Merrit Ashgrove

Level 1 Elf (general) Elf Wizard (Evocation (School of Evocation โ€” chosen; subclass features begin at level 2, mechanics pending))

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

Defense

Armor Class 13 (unarmored (10 + Dex +3))
Hit Points 8 (1d6 + 2 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws intelligence, wisdom
Skills Arcana +5, Nature +5, History +5, Insight +3, Stealth +5, Perception +3, Investigation +5

Features

Magic Initiate (Wizard)

background Level 1
1/Long Rest (leveled spell)

Origin feat from the Sage background. You gain two Wizard cantrips of your choice (Message, Mending) and one 1st-level Wizard spell (Find Familiar). You can cast the 1st-level spell once per Long Rest without expending a spell slot, and you must finish a Long Rest before casting it again in this way. When you cast Find Familiar this way, it is a Ritual.

Spellbook

class Level 1

Your spellbook holds the six first-level spells you have learned. You can copy new spells into it using time, ink and gold (50 gp per spell level). Your spellbook is a slim, salt-stained volume with Corvel's name written inside the cover in her own hand โ€” beside which she has resolved to write a cleansing formula.

Declared Subclass โ€” School of Evocation

class (flavor pending) Level 1
pending

Merrit has already declared her path: the School of Evocation. The mechanics unlock at 2nd level (Evocation Savant / Sculpt Spells), but her spellbook's margins are already annotated with experiments in fire and frost โ€” she prepared fire and cold magic specifically to test blackfire's weaknesses in the field.

Spellcasting (Wizard)

class Level 1
at will

2024 rules. You are a Magic user. Your spellcasting ability for Wizard spells is Intelligence. Spell save DC 14, spell attack bonus +5. Cantrips are cast at will; you prepare spells from your spellbook after a Long Rest (Int modifier + Wizard level = 4 prepared).

Arcane Recovery

class Level 1
1/Long Rest

Once per Long Rest, when you finish a Short Rest, you can regain expended spell slots with a combined level equal to half your Wizard level (rounded up) โ€” 1 slot level at 1st level.

Ritual Adept

class Level 1
at will (ritual)

2024 rules. You can cast any spell in your spellbook that has the Ritual tag as a ritual without expending a spell slot or preparing it (e.g., Detect Magic).

Trance (Elf)

species Level 1
per Long Rest

You do not need to sleep; you meditate semiconsciously for 4 hours a day and gain the benefit of a Long Rest in that time.

Keen Senses (Elf)

species Level 1

2024 rules. Gain proficiency in one skill from the Elf list: Perception (selected).

Fey Ancestry (Elf)

species Level 1

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Darkvision (Elf)

species Level 1

You can see in Dim Light within 60 feet as if it were Bright Light.

Spellcasting

intelligence DC 14 +5 to hit Level 1: 2 slots

Prepared spells: 4 (Int modifier + Wizard level). Spellbook contains 6 first-level spells. Fire Bolt and Burning Hands chosen for fire testing; Ray of Frost for cold testing โ€” Merrit prepared fire and cold deliberately to probe blackfire's weaknesses. Find Familiar is cast via the Magic Initiate (Wizard) feat, once per Long Rest without a slot, and can be cast as a ritual.

Fire Bolt

Cantrip class cantrip
evocation 1 action 120 ft. V, S

Hurls a mote of fire at a creature you can see within 120 feet. Ranged spell attack: +5 to hit, deals 1d10 fire damage on a hit. The mote ignites flammable objects not worn or carried. Cantrip upgrade: damage increases at levels 5 (2d10), 11 (3d10), 17 (4d10).

Ray of Frost

Cantrip class cantrip
evocation 1 action 60 ft. V, S

A ray of pale blue light streaks to a creature you can see within 60 feet. Ranged spell attack: +5 to hit, deals 1d8 cold damage on a hit and reduces the target's Speed by 10 feet until the start of your next turn. The target's Speed reduction increases by 10 feet at levels 5 (20 ft), 11 (30 ft), 17 (40 ft).

Minor Illusion

Cantrip class cantrip
illusion 1 action 30 ft. S, M (a pinch of soot and salt)

You create a faintly luminous sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it (no action required) or cast this spell again.

Burning Hands

Level 1 spellbook
evocation 1 action Self (15-foot cone) V, S, M (a pinch of dried chili)

A thin sheet of flames sweeps forth from you in a 15-foot cone. Each creature in that area makes a Dexterity saving throw (DC 14), taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire leaves behind it any unattended objects untouched โ€” but burns cloth, paper and dry brush. Using a Higher-Level Spell Slot: damage increases by 1d6 for each slot level above 1.

Ray of Sickness

Level 1 spellbook
necromancy 1 action 60 ft. V, S, M (a pinch of powdered iron)

You launch a orb of negative energy at a creature you can see within range. Ranged spell attack: +5 to hit, deals 2d8 poison damage on a hit and poisons the target (Constitution save DC 14 negates the poison). The poison lasts until the end of your next turn, during which the creature must retch periodically. Using a Higher-Level Spell Slot: damage increases by 1d8 for each slot level above 1.

Shield

Level 1 spellbook
abjuration 1 reaction, taken when you are hit by an attack or targeted by Magic Missile Self V, S

An Invisible barrier magically protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. The spell ends early if you are Incapacitated or if you take your turn's action other than this spell.

Mage Armor

Level 1 spellbook
abjuration 1 action Self V, S, M (a pinch of่ฐƒๅบฆ็ฒ‰)

Your body becomes blurred, shifting and wavering. For the duration, any creature that sees you has disadvantage on attack rolls against you. An attacker is immune if it perceives you with senses other than sight (Blindsight or Truesight). The spell ends early if you cast another spell or take the Attack action.

Detect Magic

Level 1 spellbook (ritual)
divination 1 action (ritual) Self (30-foot radius) V, S, M (a 1gp-worth pinch of fire-based incense, or a piece of melted candle)

For the duration, you sense the presence of magic within 30 feet of yourself. See Individual effects below for details. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, dirt, wood or a thin sheet of lead. Using a Higher-Level Spell Slot: increases range and duration.

Feather Fall

Level 1 spellbook
transmutation 1 reaction, taken when you or a creature within 60 feet of you falls 60 ft. V, M (a small feather or a piece of down)

Choose up to five falling creatures within range. Their descent slows to 60 feet per round until the spell ends. If a creature lands before the duration ends, it takes no falling damage and lands standing on its feet; the spell ends for that creature. Falling damage per creature: increases with slot level. Using a Higher-Level Spell Slot: affects one additional creature per slot level above 1.

Find Familiar

Level 1 background feat (Magic Initiate)
conjuration 1 action (ritual) 10 ft. V, S, M (10 gp worth of charcoal, incense and herbs consumed by the casting, burned in a brass brazier)

You gain the service of a familiar โ€” a spirit that takes an animal form (e.g., owl, cat, toad) and obeys your commands. You and your familiar share a magical bond: you can see through its eyes and hear what it hears while it is within 100 feet of you, and you can cast spells with a range of 'Touch' through your familiar. The familiar acts independently and can take other actions as you direct.

Message

Cantrip background feat (Magic Initiate)
transmutation 1 action 60 ft. V, S, M (a piece of copper wire)

You point your finger toward a creature within range and whisper a message, which it hears in your mind and can reply to without taking an action. If the target is a creature of Intelligence 5 or higher, it can respond. If you are on a different plane of existence, the message cannot be sent.

Mending

Cantrip background feat (Magic Initiate)
transmutation 1 minute Touch V, S, M (two small magnets or lodestones)

This spell repairs a single break or tear in an object you touch โ€” such as a broken chain link, two halves of a broken key, or a torn cloak. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the damage. This spell can physically repair a magic item or construct, but not restore magic to it.

Behind the character

Character Information

Merrit Ashgrove is a slim, youthful elf scholar with sharp, curious features, silver-blonde hair pulled into a loose knot that escapes in ink-smudged strands, and grey-green eyes that are usually looking at a notebook rather than at you. She wears layered traveling robes of faded sage-green over a chemise, a salt-stained scholar's satchel across one shoulder, a thick leather-bound spellbook strapped to her hip, a worn quarterstaff in one hand, and a component pouch at her belt from which a faint wisp of cold mist curls.

She is precise, curious, and easily distracted by a good question โ€” mid-sentence, mid-fight, mid-funeral. She is far braver about a mystery than about a person: she will walk into a glowing cave mouth without hesitation and rehearse a greeting three times before knocking. She apologizes to furniture. She measures things when she is nervous, which is often, and her measurements are always right.

Merrit came to Moonharbor to study the mineral alchemy of the Verdigris Coast and stayed because the city's apothecaries let her use their benches. Her teacher, the old scholar Corvel, went up the coast road two years ago to survey the old Deadvein workings and sent one letter and then nothing. She has read that letter so often she can recite its last line from memory: 'the ore here burns without smoke, and it should not.'

She has declared herself for the School of Evocation and prepared fire and cold spells for one deliberate reason: to test blackfire's weaknesses in the field. Her spellbook's margins are already annotated with experiments in flame and frost, and beside Corvel's name on the inside cover she has resolved to write a cleansing formula. She is a level 1 wizard with a spellbook, a quarterstaff, and a driving goal: find out what happened to her teacher and finish the survey he started, whatever the mountain has done to him.

Before the adventure

Character Background

Merrit was born to a family of cooperage factors in a small Verdigris Coast port town โ€” people who measured timber by the cord and trusted nothing they could not weigh. She was the child who asked why the barrel staves warped, and then why the wood remembered being a tree, and her exasperated father sent her at last to an itinerant scholar named Corvel mostly to get her out of the counting house. It was the best decision anyone in her family ever made about her.

Corvel was an old scholar of mineral alchemy, half-legend among the coast's apothecaries: a man who had measured the salt flats, assayed three hundred ores, and published exactly two papers because he would not sign his name to anything unfinished. He taught her that a question properly asked is half answered, that instruments outlast opinions, and that the scholar's first duty is to be wrong out loud, in writing, where it can be corrected.

He never finished her formal examination. Two years ago he sent her ahead to Moonharbor with a warm letter, a list of bench contacts, and the instruction to set up the survey's base camp while he went up the coast road to the Deadvein workings. She has never understood why he sent her away from the interesting part.

The letter came eleven weeks later. It was short, cheerful in the way of a man writing quickly, and it described the old galleries, the tramways, the water โ€” and then, in the last lines, a hand that was not quite his own: 'the ore here burns without smoke, and it should not.' One line is crossed out and rewritten. Then nothing. She wrote to every post house on the coast road. She wrote to the Council. She waited.

Moonharbor kept her. The apothecaries' guild let a visiting elf scholar use their benches because she was careful, tireless, and good for trade; Lira Fen gave her a back bench and burnt sugar and became, without either of them announcing it, her closest friend in the city. She mended vials with Mending, labeled tinctures in a hand too neat to forge, and spent two years building the base camp of a survey whose surveyor had vanished. She has become a fixture of the arcaded streets: the elf who measures things, who apologizes to the stool she knocks over, who will forget to eat for a day over a good question.

A year ago she sent the Moonharbor Council a formal written warning that the ore coming down the coast road behaved like nothing in the mineral ledgers. A clerk acknowledged it politely. She has been ashamed of that letter ever since โ€” ashamed that she let a form letter stop her, and unable to tell anyone the Council was warned, because admitting it means admitting she did not shout.

Then the burned caravans started, and the red sashes, and the iron going somewhere. And one day Lira Fen โ€” brisk, overworked, deeply nosy about wounds โ€” came to the bench with a bandage she had kept and a story she could not finish: a courier's burn, cold at the edges, glowing under the cloth. Merrit matched the residue against Corvel's letter in one evening and did not sleep that night. The ore was real. It was moving. It was being dug, refined, and shipped by men in red sashes, and her teacher had found it first and been taken for it.

She declared herself for the School of Evocation the same week, over the guild's mild disapproval โ€” bench scholars are supposed to stay theoretical. She prepared Fire Bolt, Burning Hands, and Ray of Frost for one reason: to test blackfire's weaknesses in the field. Her spellbook's margins fill with experiments in fire and frost. Inside the cover, beside Corvel's name in his own hand, she has resolved to write a cleansing formula โ€” because if the ore can burn a man cold, someone must learn how to put it out.

She went east because the trail went east: to Ironjaw Hold, where a warden was paying good iron for answers; down the Ashen Road with three strangers who became a party; and eventually, if the letters and the ledgers and the burned wagons all point the same way she believes they do, up the coast road her teacher took, to the mountain full of holes, to find out what happened to Corvel Ashgrove's survey โ€” and to Corvel Ashgrove.

Whatever the mountain has done to him. She is level 1, she has two first-level slots and a quarterstaff, and she is the bravest person in any room as long as the room contains a mystery instead of a person.

Threads to follow

Unresolved Plots

  • The courier whose cold-edged, glowing burn started everything is still alive somewhere in the Reach, still marked by blackfire, and still carrying whatever the Brotherhood paid him to carry. Finding him would give Merrit a living subject โ€” and a dying one.
  • Corvel's survey case sits in warehouse nineteen on the north mole, sealed, its field notes unread. What her teacher concluded about the seam before he was taken may be the difference between collapsing the Deep safely and lighting a fuse under Cinderfall.
  • Halden Grist will not stop talking about a second seam. If he is right, collapsing the first seam saves Cinderfall but does not end blackfire โ€” and Merrit's finished survey would be wrong, which she finds almost unbearable.
  • The letter Corvel sent had one line crossed out and rewritten in a hand that was not quite his. Merrit has never shown that page to anyone. Something made him change his mind mid-sentence, two years ago, up the coast road.
  • Mother Sallow has been reading Corvel's notes for two years and has questions only Merrit's field work can answer. The day Sallow learns a careful elf scholar is testing blackfire's weaknesses on the road, she will start writing letters โ€” courteous, patient, and addressed to Merrit by name.

Beneath the surface

Secrets

  • Merrit has carried a pinch of blackfire residue in a stoppered vial in her component pouch since the day she first matched it to Corvel's letter. She has told no one โ€” not Lira, not the party โ€” because a sample means a responsibility she is not sure she wants.
  • Corvel sent her away from the Deadvein survey before her final apprenticeship examination, with a warm letter she has read a hundred times and never understood. She fears he saw something in her โ€” the same curiosity that took him up the mountain โ€” and sent her home to keep her from it.
  • She wrote to the Moonharbor Council a year ago warning them about the ore, and was politely ignored. She has never told anyone the Council was warned, because admitting it means admitting she let a clerk's form letter stop her from shouting.

What haunts them

Fears

  • That Corvel is alive in the deep works, changed by what he studied, and that she will have to choose between the teacher she remembers and the thing the mountain made of him.
  • That her fire will one day hurt someone โ€” that the same carelessness that made her apologize to furniture will, with evocation in her hands, cost a person instead of a teacup.
  • That she will be politely ignored again: that she will assemble the truth of blackfire perfectly, present it to power precisely, and watch it get filed.

What drives them

Aspirations

  • To finish Corvel's survey โ€” every gallery, every measurement, the whole mountain โ€” and sign it with both their names.
  • To write the complete theory of blackfire into her spellbook: what it is, what it fears, and how to unmake what it does, beginning with the cleansing formula beside his name.
  • To earn a bench of her own โ€” a chair, a title, a door with her name on it in Moonharbor or Ironjaw โ€” so that the next scholar with a strange ore and a missing teacher is believed the first time.

Personal quest ยท 1

The Apothecary's Burn

Lira Fen treated a Redband courier's wound last month and has been frightened ever since, because the burn on his arm did not look like any fire she knew โ€” it was cold at the edges and it kept glowing under the bandage. Merrit needs that residue sample, and Lira will only give it to someone who can tell her what she touched. The quest plays out in Lira's shop and the arcaded streets of Moonharbor: Merrit must analyze the blackfire residue, match it against the ore described in Corvel's last letter, and trace the courier's route through the docks to the north mole warehouse, where she finds her teacher's survey case in the Brotherhood's office. What she does with the case โ€” and with the knowledge that blackfire can be cleansed as well as weaponized โ€” decides whether Cinderfall's well can be saved.

Current Stage

Analyze the residue in Lira Fen's shop and identify it as blackfire, matching Corvel's letter.

Mechanical Rewards
  • The cleansing formula written into her spellbook: once per Long Rest, Merrit can neutralize blackfire residue on an object or in one gallon of liquid with a ten-minute ritual.
Narrative Rewards
  • Lira Fen sleeps with the shop lamp lit for the first time in a month, and becomes a standing source of alchemical supplies and harbor gossip.

Personal quest ยท 2

The Survey That Stopped

Corvel went up the coast road two years ago to survey the old Deadvein workings and sent one letter and then nothing. Merrit has recited its last line so often she can hear his voice saying it: 'the ore here burns without smoke, and it should not.' Following the survey's route โ€” the coast road, Thornwatch, the Deadvein Gate, and at last the deep works โ€” Merrit retraces her teacher's steps, interviewing everyone he wrote to and everyone who saw him pass.

The trail ends in the slave pens of the Deadvein Deep, where an old scholar's survey instruments hang on a wall like trophies, and where Mother Sallow has been reading Corvel's notes with genuine delight. What happened to him is the question the whole campaign has been asking, and the answer is worse than death.

Current Stage

Reconstruct Corvel's route from his letter and interview witnesses along the coast road.

Mechanical Rewards
  • Corvel's brass survey instruments (advantage on Intelligence checks to map or navigate the Deadvein galleries) and either Corvel's Chill or the journal's recall benefit.
Narrative Rewards
  • The truth of Corvel's fate, and the right to sign the finished survey with both their names.

Personal quest ยท 3

What Burns Without Smoke

Merrit prepared fire and cold spells for one reason: to test blackfire's weaknesses in the field. This quest is her laboratory, and the laboratory is the road. Across the campaign she must document blackfire under real conditions โ€” a courier's burn, a poisoned well, a forge-tainted blade, a slagling in a flooded gallery, the seam itself โ€” building a working theory of what the ore is and what it fears.

Old Marn will trade shrine-news for her findings; Tessa Quill will cipher-check her copied manifests; Thokk Brightsteel will burn his fingers proving her cold hypothesis right. Each verified finding hardens the theory, and the finished theory is the only reason the party will know that the fourth support beam must come down before the seam is fired.

Current Stage

Document three independent blackfire phenomena and compare them against Corvel's letter.

Mechanical Rewards
  • Blackfire Lore: Merrit gains advantage on all checks to identify, counter or cleanse blackfire, and her cold-damage spells treat blackfire creatures as vulnerable.
Narrative Rewards
  • A finished treatise โ€” the survey completed at last โ€” that survives the campaign and names every hand that helped.

Major Decision

Context

In the north mole warehouse, Merrit finds Corvel's survey case in the Brotherhood's office, alongside mine maps and a letter from Edric Vane calling the mine 'the anvil of the Reach.'

Choice Made
Seal the case and hand it to Magistra Dorn untouched as evidence, or open it and read what her teacher found before anyone else.
Impact

Opening it gives Merrit Corvel's Margins (advantage on Arcana checks to identify blackfire effects) and the raw notes that accelerate her cleansing formula by days. Sealing it earns Dorn's complete trust and the Council's warrant sooner. Merrit must decide whether she is a scholar or an investigator first โ€” and the party feels the timing either way.

Major Decision

Context

In the deep works, Merrit learns what the mountain did to Corvel โ€” and finds Mother Sallow offering to trade his notes, and his fate, for Merrit's cooperation on refining blackfire.

Choice Made
Take Sallow's bargain and learn everything, or refuse and take the notes by force, leaving Corvel's fate partially unknown.
Impact

The bargain grants Sallow's laboratory knowledge (Merrit may copy one additional 1st-level spell into her spellbook and gains the Cleansing Draught formula) but makes her complicit in Sallow's eyes โ€” and in her own. Refusal costs knowledge but keeps her hands clean, and Sallow remembers the refusal.

Major Decision

Context

At the blackfire seam, with the four supports charged, Merrit realizes the collapse will destroy the only known seam of the strangest substance she has ever studied โ€” and a fist-sized sample could be saved.

Choice Made
Let the seam collapse complete and pure, or pocket a sample of blackfire ore in the three rounds before the mountain comes down.
Impact

The sample makes her the foremost authority on blackfire alive โ€” permanent advantage on blackfire-related checks and one cast of a blackfire-infused spell per Long Rest โ€” but it is unstable, marks her to anything that senses the ore, and every faction will eventually come asking. The clean collapse buys the Reach a future and Merrit a finished sentence with nothing to hold.

Transformative Moment

Trigger

Writing the cleansing formula into her spellbook beside Corvel's name

Transformation

Merrit stops treating her spellbook as a borrowed inheritance and starts treating it as her own work. Her prepared spell choices shift from imitation to intention.

Mechanical Changes

Transformative Moment

Trigger

Learning Corvel's true fate in the deep works

Transformation

Her driving goal resolves, and she must choose what she is without it: the searcher, or the one who answers.

Mechanical Changes

Transformative Moment

Trigger

The first time her fire saves someone instead of just measuring something

Transformation

The Evocation declaration stops being an experiment plan and becomes a vow: her fire will have a purpose, or it will stay sheathed.

Mechanical Changes

Ally

Lira Fen

Relationship ally (apothecary of Moonharbor)
Influence 8/10
Loyalty 7/10

Shared History

Merrit has used Lira's back bench for two years, ever since the apothecaries' guild decided a visiting elf scholar was good for trade and Lira decided a second pair of careful hands was good for business. Merrit mends cracked vials with Mending and labels Lira's tinctures in a hand too neat to forge; Lira feeds her burnt sugar and harbor gossip and pretends not to notice when Merrit forgets to eat.

The relationship is built on small services, not declarations. When the courier's cold-edged, glowing burn came into the shop, Lira did not go to the Guard or the guild โ€” she kept the bandage, kept her mouth shut, and waited for the one person in Moonharbor who might tell her what she touched. That trust is the foundation of The Apothecary's Burn, and it survives only if Merrit keeps Lira's name out of every report she files.

Potential Breaking Points

  • If Merrit names Lira as a witness in any Council testimony, Lira's shop becomes a target and the friendship curdles into fear.

Enemy

Mother Sallow

Threat Level 9/10
Conflict Type intellectual and moral rivalry

Personal Stakes

Mother Sallow was a Moonharbor apothecary struck off for experimenting on patients; Merrit is a Moonharbor bench-scholar whose curiosity is her whole spine. They are mirrors, and Merrit knows it, which is why the rivalry is personal in a way no bandit could be. Sallow has spent two years reading Corvel's captured survey notes with delight, and she knows exactly what Merrit is the moment she hears a careful question asked in a Redband camp.

Sallow wants Merrit's mind โ€” recruited, not killed โ€” and she offers knowledge the way she offers tea. Every piece of blackfire lore Merrit gains by honest field work is a piece Sallow gained by cruelty, and each woman's method is an argument against the other's. Sallow keeps a list of questions she wants to ask Merrit. Merrit is afraid she would enjoy answering them.

Possible Resolutions

  • Refuse her bargain and take the notes by force
  • Trade knowledge for Corvel's fate and live with it
  • Defeat her and inherit the laboratory โ€” and the choice of what to burn

Faction

The Moonharbor Council

Standing 3/10

Influence

Merrit came to Moonharbor on a scholar's letter of introduction and stayed on the strength of the apothecaries' benches, so her relationship with the Council is the relationship of a tolerated guest: permitted, useful, and entirely without standing. A year ago she sent the Council a formal written warning that the ore coming down the coast road was behaving like nothing in the mineral ledgers โ€” 'it burns without smoke, and it should not' โ€” and received a polite acknowledgment from a clerk who clearly did not read it.

She has been quietly ashamed of that letter ever since, because she believes she was right and did not shout. Magistra Selene Dorn is the one magistrate Merrit respects without reservation, and Dorn is the natural destination for every piece of evidence Merrit documents. The Council, for its part, will find a precise elf with a written theory of the Redband's ore either invaluable or inconvenient, depending on the day and the vote.

Obligations

  • Report findings that bear on harbor security to Magistra Dorn
  • Keep her bench privileges by not embarrassing the apothecaries' guild

Benefits

  • Access to guild benches and reagents at cost
  • Dorn's ear โ€” and eventually her warrant โ€” if the evidence is clean

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