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  1. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Olvyn cringed at each and every clamorous attempt by the burly half-elf and even burlier dwarf to pry open the secrets of the container. The elderly man had no choice but to remain seated near the entrance to the office, exchanging pleasant smiles as the refugees looked over with curiousity at the happenings over in their corner of the church. One particularly curious pair of siblings tried to make their way over to sneak a peak through the doorway but Olvyn held his hands out to stop them.   "Best run along little ones. The Watch Captain's been known to hang spies by their toenails if they are discovered. Does not matter how cute or innocent they really are. Heart of ice that one."   After a little while, Olvyn notes the clanging was no longer as raucous, nor had it been replaced by any sounds of screams or explosions. Figuring it was safe to peak back into the room, Olvyn turned the corner back into the office in time to see Bronn sorting and shuffling through the stacks of pages that had been freed by him and Belfyr from the contraption. "Ah, I am happy to see you have been most successful. Well done. Perhaps there is a clue in these pages as to where this underground complex is. It must be rather important if this is what these parties have all been searching for."   Mechanics Main Hand: Holy Symbol Off Hand: Shield   Manipulate: Bonus Action: Action: Guidance on himself. Move:            
  2. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Olvyn acquiesced to the group's desire to bash another obstacle into submission. Though he usually preferred less direct methods, he was aware the group's limited skillset left them with few other options. The wounded former necromancer did prefer to be elsewhere on the off chance their prize case was rigged to avoid tampering however. Seeing his daughter still shooting daggers at him with her glare, Olvyn saw his chance and cleared his throat uncomfortably before heading over to the doorway.   "Well, if this is the path we need to partake, I suppose I will keep an eye outside in case our endeavours draw any unwanted ears our way. Do be careful though. I would rather not have to piece together the clues if that can be avoided."   Before exiting, the former councilman gave Belfyr a reassuring pat on the shoulder on the way out. "May the Great Worm bless your efforts good chef."   Mechanics Main Hand: Holy Symbol Off Hand: Shield   Manipulate: Bonus Action: Action: Guidance on Belfyr (or Bronn if Bronn's making the roll) Move:            
  3. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Olvyn was shocked and stunned by his daughter's outburst and subsequent storming into the back office. The rage, the aggression, the ultimatums. It was all things he had seen before when Yveran was a young girl but it was very different coming from the now fully grown woman (who honestly could probably overpower the elder man if she chose to do so). It was obvious to Olvyn there was still a great deal of work to be done to make his daughter understand the great sacrifices he had made to insure their place in the world.   With a sigh, the old man rose to his feet and made his way slowly to the back office where the others were gathered. Along the way, he gave a remorseful smile and whispered some  apologies to the nearby refugees. "Just a misunderstanding." "She always was a bit tempermental. Gets it from her mother's side." "Teenagers, you know how it is."   As Olvyn prepared to enter the room, he heard the dwarven worksmith Bronn talking about breaking open the case either by force or by spell. Turning around the doorway, he notes the group including the chef Belfyr and the captain huddled around the dwarf and inspecting the prize from the Academy adventure. His daughter sulked in the corner, another habit he was somewhat familiar with from her formative years. She used to sulk in her room for hours until finally he would send the zombies to dance for her amusement. A shame there were no fresh corpses around.   "Well, let us just hold on a minute there Master Smith. I unfortunately no longer possess the magic you speak of and unless my daughter " - Olvyn glances over at Yveran just to be met with an icy glare in return " - no, I suppose she does not have those capabilities either. Now I am as curious as to the contents of that container as anyone but if we open it too hastily we run the risk of destroying whatever treasure might be inside. Perhaps our benefactor Torrent might have some information that might be of assistance. I believe she is just next door, I can retrieve her presently." The elder Tallindor then turns to find Torrent and beckon her to join their discussion.   Mechanics Main Hand: Holy Symbol Off Hand: Shield   Manipulate: Bonus Action: Action: Move:            
  4. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Olvyn gingerly touched the scorch marks left by the lantern archon's rays. From the look of things, the celestial creature had not been messing around and was going for the throat with each of its strikes. The former necromancer had to admit that captain's rejuvenating power had done a good job in mending the most extensive parts of the damage.   "This should fully heal once we get some rest. You will just have to make do with a little bit of pain until then. No need to expend more magic that might be necessary later. And of course I care for you, young lady. If I did not, I would have left this city long ago."   Olvyn paused briefly considering his next words. When she was younger, Yveran had often asked about her mother. As was natural of course. A young girl of her exuberance could hardly be expected to contain that curiosity for very long. The elder Tallindor had only shared snippets of information. That she was half orc and half elf, very charming and loved Olvyn and her deeply. He still remembered how fiercely Yveran had cried the night her questions wore him down and he told her emphatically that her mother had already passed and that they would never meet. They could not afford another breakdown, not right now. Better to change the topic back to relevant matters.   "Emotional outbursts are unbecoming for a girl of your age however. I told you before that we would speak of your mother when the time was right. Seeing that we are in the middle of a war, that time is not right now. Instead we need to determine precisely what manner of gift you have received and the extent of its abilities. This could be key in our surviving the weeks to come. Have you tested the range of it? Can you also sense or only deliver? Should we move this conversation to..." Olvyn waved his hand vaguely upwards to try to get his point across.   Mechanics Main Hand: Holy Symbol Off Hand: Shield   Manipulate: Bonus Action: Action: Move:            
  5. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   The silence dragged on for a beat too long before Olvyn stepped forward to take a closer look at his daughter's injured shoulder.   "Even if the good captain took care of most of your injuries, it does not hurt to have another inspection. The divine does not always catch all the possible lingering effects of a wound, it merely speeds up the healing process."   As he reached forward to brush Yveran's braided hair aside, the old man hesitated in his actions. Though Olvyn had never been the most affectionate of fathers (he left most of the caretaking to his servants), he had always taken it upon himself to check his daughter for serious injuries whenever she had gotten herself scuffed in her various adventures. Of which there were plenty during Yveran's younger days. Now that they were standing awkwardly close to each other, Olvyn had to admit to himself that the young girl he knew had grown and changed immensely in their time apart. So much so that Olvyn, even with his clinical background, was hesitant to break the barrier of touch without proper permission.   "Sit down, pull your hair back and let me take a proper look. It will only take a minute. And no squirming." The old necromancer then tilted his head forward and dropped his voice to a low whisper. "And while we are here, it would be good if you can share more about your gift from our bloodline. Like when it manifested and the extent of its abilities."   Mechanics Main Hand: Holy Symbol Off Hand: Shield   Manipulate: Bonus Action: Action: Move:            
  6. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   It would have been a simple matter to slip away during their retreat back to the church. A quick disguise and a different turn around a corner would have been enough. Seeing the ransacked state of the academy however convinced Olvyn that the chance of finding what he was looking for (a solution to his brand) was unlikely. In addition, his wounded state would mean that being caught alone by some desperate students might be a greater risk than he was comfortable taking. With a sigh, the elder Tallindor resigned himself to follow the group back to the simple church that searched as a temporary headquarters. For now.   Arriving back at their destination, Olvyn took little time finding a bench to rest himself on. In the bustle of their departure, he had not taken the time to properly examine his injury in case it was more serious than expected. A quick inspection determined that the blade had gone in and out swiftly, leaving a clean though still painful wound for him to contend with. Not knowing what else lay in store for them tonight, he resisted the urge to use his divine magic to fully repair the damage lest it be needed in more dire situations.   The captain was taking charge again, a situation that Olvyn was fine with for the time being. The old necromancer had no clue what might be in the case but was willing to entertain their "mission" for the time being. Most important in his mind was finding some time to question his daughter on her abilities, when they manifested and the strengths and limitations of her skills. Seeing the others preoccupied, he waved in Yveran's direction and indicated to her burn marks.   "Yveran - I mean Anne. Let me take a look at that wound while the others try their luck. We still have a long way to go and I would not want any lingering injuries do fester during the battle."   Mechanics Main Hand: Holy Symbol Off Hand: Shield   Manipulate: Bonus Action: Action: Move:            
  7. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Olvyn stepped back into the room to look over Bronn's shoulder as he unveiled the steel box that was the fruit of all their efforts.   "Well, Master Bronn. Consider me impressed. When this is all over, I will be sure to put in a good word for you with the Council for the rebuilding projects that will arise. If there still is a Council that is."   Stepping back out into the hallway, the old necromancer takes a quick glance to ensure the coast is clear. "Shall we make our exit? I would hope our ally has secured their victory but let us not stay here and tempt fate if we do not need to."   Mechanics Main Hand: Holy Symbol Off Hand: Shield   Manipulate: Bonus Action: Action: Move: Move away back into hallway            
  8. Amber Pyresoul - Halfling (lightfoot) Draconic Sorcerer AC: 16 | HP: 23/23 | Initiative: +3 | Passive Perception: 9 | Spell Slots: 1st 3/4 2nd 1/2 (+5, DC 13) | Sorcery Points: 3/3 | Hero Points: 2/3 | Concentration: None Post goes here. "Speech" thoughts in italics   Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.          
  9. PROLOGUE:   Amber walked gingerly through the busy streets of the Wrecks-port, a small splotch of white and blue in a sea of yellowish-brown. In one hand she held a map of the city, a map she was furiously turning this way and that trying to find some alignment that made sense with the roads in front of her. In her other hand, she held a sticky bun, a passable treat that she had picked up from a street vendor two blocks before. The halfling had arrived just a day earlier, in hopes that the answer to her *condition* may lie with the scholars at the city archive. That is if she could ever find them. A diminutive and easily missed figure, the young sorcereress was in constant danger of being stepped on as she tried to eat and navigate at the same time. To her right, a dark raiding vessel was being unloaded by a chain gang of a dozen scraggly slaves as three task masters stood guard, whips at the ready. As she walked, a distracted look glazes over her face as if her mind had suddenly wandered elsewhereThraxys: Incinerate a few and the rest will make room. Amber: We *just* got here. I'm not going to start burning people. Thraxys: But you will after you have become more acclimated to this environment? Amber: What? No! That's not what I meant. There are laws against randomly attacking people. Thraxys: So you keep saying but I see no one stopping the whip wielders over there. Take note of the wide berth others afford them and the respect. Whereas you are one step away from being trampled. Amber: I hardly think I should be taking lessons in social skills from a bunch of slavers. Thraxys: I mean you are literally about to be trampled. Look ahead of you..   Suddenly there was a flurry of movement from Amber's left. Out of the crowd emerge two young humans, a man and a woman, both wearing crimson scarves. The individuals quickly produce crossbows from the depths of their cloaks. The man calls out "No slaves in Wrecks-port!" as they both unleash their bolts at the slavers. One goes wide but the other catches one of the taskmasters in the shoulder and he goes tumbling off the docks into the waters below. The other two slavers quickly recover from the shock of the sudden assault and draw their cutlasses as their attackers reload. One spits on the ground and hisses "Scarlet scum!" as they both charge the red scarved liberators. The crowd quickly flees as the violence is escalates. Amber ducks behind a nearby barrel so as not to be trampled by the rush of pedestrians but her eyes are drawn back to the skirmish about to take placeAmber: You see. Someone does see them and wants to help. Thraxys: Fools by the looks of it. Naive, ignorant fools. Amber: I think I'll help too. Thraxys: By all means. Three fools are more entertaining than two.. The scarlet clad assailants have abandoned their crossbows and now drawn blades to match with the pirates. The dozen chained slaves, uncertain how best to take advantage of the situation, have started shuffling down the docks as fast as their linked legs would allow. Amber mentally ran through the limited catalog of spells she had learned in her years of schooling before settling on one for this particular situation. Narrowing her eyes, the halfling sorcerer pulls out an orb and raises a hand to point at the larger of the two slaversThraxys: A Charm spell? In the middle of a sword fight? You would have had more luck attacking him with your sugary lunch. Amber: It could work. If I can get the big one to see the error of his ways, maybe he can convince the smaller one and they can find their friend who got shot but is probably still alive and get him some medical attention and then - Thraxys: You know what you need to do. Bring forth the flame. Amber: NO! My plan will work. No one has to die. This time no one has to die... Thraxys: You will not kill to demonstrate your power. You will not kill to protect the ones you profess to care so much about. Would you even kill to defend yourself? Why hold us back? Why pretend to be something other than what we are? Or what we can be... together? . "BECAUSE I HATE YOU!" screamed the young halfling at no one physically around her. As she shouted, a searing bolt of red flame flew from her fingertips, striking the larger of two slavers and incinerating his arm at the elbow. The man shouted in agony and clutched at his charred  stump, before falling dead to the ground. The other slaver, terrified at the brutality of the sudden attack, quickly turned and fled the scene.   The two liberators were also stunned by the sudden change in circumstances. The woman recovered first and sent the man to help unlock the slaves while she went to find the source of the magical attack. Carefully peeking around the barrels, she finds Amber tucked against the wall, quietly weeping to herself. Unsure what to make of the halfling girl, the woman makes a quick judgement call and offers a comforting hand to the small figure. "Hey there.. thanks for the help. Glad you were on our side. We should get going though, this place will be overrun with bad guys soon. You can come with us if you want. My name is Serena and we can provide you some shelter for a while... if you'll trust me." Wiping her runny nose with her sleeve, Amber takes the stranger's hand to be led off to relative safetyThraxys: There is hope for you yet... little one..
  10. Amber Pyresoul         Gender: Female Race: Halfling (Lightfoot) Alignment: Chaotic Good   Class: Draconic Sorcerer 3 Background: Criminal Passive Perception/Investigation: 9 / 11 Passive Insight: 9   HP: 23 Hit Dice: 1d6 AC: 16 Initiative: +3 Size: Small Speed: 25 feet    Abilities & Skills Proficiency Bonus: +2 STR 8 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 8 (-1) CHA 16 (+3) -1 Saves +4 Saves +4 Saves +1 Saves -1 Saves +5 Saves -1 Athletics   +3 Acrobatics +5 Sleight of Hand +5 Stealth     +3 Arcana +1 History +1 Investigation +1 Nature +1 Religion -1 Animal Handling -1 Insight -1 Medicine -1 Perception -1 Survival +5 Deception +5 Intimidation +3 Performance +3 Persuasion     Proficiencies Languages Class Abilities Racial & Background Traits Feats daggers, darts, slings, quarterstaff, light crossbow   Tools: Thieves Tools   Games: Dice Set Common Halfling Draconic Gnome   Dragon Ancestor (Red)At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your proficiency bonus is doubled if it applies to the check. Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. Font of MagicYou have 3 sorcery points. Regain 2 expended sorcery points whenever you finish a short rest. Regain all of your sorcery points when you finish a long rest. Flexible CastingCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. 1 Spell Level = 2 Sorcery Points 2 Spell Level = 3 Sorcery Points 3 Spell Level = 5 Sorcery Points 4 Spell Level = 6 Sorcery Points 5 Spell Level = 7 Sorcery Points   Metamagic: Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. LuckyWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. BraveYou have advantage on saving throws against being frightened. Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours. Natural StealthYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.   Background - Criminal: Criminal ContactsYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically you know the local messengers, corrupt caravan masters , and seedy sailors who can deliver messages for you. SpellslingerSwap for -2 WIS. Prerequisite: The ability to cast at least one spell. - Your spells always seem to have a little bit extra, gain the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a Maximum of 20. (CHA) - You can add your Spellcasting modifier to the damage roll of any spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls and cannot be used to increase the damage dealt to a single creature by an amount greater than your spellcasting modifier.      Spells Spellcasting Cantrips 1st Level 2nd Level Casting Ability: CHA Save DC: 13 Attack Bonus: +5 Control Flames Firebolt Mage Hand Message Burning Hands Detect Magic Shield Feather Fall Absorb Elements Dragon's Breath Invisibility    Attacks Weapon To Hit Damage Type/(Range) Firebolt Dagger +5 +5 1d10 +3 1d4 + 3 Fire (120ft) Piercing (20/60), Finesse   MONEY Copper: 0 Silver: 0 Gold: 15 Platinum: 0 (15 Coins * .02 lbs. = 0.30 lbs. Total Weight)   ENCUMBRANCE Weight: 72 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None   EQUIPMENT READIED Equipped Items: (4 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (0 lbs.) WEAPONS (3 lbs.) READIED ITEMS (1 lbs.) None Dagger Dagger Dagger Arcane Orb     EQUIPMENT STORED Stored Items: (67 lbs.) Stored items can be retrieved with an action. IN BACKPACK (67 lbs.) STRAPPED TO BACKPACK (inc) NOT CARRIED (0 lbs) Explorer's Pack - 59 lbs. a Backpack a Mess kit a Tinderbox 10 days of Rations a Waterskin Crowbar   Included in Explorer's Pack a Bedroll 10 torches 50 feet of Hempen rope       MAGIC ITEMS Magic Items: (6 lbs.)   NOT ATTUNED (1 lbs.) ATTUNED 0/3 (0/0 lbs.) (half remains) Improved Potion of Greater Healing Potion, Uncommon Value: 150 gp Weight: 0 slot You regain 4d4+4 hit points when you drink this potion. Or you can take this potion in half doses to heal 2d4+2 hit points. The potion’s thick green liquid glimmers when agitated.     Pearl Value: 100 gp Weight: --       DESCRIPTION & PERSONALITY Description Age: 18 Height: 2' 11" Weight: 34 lbs. Hair: Auburn Eyes: Brown Complexion: Fair Plain clothed and unassuming, few would expect the pint sized young woman to be an adventurer by the looks of her. That suits Amber just fine as she rarely wishes to draw attention to herself if she could avoid it. Those who get close enough may notice a hint of reddish scales peaking out from under her collar and along the back of her neck. With her auburn hair and dark eyes, she could be considered quite the beauty if she wished, however Amber is more content to sit in the shadows and let others take the spotlight. Amber's mouse-like demeanor can change quickly in the midst of combat however. When channeling the fiery magic that is her specialty, her form and manner adopts a more sinister and draconian presence. Flames will engulf her hands and her face will contort into an arrogant and snarling countenance as she hurls hot death at her enemies. Once the enemies have been vanquished and the power-lust satiated she will rapidly return to her more normal subdued self, often feeling guilty or ashamed of the destruction she had caused.   Personality Amber: Amber is a kind, warmhearted soul whose presence can easily brighten anyone's day. Pleasant to be around, although somewhat naive, the young halfling tends to be optimistic and quick to praise those she is with. In conversations she can appear to be indecisive, often flitting from one opinion to another depending on the arguments she hears. She's often happy to let the "big folk" make the decisions, only speaking up to offer a tentative suggestion here or there. Those who spend an extended amount of time with Amber begin to notice some oddities however. A penchant to be distracted regardless of what is going on around her. She is also known to speak to herself on a regular basis or blurt out off topic declarations at odd times. Most disturbingly are the instances when the sorcerer has unleashed the full onslaught of her arcane might, seeming to almost relish in the destruction she is causing before quickly reverting back to her usual persona. Individually the quirks don't seem like much but over time they create a very offsetting feeling while being around the halfling resulting in her never being welcome in the same place for too long. Thraxys The conflicting personalities of Amber come from the soul of Thraxys, the elder female red wyrm whispering in the young sorcerer's mind. While often dormant, when awake, Thraxys is both haughty and belligerent. The dragon soul is also megalomaniacal, greedy and enjoys nothing more than creating a hot, destructive conflagration. She sees all other life forms as beneath her, is easy to take offense and quick to take vengeance. She resents the fact that she is bound to "this pathetic excuse for a body" but is resigned to the fact that, for the time being, they are stuck together. Thraxys therefore does what she can to protect the halfling and train her in the mystical arts until such a point they can find a way out of their current symbiotic relationship. Over time, Thraxys is using her constant whisperings to wear down Amber's will and ability to resist the dragon's wishes. While Amber is still mostly in control of her actions, the great wyrm's corrupting influence is starting to bleed into the halfling's persona. The exhilarating rush of power that occurs whenever the sorcerer uses her full arcane might is getting harder and harder to deny and only time will tell if Amber succumbs to Thraxy's sway forever.   Additional Info Backstory The town of Fairglade was a tranquil community of humans and exiled halflings bordering on Klavek. It was here that Amber Brightheart grew up, the youngest of 8 children. Around the age of 12, Amber started displaying some talents in the arcane and was thus put under the instruction of Master Perrith Calidor, a wizard with 3 other apprentices already under his tutelage. Amber proved to be a poor student however and often bore the brunt of some teasing from her fellow students. The young halfling took it all with a smile even though she secretly wished she could have the skills to be on par with her other classmates. Around Amber’s second year of tutelage is when the whispers began. Infrequent at first, they would mainly manifest at night, giving her advice or tips when she struggled with a particular spell. With their help, she started catching up in her lessons (particularly those involving the manipulation of fire), much to the surprise of Master Calidor and the other students. Believing the whispers to be a past life or possibly a guardian angel, Amber kept her newfound source of knowledge secret from those around her. In her third year was when the dreams started, dark dreams of hunting from the air, slaughtering scores of soldiers with tooth and fang and setting entire forests awash in flames. These she also kept to herself, out of fear that the others might start thinking her mad. She hoped simply to be able to complete her apprenticeship, master a few spells and live out a simple life as a productive member of the Fairglade community. Amber’s hope for a simple life ended tragically in her fourth year unfortunately. Part of Master Calidor’s curriculum was to conduct regular sorcerous sparring sessions, sessions Amber hated since she was frequently on the losing end of them. During one of these sessions, her opponent utilized a Sleep spell which caused the halfling to start losing consciousness. As Amber’s mind drifted away, she suddenly felt a powerful and frightening rush of indignation and rage. She felt her hands moving of their own volition, casting a Fireball spell she had no business of knowing. Sensing something was amiss, Master Calidor tried to interpose himself between the two students just as the spell went off. When Amber awoke a few moments later, half the building was destroyed, the other apprentices were all wounded and Master Calidor was dead. Most of Fairglade wrote off the incident as an accident, magic was unpredictable after all, but suspicious looks and hushed whispers now followed Amber wherever she went. The young sorcerer, wracked with guilt over what had occurred soon ran away from Fairglade, heading out into the wide world hoping to discover what was happening to her. After a couple months of wandering, she ended up in the coastal city of Rexport, known as Wrecks-port to the multiple bands of thieves and pirates who call the place home. In Wrecks-port, Amber was recruited by the Scarlet Shadows, a vigilante guild fighting the various injustices in the city. Her mix of arcane skill and natural halfling elusiveness made her a handy companion on many jobs. Throughout the next few years, they defended the few honorable establishments that remained in the city, raided pirate strongholds and stole secrets from the powerfully corrupt. During her travels, the voice inside Amber's mind had also become more prevalent and it was in Wrecks-port that she was finally able to hold full conversations with her psychological companion. Through these conversations, she discovered that the voice believed itself to be an elder female red dragon named Thraxys, a once formidable power in a far off land. Thraxys had no recollection of how she ended up in this state nor did she recognize any of the nations or deities of the land. The red wyrm granted Amber arcane gifts to insure their shared existence but also constantly voiced her more draconian perspective on all things including the hoarding of treasures, the insignificance of lesser beings and the unflinching destruction of anything in their path. More disturbingly were the times, often in the heat of battle, when Amber gained access to a powerfully destructive fount of arcane power, arcane power that the halfling sorcerer could barely contain much less control. It was through these occurrences of excessive destruction that Amber earned her Scarlet Shadow guild codename “The Pyresoul”. Eventually Amber's Scarlet Shadow guildmates became weary of her unpredictable ways. Although outwardly a very amiable and considerate ally, her wild swings in personality made her an unstable team member to have. Sensing, after a multitude of incidents, that she was wearing out her welcome, Amber decided to move on from Wrecks-port and travel in search of a solution to her and Thraxys' symbiotic relationship. Additional Character Details Additional Book Xanathar's Guide to Everything Step 1Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! (More info in the Personality, Backstory and Appearance sections above but to summarize...) 1) Amber is a kind, naive, idealistic young halfling who hears the voice of an ancient, narcissistic, violent red wyrm named Thraxys in her mind. 2) Amber can occasionally allow Thraxys to take over her persona and speak through her. This is usually only consciously done when she needs to speak Draconic or try to intimidate someone with the dragon's force of presence. She tries to limit these instances to keep Thraxys under control. When Amber is stressed (like in combat), Thraxys tends to leak through more frequently. 3) Amber trained with a wild magic school in her home village of Fairglade. A practice session accident resulted in the death of her teacher however and caused Amber to leave her peaceful village life behind. 4) After leaving Fairglade, Amber joined in a vigilante group (The Scarlet Shadows) in a port city named Rexport. There she fought against the various factions of oppressive magistrates and pirate cabals that held control of the city. 5) While Amber enjoyed her time with the Scarlet Shadows, her absent mindedness and mood swings eventually started raising questions among the leaders who saw her as useful but unreliable. Fearing discovery of her past and her secret companion Amber decided to leave Rexport and journey north. Step 2List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1. Amber (and Thraxys') primary goal is to discover the cause of their symbiotic relationship. It is a condition that neither of them are happy with but are stuck with until they can find a solution. 2. Amber is also an idealistic optimist who sees the best in people. She wants to help others and do good in the world, leaving each place she visits better than before. 3. Thraxys is focused on the accumulation of wealth and power. She wants nothing more than to be returned to her former glory. She fears what will happen if her vessel (Amber) is killed and wants to increase Amber's abilities so she can defend the both of them. 4. As the player, my goal is to experience the story of a sweet, innocent girl with a good soul who either comes into her own power or is consumed by an ancient evil or descends into madness. I don't know which it is yet. I think the situations around her and the people she meets and forms bonds with will ultimately determine her fate and I'm curious where it leads. 5. Finally, I enjoy writing the dialogue between the two opposing viewpoints and the humor that often ensues (with the occasional drama as well). So I'm in no rush to resolve her inner conflict for the time being. Once the party uncovers Amber's malady, I think I'll also enjoy breaking out Thraxys' voice occasionally to insult and berate the party like she does with Amber.  Step 3List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. 1) The character known secret is that Amber's mind is intertwined with that of Thraxys'. 2) The character unknown secret is whether Thraxys really is a soul fragment from an ancient red dragon or if she is a split personality within Amber. 3) An additional unknown secret is that there is a bounty of Amber's head from her time with the Scarlet Shadows. The bounty labels her as "The Pyresoul", an elusive pyromaniac known for wanton destruction of property. 4) Another unknown secret is that the goals of the Scarlet Shadow's leadership is not the same as those of the rank and file. While the bulk of the guild members believe they are fighting a noble battle for the betterment of all within the city, the leaders are serving a different master. Whether that be a foreign power, a dark entity or a cult or some sort I'll leave to the DM. Step 4Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. 1. Amber's family (parents and 7 older siblings) is still worried over her and her disappearance over a year ago. They're mostly of the farming and sedentary type however and unlikely to venture out although they would welcome any word from her. 2. Amber still has at least one ally within the Scarlet Shadows, a female human investigator rogue named Serena Tarrindor. They ran several missions together and worked well as a team, Amber with her mystical ability and Serena with her keen awareness. Serena, more than anyone, saw the conflict within the young sorcerer and is aware that not everything is as it seems. 3. Magistrate Armanial Farris of Rexport is the one who put the bounty on "The Pyresoul" and desperately wishes to capture her. Head of one of the most influential factions in Rexport, Magistrate Farris had previously lost his wife and son during turf wars with one of the rival factions. During a Scarlet Shadow raid on his home, Amber lost control of her fire magic and burned much of the magistrate's manor, destroying the few heirlooms Farris had left of his deceased family. Due to this, the Magistrate wishes revenge on "The Pyresoul" and will pay handsomely for her capture, alive if possible. 4. Thraxys occasionally refers to an elven archdruid named Aethlyndir, a foe she fought with many times throughout the centuries of her existence. Battling either in person or via proxies, the archdruid (correctly) considered Thraxys to be a major threat to her people and their homes and the two held a strong hatred for each other. Amber has not heard any mention of Aethlyndir outside of Thraxys so the archdruid is either unknown to those she's met or from a different time or place or a never existed at all. Step 5Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1. Amber is often lost in her own inner dialogue, leading her to be generally unaware of her surroundings. 2. Amber is prone to blurt out random comments or declarations as she has issues separating her conversations with Thraxys and her conversations outside. 3. Amber often sprinkles in wholesome idioms and catchphrases from her life in Fairglade which paint the village as an idyllic, peaceful community. 4. Amber finds it hard to resist a sugary snack.
  11. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Olvyn was taken aback for a moment by the Belfyr's question as to his ability to detect arcane residues in the dormitory. It had not been without a pang of jealousy that the former wizard had noticed the chef use the Magician's Hand spell. An apprentice's conjuration for sure but one that still currently lay outside of his grasp. Rubbing his gloved hand where the brand lay, Olvyn limped  into the room as the dwarf and the half elf conducted their search. With a glance at the skeletal claw that he had summoned, he gave the spectral apparition a nod and let it dissipate once again to the netherrealms before turning to respond to Belfyr.   "I fear the wise elders of this city had decided to leave me quite blinded and defenseless in this most dangerous of times. Feel free to lodge a complaint on my behalf the next time the council is in session."   Upon the discovery of the chest, Olvyn moved to help inspect but was interrupted by Larion's frantic and futile cries for help. The old man gave the elf a disapproving look before continuing his way to the chest.   "Might I remind you Mr. Larion that we are showing you a degree of mercy you did not show the guards you ambushed yesterday at the tower. Captain, perhaps you should be the one to deal with Mr. Larion over there? Your position will lend an aura of legitimacy to whatever beatings the man may be due. I will assist Masters Bronn and Belfyr with opening the case. Yveran, when you are done, I will want to look at your injuries lest the archon broke anything important."   Reaching the dwarven craftsman, Olyvn touches him on the shoulder again and bestows the blessings of the Great Worm. "Be sure to check it for traps if you plan on trying to open it. Shealis being an evoker, she may have laid something explosive on the item. And wait for me to get out of the room in case you all need reviving in a minute." Mechanics Main Hand: Holy Symbol Off Hand: Shield   Manipulate: Dismiss Spiritual Weapon Move: Move to chest. Bonus Action: None Action: Guidance on Bronn Move: Move away            
  12. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Peeking around the corner, Olvyn was satisfied to see that the Lantern Archon had been disapated by the combined efforts of himself and Yveran. Looking over, he saw his wounded daughter make her way back into the fray, ending in the doorway and in plain view of their foe. The former necromancer sighed, his own injuries starting to take a toll on his aging body. Though showing some talent for the arcane, apparently the girl still needed to find the right balance between taking cover and presenting herself as a target.   Taking a breath, Olvyn stepped out from behind cover and in front of his daughter lest Larion take the opportunity to try to extract one last strike for revenge. As he did so he swung his skeletal hand around to strike the elf while keeping his shield and holy symbol raised and ready.   "I would seriously consider the Captain's offer Larion. We have no desire to kill you. Not that we would not though if you force our hand."   Mechanics Main Hand: Holy Symbol Off Hand: Shield Move: Push past Yveran into the doorway to give her Cover. Bonus Action: Spiritual Weapon on Larion Action: Readied Action: Toll The Dead on Larion if he strikes. Manipulate: None            
  13. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Olvyn's heart sank as he sees his daughter struck by a pair of blue flashes. The strikes, though surely painful, did not drop Yveran as it might have so many other magic users in the city. Though proud that the young half-orc did not fall, Olvyn also felt the need to remind his daughter that Tallindors were not meant to be fighting near the frontlines of conflicts. Perhaps a reference to one of her favorite poems would jog some sense into Yveran's stubborn head.   "That ghost is not looking for the way to Denver girl, it wants your head. Keep it ducked around the corner."   Mechanics Main Hand: Holy Symbol Off Hand: Shield Action: Toll The Dead on Archon Bonus Action: Spiritual Weapon (top NW corner of room above the chest) attacking Lantern Archon (Force damage) or elf if Lantern Archon down Move: W one square to try to get out of line of fire from the Archon Manipulate: None            
  14. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 13/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 1/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Pain. It was an old friend. One that Olvyn Tallindor did not miss. The grizzled man had been trying to make his way swiftly across the doorway and back out of the room but his elderly legs did not shuffle as quickly as they once did. As soon as he had struck, the hidden elf had countered and now Olvyn found himself with several inches of steel in his chest. The fact that his allies were less useful than a handful of mindless zombies in blocking the attacker's strike  was not lost on the former necromancer.   Having been struck, the sly ex-councilmember resorted to a tactic he oft used to avoid the prison brawls and riots that were commonplace in his former home. Screaming out while clutching to his chest, Olvyn let himself go limp in an effort to convince his attacker that there were now bigger threats to concern himself with. The ruse worked and the haughty elf seemed satisfied with his work moving back to his position near the overturned table. It was with quiet satisfaction that the older man noted his companions now leaping into action and his daughter even expressing heartfelt concern for his condition. Olvyn could only hope that next time it would not require such risk on his part to have the others reach the same obvious conclusion that he already knew was an inevitability.   With Belfyr rushing forward and Iymbryl posturing, Olvyn felt their foes suitably distracted for him to break his ruse. Still clutching his wound, the Priest of the Great Worm, got to his feet and unleashed another barrage of divine strikes at the Lantern Archon before shuffling back out into the corridor. Seeing his daughter distraught in the hallway, the old man gave her a wink and said softly. "Do not fret Scarecrow. It takes more than a that to do away with your old man." Olvyn then winced as the pain of his fresh wound shot through him once again. "Not much more though."   Mechanics Main Hand: Holy Symbol Off Hand: Shield Move: N 1 square to get an angle of attack Action: Toll The Dead on Archon Bonus Action: Spiritual Weapon (top NW corner of room above the chest) attacking Lantern Archon (Force damage) or elf if Lantern Archon down Move: S, S (end up outside of room but blocking doorway. So middle column and one row up if possible) Manipulate: None            
  15. Olvyn Tallindor - Human Cleric (Grave) AC: 16 | HP: 21/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 2/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None   Olvyn heard the door open but from his vantage point in the back, he couldn't make out what was happening inside the room. He was grateful that stalwart Iymbryl and sturdy Belfyr had moved to take the brunt of the assault instead of himself or his daughter. The duo appeared hesitant to fully commit to the attack though, the captain possibly still holding onto some foolish ideal that this matter could be settled peacefully. Hearing the closet door flung open and seeing the bright  blue light flood out the doorway, the old necromancer decided that it was time to act.   Dropping his illusionary disguise, the priest of the worm maneuvered around the logjam in front of the doorway to try to get view of the lantern archon inside. Seeing their luminous target, Olvyn uses his powers to summon a spectral skeletal claw to their aid while also summoning a chorus of bells to signal the creature's doom.   "It means to strike at us. We must finish this quickly." the old man said as he moved his way across the doorway into the other end of the hall. Mechanics Main Hand: Holy Symbol Off Hand: Shield Move: S, W Bonus Action: Spiritual Weapon (top NW corner of room above the chest) attacking Lantern Archon (Force damage) Action: Toll The Dead Move: W, W (End up S of Bronn) Manipulate: None            
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