering role and helps her read the market’s cursed mechanisms.

Mage Hand

Cantrip Background feat
Conjuration 1 action 30 feet V, S

A spectral hand appears and can manipulate objects, open containers, or press mechanisms at range.

Mending

Cantrip Background feat
Transmutation 1 minute Touch V, S, M

Repairs a single break, tear, or split in an object no larger than 1 foot in any dimension.

Identify

Level 1 Background feat
Divination 1 minute Touch V, S, M

Learns the properties and functions of one magic item or magical effect.

Character Information

Foreman Rill Vexbolt is the kind of person the market only notices when something goes wrong, which suits her badly. She is a compact, exhausted gnome engineer with soot in the lines of her face, ink on both sleeves, and three clipboards always under her arm because she no longer trusts a single version of any schedule. In the Service Tunnels and Auction Underworks, she is the one who knows which lift groans before it fails, which pipe leaks only when the furnace is hot, and which maintenance lock has been altered by somebody who thinks paperwork counts as invisible. She is practical to the bone, suspicious by habit, and furious in the specific way of someone who has spent years preventing disasters that other people would later describe as 'unfortunate market conditions.'

Rill does not start as a friendly face. She starts as an obstacle, a tired professional who assumes every stranger is either a thief, a fool, or a thief with better shoes. But that wariness comes from experience, not cruelty. She has seen what happens when people treat the underworks like a shortcut, a storage dump, or a place where nobody important will notice if a door is moved. She values competence, direct answers, and anyone who can keep their hands off a lever unless they know what it does. If the party proves they can help instead of raid, she becomes one of the most useful allies in the whole module: a mapmaker, lock expert, tunnel guide, and hardheaded witness to the truth beneath the bazaar.

Her goals are simple but never easy. She wants the routes stable, the workers safe, the quarantine lines respected, and the sabotage stopped before the entire market becomes a debt trap fed by cursed inventory. She is not a dreamer, but she is not heartless either. What she wants most is for the market to function without requiring constant heroics from people who are already overworked. That makes her a good fit for a campaign about bargains, logistics, hidden dangers, and the difference between a fair deal and a poisonous one. Rill is the sort of ally who will not praise the party much, but will quietly save their lives by opening the right hatch at the right time.

Character Background

Rill Vexbolt was born beneath the market, in a corner of the pocket-dimension where the lamps were always dimmer, the air was always warmer, and everyone smelled faintly of oil, dust, and metal shavings. Her earliest memories are not of toys but of tools laid out in careful rows, of older workers teaching children not to touch red-handled valves, and of her own mother counting inventory tags as if they were holy text. In a place like the Bazaar of Misplaced Things, where value can change hands before a bargain is finished, precision is survival. Rill learned that lesson before she learned to lie properly.

As a child, she was the one who crawled into vent grates to fetch dropped washers, who noticed when a lift cable had been frayed by a hair’s breadth, and who asked too many questions about why the same hallway could be mapped three different ways depending on which clerk drew it. She was clever in the stubborn, practical way that makes adults sigh with relief and annoyance at the same time. When other children played vendor and customer, Rill played foreman and inspector. She made pretend clipboards out of old box lids, wrote impossible notes in charcoal, and scolded imaginary apprentices for leaving screws in the wrong tray.

Her talent became useful young. The underworks are not glamorous, but they are the hidden backbone of the market. Lifts move the goods, pipes move the steam, bells warn of contamination, and locks decide who gets access to the places where bad things are stored before they become worse things. Rill apprenticed with maintenance crews who appreciated her memory and her hands. She learned how to listen to a machine the way some people listen to a room full of gossip. If a hinge was wrong, she heard it. If a seal had been tampered with, she felt it in the tension of the latch. If a route map had been copied by someone who did not understand the layout, she spotted the mistake by instinct and stubborn rage.

By the time she was old enough to be trusted with a master key, she already knew the underworks better than many of the people who signed off on them. That knowledge made her valuable and miserable in equal measure. She was promoted into responsibility faster than she was promoted into rest. Every crisis became her problem. Every delayed shipment became her fault. Every jammed lift, rogue cart, and mislabeled crate seemed to land at her feet with someone else asking why she had not prevented it. Rill answered with repair, not complaint, because repairs are what she does. But over the years, that habit hardened into a private resentment. She began keeping duplicate notes, then triple notes. One clipboard held the official route. One held her corrections. One held the truth as she suspected it, which meant the least and the most reliable things she knew were always in tension with one another.

Then the route changes started.

At first they were small. A maintenance stair moved two turns over. A lift stopped where it should not. A quarantine gate opened on the wrong side. Rill assumed a careless clerk or a bored runner was to blame. But the patterns got worse. Black iron tags appeared on goods that should have been quarantined. The moving routes began to feed into places that did not exist on any approved map. Workers swore they had followed the posted directions and still wound up in the wrong aisle. Rill retraced the paths herself, clipboard in one hand, wrench in the other, and found that someone with access to both gnome and kobold systems was not just tampering with the underworks. They were teaching the market to misplace its own bones.

That was when she started sleeping badly. Not because of fear, exactly, but because of responsibility. Rill is not a romantic person; she does not imagine destiny. She imagines failures. A lift brake snapping. A worker getting trapped in a mislabeled shaft. A quarantine line breaking and releasing cursed returns into the wrong corridor. She imagines all the ways a system can be twisted into a weapon and hates herself for how quickly she can see the mechanism behind it. Her anger is useful because it keeps her moving. Her exhaustion is useful because it reminds her what happens when nobody does the maintenance.

When the party first meets her, she is already carrying too much. She is furious that routes keep changing, furious that the saboteur understands her work, furious that the market’s leaders treat the underworks like the ugly underside of a profitable machine. But she is also exhausted enough to accept help if it is real. The players may become her proof that outsiders can be more than opportunists. If they are respectful, she will open doors, hand over keys, and tell them exactly which pipes will burst if they try to sprint through the wrong corridor. If they are greedy, she will mark them as threats and keep one hand on the alarm bell.

Her ideals are practical. Work should be logged. Danger should be named. People should not be left to die because a system made hiding the problem easier than fixing it. Her flaw is equally practical: she believes too much can be solved by competence alone, and that if she just checks the route one more time, maybe the world will behave. The campaign will challenge that flaw by forcing her to rely on trust, improvisation, and the ugly truth that some failures are not mechanical at all. They are about power, secrecy, and people choosing profit over responsibility.

If the party earns her loyalty, Rill can become one of the campaign’s most grounded allies. She will not sing songs about them. She will not call them chosen heroes. She will hand them a key, show them a bypass, and say something like, 'Don’t make me regret this.' In the underworks, that is practically a love letter.

Unresolved Plots

  • Someone keeps changing Rill's route boards using a handwriting style that nearly matches hers, suggesting forgery, impersonation, or a spell tied to copied records. She has not yet decided whether the culprit is a worker, a thief, or someone with access to the Price Engine itself.
  • One of Rill's old emergency lifts descends to a level that does not appear on any approved map. She suspects the lift was modified to serve the black-tag network, but she has not seen what actually waits below it.
  • Rill has a sealed side ledger that records maintenance failures she quietly fixed on her own instead of reporting. If opened at the wrong time, it could damage her reputation, but it may also reveal the pattern of the sabotage.
  • A black iron inventory tag appeared in a place only Rill should have been able to reach, implying that someone either copied her key or gained access to her route tools.
  • A former worker vanished after arguing with Rill about a missing shipment. Rill is not sure whether the worker fled, was recruited, or was taken to the vault approach.
  • The underworks bells sometimes ring one note too late, as though the alarm system is reacting to a hidden command after the fact.

Secrets

  • Rill has memorized three illegal bypass routes and has never told anyone because she built them during a crisis that killed one of her apprentices.
  • She suspects the route tampering began from inside her own maintenance office, but she has not admitted this because it would make her look careless.
  • One of her clipboards contains a copied symbol from the Price Engine that she cannot fully explain; she has been studying it in secret and worries it may be dangerous.
  • Rill once redirected a cargo lift to save a trapped runner, and the resulting paperwork was quietly buried by both factions because the alternative was a public scandal.
  • She has a private fear that the market needs someone like Marrow Quill to keep the whole machine running, and she hates herself for considering that possibility.
  • Rill knows how to open at least one sealed maintenance hatch into the lower vault approach, but she is waiting for proof before she uses it.

Fears

  • That her routes are changing because she no longer understands the system she built.
  • That a worker will die in a lift shaft or quarantine line because she hesitated too long to speak up.
  • That the market's leadership will sacrifice the underworks to preserve the public aisles and call it necessary.

Aspirations

  • To restore the underworks so that every route is honest, logged, and safe enough to trust.
  • To prove that practical labor deserves the same respect as public-facing trade and appraising.
  • To leave behind a market that can survive without needing constant emergency improvisation.

QUEST -- The Route That Keeps Moving

Foreman Rill Vexbolt has mapped the service tunnels of the underworks so often that she can recite them from memory in her sleep, yet the routes keep changing in ways that should be impossible without access to the market’s hidden log system. She wants the party to help her identify who is altering the paths, why the changes always start near the quarantine cage-line, and what the black iron marks on the rerouted inventory are really doing. This quest is about reclaiming authority over the underworks, but it is also about trust: Rill has spent too long being treated like a useful laborer instead of the person keeping the whole market from collapsing into steam, panic, and broken lifts. If the party proves they can help without looting, she will stop seeing them as another group of opportunists and start treating them as professionals. The result is not just a map update; it is a structural shift in how she sees the market and her own place in it.

Current Stage

Investigate the altered route boards, lift controls, and maintenance locks in the underworks. Find evidence of which routes were changed, when, and by which hand. A hidden ink stamp or routing rune should point toward someone with access to both gnome and kobold records.

Choice

Expose the route changes publicly at the Exchange Pavilion.

The market immediately learns that someone has been tampering with the underworks, but the announcement also creates panic, blame, and a rush of vendors demanding answers. Rill gains visibility and some authority, but she becomes a target for anyone who benefited from the confusion. The party earns trust with the honest workers, yet risks embarrassing a faction that may have been helping in secret. This choice makes the campaign more openly political and can accelerate the investigation, but it may also make stealthier allies harder to reach.
Alternative

Keep the route changes quiet and investigate the pattern privately.

Rill preserves operational stability while the party works in the shadows, but she has to swallow her frustration and keep the workers from asking too many questions. This approach keeps the underworks calmer and avoids a public blame storm, yet it also means the saboteur has more time to use the false routes. The party may uncover a cleaner trail, but if they fail to move quickly the next shipment could vanish into the vault approach. Rill respects the discretion, though she will never quite forgive the wasted hours if the party drags their feet.
Mechanical Rewards
  • Gain an Underworks Access Token that functions as a campaign-specific key to maintenance doors, lift controls, and inspection hatches.
  • Gain proficiency with one tool of the DM's choice from this list: thieves' tools, tinker’s tools, or calligrapher’s supplies.
  • Once per long rest, Rill can reroute a mechanical obstacle in the underworks, granting the party advantage on one check to bypass or disable a machine, lock, or gate.
  • If the party completes the quest honestly, Rill grants one repaired utility item or consumable from the market's salvage stock.
Narrative Rewards
  • Rill becomes a dependable ally and can guide the party through service tunnels without charge.
  • The underworks workers stop treating the party as strangers and start treating them as authorized help.
  • The gnome and kobold factions are more willing to accept the party's version of events.
  • Rill can provide a practical map fragment leading toward the Auction Underworks or the hidden stair.

QUEST -- The Lift That Should Not Drop

Deep in the Service Tunnels and Auction Underworks, one of the old freight lifts keeps descending to a level that is not on any public map. Rill suspects someone has been using it to move contraband, cursed stock, and contract paperwork toward the sealed vault below. She wants the party to climb the lift shafts, inspect the brake housings, and find out whether the mechanism is being redirected by magic, tampering, or both. This quest matters because the lift is one of the few routes that can move people quickly enough to matter once the lower chambers start collapsing. Rill also has a personal stake in it: she built part of the system years ago and cannot stand the thought that one of her own machines has become a delivery line for sabotage. The party's progress here can turn a dangerous piece of infrastructure into a useful tactical advantage for the final act.

Current Stage

Explore the lift shaft and identify the point where the brake system was altered. A tampered counterweight, altered cable tag, or hidden command rune should reveal who has been using the lift and when.

Choice

Disable the rogue lift immediately.

The dangerous route is shut down before it can carry another black-tagged shipment or unwitting worker into the vault route. Rill is relieved that no one fell through the shaft, but she also worries that the saboteur will now use a different and perhaps more hidden path. The underworks lose a dangerous shortcut, yet the party gains moral credibility with cautious workers. This is the safest option, but it can make the remaining investigation slower.
Alternative

Leave the lift running and monitor it as bait.

The lift remains a trap and a listening post. This lets the party catch anyone still using it, but it also puts workers at risk if the enemy gets to it first. Rill grumbles that this is reckless, but she understands the value of catching the saboteur in the act. If the party succeeds, they may intercept a courier, lieutenant, or evidence crate headed toward the vault. If they fail, the lift becomes a liability that could drop someone into a worse fight later.
Mechanical Rewards
  • Gain proficiency with thieves' tools if the party has not already secured it through another reward.
  • Gain one campaign boon: once per long rest, Rill can call out a route correction that lets one ally ignore difficult terrain in the underworks for a turn.
  • Gain access to the hidden lift route or a repair bypass leading toward the Auction Underworks.
  • Rill can perform emergency repairs to a damaged mundane object, restoring it to working condition during downtime.
Narrative Rewards
  • The party earns a practical ally who can move them through the market's lower levels.
  • Rill begins to share sensitive underworks information instead of withholding it.
  • The market workers see the party as people who fix problems instead of causing them.
  • The hidden lift route becomes a story asset that ties the party to the final vault approach.

QUEST -- Three Clipboards and a Truth

Rill carries three clipboards because she trusts no single record anymore. One holds the official maintenance schedule, one holds her private corrections, and one contains notes she will only admit are guesses. In this quest, the party helps her reconcile the records and decide which version of the truth should be used when the market faces the final crisis. This is the most personal of her quests because it forces her to admit that she has been keeping conflicting copies of the underworks logs to protect people from bad decisions made above her pay grade. If the party can help her sort the records, they can use the resulting certainty to break lies in the final act, identify forged seals, and prove who altered the route system. But the emotional cost is real: whichever clipboard is discarded may have to be destroyed or publicly surrendered, and Rill will feel the loss. The quest is about accountability, but it is also about the pain of carrying too much responsibility alone.

Current Stage

Compare the three clipboards and determine where they contradict one another. One likely has the oldest routes, one has the current working routes, and one has unauthorized changes written in a hand that may not be Rill's.

Choice

Destroy the false clipboard to eliminate confusion.

Rill chooses certainty over caution and removes the record that might have been useful later. The underworks become easier to understand, but some nuance is permanently lost. She feels cleaner, angrier, and more vulnerable. The party gains a clearer truth, yet they also lose the chance to exploit contradictions later. This choice is emotionally decisive and can help Rill trust the party's commitment to honesty.
Alternative

Keep all three and use them as comparative evidence.

The party preserves maximum information and can cross-check the truth as the campaign develops. Rill dislikes the clutter, but she cannot deny the value of having multiple sources. This makes future investigations stronger, especially against forged contracts and label magic. It also means that the party must carry ambiguity longer, which can be stressful but strategically useful.
Mechanical Rewards
  • Rill permanently gains advantage on one check per long rest to detect forged routes, fake seals, or altered ledgers.
  • The party gains a written corrected route map that grants one reroll on a navigation or infiltration check in the underworks or vault approach.
  • If the party chose honesty, Rill becomes a stronger ally and can call in a favor from both major market factions.
  • If the party chose secrecy, they gain one hidden route known only to them and Rill.
Narrative Rewards
  • Rill stops pretending her records are infallible and becomes more human to the people around her.
  • The party gets a real handle on how the market's infrastructure works.
  • The underworks story line becomes connected to the final vault story line in a way that feels earned rather than convenient.
  • Rill may finally trust the party enough to hand over a master key or emergency access code.

Major Decision

Context

When the party first convinces Rill they are not looters, she must decide whether to keep them on a short leash or give them access to restricted maintenance routes.

Choice Made

Trust the strangers enough to share the real underworks layout.

Impact

If she trusts too early, she risks letting thieves and saboteurs deeper into the market. If she trusts carefully, the party gains access sooner and becomes useful allies. This decision changes whether Rill sees herself as a gatekeeper or a collaborator, and it can open or close fast routes into Act II.

Major Decision

Context

After the first proof of sabotage, Rill has to choose whether to accuse another foreman, preserve faction peace, or point the blame toward the hidden patron even without all the evidence.

Choice Made

Blow the whistle and accept that the market will be upset before it is safe.

Impact

The accusation may protect the underworks, but it can split the market if the wrong person is named. Holding back keeps the peace but gives the enemy more time. This choice affects faction standing, access to tunnels, and how much Rill is willing to risk her own reputation.

Major Decision

Context

When the final vault route is exposed, Rill must decide whether to collapse sections of the underworks to protect the market or keep them open so the party can pursue the villain.

Choice Made

Sacrifice parts of the infrastructure to stop the deeper threat.

Impact

This can save lives by limiting access, but it may leave workers stranded or destroy Rill's life's work. If she refuses to sacrifice anything, she preserves the market's shape but leaves more routes for enemies to exploit. The decision changes the climax and may grant the party a defensive boon or a secret route.

Transformative Moment

Trigger

The first time the party follows a route Rill insists is impossible and finds the altered tunnel exactly where she feared.

Transformation

Rill realizes the sabotage is not an accident and that her maps are being used against her. She stops arguing about whether something is happening and starts planning around how to prove it.

Mechanical Changes

Investigation

Expertise remains relevant and may be expanded to include one additional evidence-gathering check during the campaign.

She begins to look for proof instead of hoping the problem will fix itself.
Social trust

One faction-related ally or contact becomes available if the party reports the sabotage properly.

Her certainty gives weight to the party's warnings.

Transformative Moment

Trigger

The party recovers a black iron tag leading directly toward the lower vault route.

Transformation

Rill accepts that the market's plumbing, lifts, and locks are not neutral tools; they are part of the villain's plan. She becomes bolder, less defensive, and more willing to authorize unusual solutions.

Mechanical Changes

Underworks access

Gain one campaign-specific bypass or emergency pass usable in the service tunnels.

Rill is now willing to bend procedure to stop the sabotage.
Fast Hands usage

Once per long rest, Rill can manipulate an object or mechanism as a bonus action in a scene where speed matters.

She has learned to act before a system can be exploited again.

Transformative Moment

Trigger

Rill chooses whether to expose her conflicting clipboards to the gnomes, kobolds, or the party alone.

Transformation

She stops pretending a foreman must be perfectly certain to be worthy of leadership. Instead, she becomes the sort of leader who can act while carrying incomplete information and still own the consequences.

Mechanical Changes

Wisdom checks

Gain a permanent +1 bonus on one context-specific check to judge routes, hazards, or lies in the underworks.

She has learned to trust pattern recognition over pride.
Allied support

Once per campaign, Rill can call in a crew response that provides cover, a barricade, or a quick extraction route.

Leadership now includes asking for help, not just issuing orders.

Ally:
Kett of the Bent Nail

Relationship Professional ally and mutual nuisance
Influence 6/10
Loyalty 68/10

Shared History

Kett and Rill have crossed paths for years in the auction underworks, where one shouts prices and the other keeps the mechanisms from eating the bidders. Kett likes to tease Rill about her clipboards and her chronic exhaustion, but he also knows she is the only reason half the underworks still function after a bad day. Rill, in turn, relies on Kett to spot fake goods, forged seals, and suspicious buyers before they become a structural problem. They argue constantly about procedure and theater, but when a lift jams or a cargo line goes bad, Kett is one of the few people Rill trusts to call down into the tunnels and say, 'Tell me exactly what broke.'

Potential Breaking Points

  • If Kett believes Rill is hiding auction corruption, he may leak information to protect the market.
  • If Rill humiliates Kett in public, he may retaliate by withholding a crucial bidder clue.
  • If a stronger bidder offers Kett prestige, his loyalty could slip toward whichever side protects the auction.

Enemy:
Vexa Chain-of-Values

Threat Level 5/10
Conflict Type Resource theft, intimidation, and route control

Personal Stakes

Vexa keeps using underworks routes and auction channels that Rill maintains, turning her job into a battlefield of missing stock, forged seals, and angry workers. Rill sees Vexa as the kind of bully who can ruin a place by calling it efficiency. Vexa sees Rill as an obstacle with too much memory and not enough obedience. If Vexa takes control of the routes, Rill loses not just authority but the ability to keep the market safe.

Possible Resolutions

  • Expose Vexa's black-market route deals and force a retreat.
  • Offer Vexa a cleaner profit if they abandon Marrow Quill.
  • Defeat Vexa in a tunnel confrontation or auction chase.

Faction: The Kobold Swap Meet

Standing 8/10
Influence High in the underworks and emergency access routes

Obligations

  • Keep the quarantine cages secure
  • Report route changes quickly
  • Respect tunnel warnings and sealed doors

Benefits

  • Access to hidden maintenance routes
  • Practical battlefield support from runners and wardens
  • Emergency lift overrides and map fragments

Faction: The Gnome Depot

Standing 4/10
Influence Strong in public aisles, repairs, and ward lamps

Obligations

  • Help keep the market open
  • Avoid panic buying or public sabotage accusations
  • Provide useful repairs or proof when requested

Benefits

  • Tools, salvage, and repair credits
  • Access to maintenance notes and lamp wards
  • Official favors if the party prevents looting

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