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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
Features: [ooc=Combat Challenge]Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.[/ooc], [ooc=Combat Superiority]You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.[/ooc] Feats: [ooc=Stubborn Survivor]Benefit: You gain a +2 bonus to saving throws whenever you have no action points remaining.[/ooc], [ooc=Deft Hurler]Benefit: You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon. This ranged basic attack does not provoke opportunity attacks.[/ooc], [ooc=Fearless Mind]Benefit: You gain a +2 feat bonus to saving throws against charm and fear effects, and a +1 feat bonus to your Will defense against charm and fear effects.[/ooc]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=121963][size=4][B]Jadus Greenhoar[/B][/size][/url], Human Fighter [B]Init[/B] +2 [B]HP[/B] 33/33 [B]Bloodied[/B] 16 [B]Healing Surge[/B] 8 (0 used /12) [B]AC[/B] 19 [B]Fort[/B] 18 [B]Reflex[/B] 15 [B]Will[/B] 15 [B]Speed[/B] 5 [B]Str[/B] 20 (+5) [B]Con[/B] 16 (+3) [B]Dex[/B] 14 (+2) [B]Int[/B] 12 (+1) [B]Wis[/B] 18 (+4) [B]Cha[/B] 10 (+0) [OOC='[color=green]Cleave[/color]'][B][color=green]Cleave[/color][/B] [i][size=1]You hit one enemy, then cleave into another.[/size][/i] At-Will ✦ Martial, Weapon Standard Action | Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier. Deft Hurler: You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon. This ranged basic attack doesn't provoke opportunity attacks. Increase damage to 2[W] + Strength modifier at 21st level.[/OOC], [OOC='[color=green]Footwork Lure[/color]'][B][color=green]Footwork Lure[/color][/B] [i][size=1]You press the attack, engaging your enemy before falling back and drawing him after you.[/size][/i] At-Will ✦ Martial, Weapon Standard Action | Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target into the space you left. Increase damage to 2[W] + Strength at 21st level.[/OOC], [OOC='[color=green]Tide of Iron[/color]'][B][color=green]Tide of Iron[/color][/B] [size=1][i]After each mighty swing, you bring your shield to bear and use it to push your enemy back.[/i][/size] At-Will ✦ Martial, Weapon Standard Action | Melee weapon Requirement: You must be using a shield. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. Increase damage to 2[W] + Strength modifier at 21st level.[/OOC], [OOC='[color=red]Brave Rescue[/color]'][B][color=red]Brave Rescue[/color][/B] Encounter ✦ Martial, Weapon, Healing Immediate Reaction Melee Weapon Trigger: An adjacent ally is bloodied or reduced to 0 hitpoints by an enemy. Effect: If you are not adjacent to that enemy, shift to a position adjacent to him. You make a basic melee attack against him, and you can spend a healing surge but regain no hitpoints. If you do, your ally regains hitpoints as if he had spent a healing surge. Special: At 11st level, you can spend a healing surge but regain no hitpoints, and your ally regains hitpoints as if he had spent two healing surges. At 21st level, your ally regains hitpoints as if he had spent three healing surges.[/OOC], [OOC='[color=red]Furious Resolve[/color]'][B][color=red]Furious Resolve[/color][/B] Encounter (Special) ✦ Martial, Weapon Free Action | Personal Requirement: You must be bloodied. Requirement: You hit an enemy with an attack. Effect: You add 1[W] damage to the attack you just made. This damage is modified by enchantment bonuses, feat bonuses, and other bonuses, but not by attribute bonuses. Special: At 11st level, you can use this power twice per encounter, but only once per round. At 21st level, you can use this power thrice per encounter, but only once per round. Special: At 16th level, increase the damage added to 2[W].[/OOC], [OOC='[color=red]Die-hard Resolve[/color]'][B][color=red]Die-hard Resolve[/color][/B] Encounter (Special) ✦ Martial, Healing Minor Action | Personal Effect: You choose either to spend a healing surge and regain hit-points as normal or make a saving throw against an effect that a save can end. Special: At 16th level, you can use this power twice per encounter, but only once per round.[/OOC], [OOC='[color=red]Covering Attack[/color]'][B][color=red]Covering Attack[/color][/B] [i][size=1]You launch a dizzying barrage of thrusts at your enemy, compelling him to give you all his attention. Under the cover of your ferocious attack, one of your allies can safely retreat from that same foe.[/size][/i] Encounter ✦ Martial, Weapon Standard Action | Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and an ally adjacent to the target can shift 2 squares.[/OOC], [OOC='[color=dimgray]Battlefield Bravery[/color]'][B][color=dimgray]Battlefield Bravery[/color][/B] Daily ✦ Martial, Stance Minor Action Personal Effect: Until the stance ends, as long as there are no allies closer to an enemy than you and no allies are adjacent to you, you gain +2 to all defenses, +2 to attack rolls and +2 to damage rolls against that enemy.[/OOC], [OOC='[color=dimgray]Tempest Dance[/color]'][B][color=dimgray]Tempest Dance[/color][/B] [size=1][i]You lunge from enemy to enemy, giving each a taste of your weapon as you pass.[/i][/size] Daily ✦ Martial, Weapon Standard Action | Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. If you have combat advantage against the target, deal extra damage equal to your Dexterity modifier. Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.[/OOC] [B]Notes[/B] Features: [ooc=Combat Challenge]Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.[/ooc], [ooc=Combat Superiority]You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.[/ooc] Feats: [ooc=Stubborn Survivor]Benefit: You gain a +2 bonus to saving throws whenever you have no action points remaining.[/ooc], [ooc=Deft Hurler]Benefit: You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon. This ranged basic attack does not provoke opportunity attacks.[/ooc], [ooc=Fearless Mind]Benefit: You gain a +2 feat bonus to saving throws against charm and fear effects, and a +1 feat bonus to your Will defense against charm and fear effects.[/ooc]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
[i][size=1]You hit one enemy, then cleave into another.[/size][/i] At-Will ✦ Martial, Weapon Standard Action | Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier. Deft Hurler: You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon. This ranged basic attack doesn't provoke opportunity attacks. Increase damage to 2[W] + Strength modifier at 21st level.
[i][size=1]You press the attack, engaging your enemy before falling back and drawing him after you.[/size][/i] At-Will ✦ Martial, Weapon Standard Action | Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target into the space you left. Increase damage to 2[W] + Strength at 21st level.
[size=1][i]After each mighty swing, you bring your shield to bear and use it to push your enemy back.[/i][/size] At-Will ✦ Martial, Weapon Standard Action | Melee weapon Requirement: You must be using a shield. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. Increase damage to 2[W] + Strength modifier at 21st level.
Encounter ✦ Martial, Weapon, Healing Immediate Reaction Melee Weapon Trigger: An adjacent ally is bloodied or reduced to 0 hitpoints by an enemy. Effect: If you are not adjacent to that enemy, shift to a position adjacent to him. You make a basic melee attack against him, and you can spend a healing surge but regain no hitpoints. If you do, your ally regains hitpoints as if he had spent a healing surge. Special: At 11st level, you can spend a healing surge but regain no hitpoints, and your ally regains hitpoints as if he had spent two healing surges. At 21st level, your ally regains hitpoints as if he had spent three healing surges.
Encounter (Special) ✦ Martial, Weapon Free Action | Personal Requirement: You must be bloodied. Requirement: You hit an enemy with an attack. Effect: You add 1[W] damage to the attack you just made. This damage is modified by enchantment bonuses, feat bonuses, and other bonuses, but not by attribute bonuses. Special: At 11st level, you can use this power twice per encounter, but only once per round. At 21st level, you can use this power thrice per encounter, but only once per round. Special: At 16th level, increase the damage added to 2[W].
Encounter (Special) ✦ Martial, Healing Minor Action | Personal Effect: You choose either to spend a healing surge and regain hit-points as normal or make a saving throw against an effect that a save can end. Special: At 16th level, you can use this power twice per encounter, but only once per round.
[i][size=1]You launch a dizzying barrage of thrusts at your enemy, compelling him to give you all his attention. Under the cover of your ferocious attack, one of your allies can safely retreat from that same foe.[/size][/i] Encounter ✦ Martial, Weapon Standard Action | Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and an ally adjacent to the target can shift 2 squares.
Daily ✦ Martial, Stance Minor Action Personal Effect: Until the stance ends, as long as there are no allies closer to an enemy than you and no allies are adjacent to you, you gain +2 to all defenses, +2 to attack rolls and +2 to damage rolls against that enemy.
[size=1][i]You lunge from enemy to enemy, giving each a taste of your weapon as you pass.[/i][/size] Daily ✦ Martial, Weapon Standard Action | Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. If you have combat advantage against the target, deal extra damage equal to your Dexterity modifier. Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.
Powers
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
79 platinum pieces 12 gold pieces 13 silver pieces 10 copper pieces
Personality Traits
Jadus Greenhoar is a simple man, in the sense that he is a driven one. Somehow, he inherits his grandfather's misplaced sense of responsibility and guilt, and tries to atone for that the best he could. Because of this, he tends to emphatizes with the plight of his fellow beings. Learning after his youthful mistakes, he tries to rein in his impulsiveness and start matters with speech, but those attempts usually don't last long.
Mannerisms and Appearance
When one asks for a physical description of Jadus Greenhoar, several cliched ones came to mind. "Built like an ox", "built like two oxen", "muscles the size of a melon", etc. These would be exaggerations, of course. But he is somewhat built on a different scale than the average human male. He stands at six feet seven inches, and weighs 232 pounds, and those are mostly muscles. He has what he calls mud-colored hair, worn short, with just a hint of cowlick, and shaggy brows over brown eyes, with thin-lipped mouth, perpetually cast in a half-frown. Noticeably, Jadus takes the time to always keep his chin and lips free of facial growth. Jadus Greenhoar never sets out to be a fashion establisher, and so he dresses mostly for practical reasons. Being an adventurer, he typically wears his armor from the time he opens his eyes, and at times, even after he closes them. His choice of armor is a layered scale cuirass, providing much more flexibility than a plate armor, though with less protection. The steel cuirass covers his chest and his back, but it only has a left pauldron, letting the right shoulder to have more flexibility. To balance it out, the left pauldron is made very thick and runs down almost to Jadus' elbow. Underneath the cuirass he wears a padded linen shift that has leather sleeves. The sleeves are then covered with a pair of steel vambraces. For the lower part of his body, Jadus wears a below-the-knees stiff leather kilt, reinforced with metal strips and rivets, also to offer flexibility. Under them, he wears a comfortable hose, with the all-important codpiece and a pair of steel greaves to cover his lower legs. Some practical hobnailed and steel-toed boots completed the ensemble. He carries a javelin and a large shield, both slung over his shoulder and ready to be used. The javelin is old and worn, with a head that looks like it is made out of cast iron. The haft is worn smooth by age, though there seems to be an intricate writing over its surface. The shield is a much newer make, a wide wooden kite shield, reinforced and embossed with steel, with a stylistic painting of a full moon night over a rising wave.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
'Audax, hide me from my fears. Fors, please keep on smiling. Lunaris, don't look for me yet.' At five, Jadus heard this short prayer from the lips of his maternal grandfather. He, Aldin Solchak, was a retired soldier, and he called it, "a coward's prayer", with lips twisted in scorn. At that time, Jadus didn't understand what the old man meant, but he noticed that Aldin never looked anyone on the eye, hardly spoke to anyone, and almost never moved from his spot at the attic window of their home, though that last might have something to do with the fact that Aldin had both of his legs amputated. Born second son to the union of Selen Solchak and Deylind Greenhoar, Jadus grew up in their hometown, Redbryss, to be a distinguished boy. A port town on the west banks of the Bay of Souls, Redbryss was, and still is, a brisk trading centre, and a melting pot of various races. Even as a boy of five, Jadus looked out of place among the human children, being taller and much beefier. Even compared to the children of the bronze-tinged dragonborn community of Redbryss, and to the occassional half-orcs, Jadus was much stronger and sturdier. But because he tended to think before speaking or acting, Jadus was labeled slow and dim-witted by many of the human children. Though his parents were outraged to hear those words spoken in front of them, Jadus himself didn't mind them. Instead he tagged along the dragonborns, the half-orcs, and the rare children of the dwarf artisans, feeling the physical similarity between them. Their games were mostly physical, and their chosen playground was the waters of the Bay. Often, Jadus trudged back home in the evening shivering wet and bruised, but with a smile in his face. But one late evening, when he approached his home from the harbor, Jadus looked up, and saw his grandfather up by the attic window, lighting up the lantern he always kept close by. At this point, Jadus was a boy, and like other human children, he was still driven by that innate curiosity. Grandpa Aldin lived on the attic on the third floor, and he always stayed near the window that opened eastward, the one that faced the Bay. When he was younger, Jadus hardly met his grandfather even though they lived together, because his parents genuine and natural worry for the dangers of mixing toddlers and stairs. But now, he was considered big enough to run the streets of Redbryss by himself, so noone even watched him on the stairs. So after a quick drying up, some wardrobe change, Jadus slipped up the stairs to the third floor. It was dark, the only light came from the ony open window, and while the lantern was lit, its openings faced the windows, casting the rest of the attic in shadows. Jadus could only stare at the silhouette of his grandfather, sitting by the window, until the last remnants of the sunlight died out from the eastern sky. It came as a surprise to Jadus when Aldin spoke up, working out that prayer in an angry voice. "It's a coward's prayer, boy, and I don't make any qualms about that." Aldin spoke, never even turning his gaze away from the window. He didn't speak anymore that night and Jadus left without any word. The next evening he came up again, to the top of the stairs, and watched the old man gazing over the Bay of Souls covered in darkness. No words were spoken, again. The next night, and the next ones, both repeated the same actions, boy and old man, almost ritualistic. Both Selen and Deylind knew, but they remained silent, wondering whether ill or good would come out of it. A week after, Aldin started speaking. Not to the boy, but to the window. He spoke of things, happened in the past. Of things Jadus didn't understand. "Ten years, before your parents met and wed." "They came." "It was night, too." He spoke in parts. Sentences came up from nowhere. Words that had no meaning to Jadus, things he still couldn't grasp. But over the nights the pieces of the puzzle started to form an image. Twenty years ago, over the Bay of Souls, people, bad people, came from under the Bay, from under the waves. Not one, not ten, but hundreds, more than Jadus could count with both hands, more than if he borrowed all the people's hands and feet in his house. People who could breath underwater, fish-headed people, the sahuagins. And they came not to trade like the many sailors, not to make home like the dragonborns or the half-orcs or the dwarves. The fish-people came with spears and swords, with claws and teeth, and even with magic. They came to loot, to take home and possessions, to take families apart. To kill. To plunder. To enslave. To invade. Aldin Solchak was part of the Redbryss militia, a glorified company of guards. They were no match for the invading army, they were butchered almost to a man. Redbryss was evacuated as fast as they could, but almost one-fourth of the population was dead or captured before the evacuation even started. Aldin was among those captured. He remained in captivity for months before Redbryss was liberated. His stories were full of concepts of cruelty and suffering that the young Jadus' mind hadn't had the chance to cope yet. His stomach rebelled on the imagery that Aldin's words painted. Jadus ran, stumbling down the stairs to reach the privy and heaved the content of his stomach out. He knew, he somehow knew, that if he didn't return, the outflow of words would dry out. But he just couldn't summon up the courage. That night Jadus curled up in his parents' bed, crying and shivering. The next evening, he dared to return. But Aldin didn't spoke anymore. Days passed, months, and then years. Aldin never continued his story, but Jadus found out the rest of it from others. The king had sent an army to stem the invasion, but in the end the ones who successfully vanquished the sahuagin threat were a group of adventurers. Hindel's Men they were called, after their leader, Orgwen Hindel, and they were immortalized in a bronze cast on the easternmost dock of Redbryss, facing the Bay of Souls, as if daring the sahuagin army to return. Aldin was among those rescued from the camps where the sahuagins stored the prisoners as livestock. The survivors were all broken, physically and mentally. Aldin was quite possibly the sanest one among those. His wife and children, who managed to escape Redbryss, returned home and took care of him, but Aldin remained shuttered and his old self never returned. Once to his wife, Aldin confided that he felt a overriding sense of failure, guilt, and responsibility for failing to protect their hometown. Aldin did speak to his grandson Jadus one more time, when the boy was twelve years old. The old man had caught a cold and was so weakened by a fever, in his delirium he prayed with same lines that he had spoken to Jadus before, over and over. But the old man had added one more line. "I still have things to do..." Aldin later died because of the fever, his old and weary body couldn't withstand the wracking pains. These succession of events shook young Jadus' view of the world. It opened his eyes and made him face the reality. There were bad people out there. He had heard of tales of monsters before, but he never realized that it could come so close, so unexpectedly. And then, knowing that, he saw the world with a different perspective. When he saw common people causing misery on others, he couldn't stop himself. He got into fights. He got beaten down at the beginnings, of course, but he toughened up and keep on getting himself in fights. He went home black and blue, brooding and sullen. Scoldings and higinds he earned from his parents never stopped him, though. He earned himself a notoriety as a short-tempered boy who swung at first slight. He got into fights with small-time bullies, then with young bravos and ruffians, then with dockside thugs, and then at age fifteen, Jadus got himself in a fight with a guard. Of course, the guard was a dirty one, and Jadus caught him leaning on some poor merchants for money, but he was still a guard. The man called out for help, and help came in form of some more guards. Jadus proclaimed the first guard's act, but he was telling it to the wrong people. All the guards in the area were partners in crime. They converged on the boy, but Jadus fought back, and surprisingly, managed to remain the last man standing. One of the guards escaped, though, and ran to get some more help. This time, help came a score and more, and Jadus had just taken a beating from the first guards. He clocked out a couple more guards, but then fell unconcious when a guard managed to connect his truncheon on the back of Jadus' skull. This earned him a couple of nights in the cell, a reprimand, a reputation as a troublemaker, and also an invitation to join the guards. The chief of the Redbryss' town guard, Ridgar Umbor, a red-scaled dragonborn who left life as a mercenary on the Warring States down south, had just confirmed his suspicion on the dirty deals of a number of his guards, all thanks to Jadus' act. Those guards were demoted, fined, and now spending time inside cells for their deeds. Jadus initially refused the offer, and when Chief Umbor pressed for a reason, Jadus supplied his plan to become an adventurer when he was older so that he could travel and help even more people. It was a lofty goal, but Jadus' honesty impressed the dragonborn even more, so he added to his offer: Jadus could join the guard and train specially under Umbor, and the dragonborn promised that within four years, Jadus would have all the basic skills he would have needed as an adventurer. It was a more than fair offer, so Jadus relented with very little reluctance and joined the guards. Under the strict and attentive tutelage of Umbor, Jadus grew to be a fearsome warrior. He found himself to be skillful with all manners of thrown weapons, especially javelins, so the chief taught him all the tricks he knew about handling a javelin, even in close quarters. During the years of his training and his work as a guard, Jadus reconciled with his family and his decision to become an adventurer. Five years passed by quickly, and Jadus Greenhoar set off from Redbryss. In the following year, he managed to help defend a mountain dwarves settlement on the mountain plateu south of Redbryss from an orc raiding party that had been plaguing it for months. From the grateful dwarves, he had gotten a magically enchanted javelin. Then, in the same year, he helped escort several bands of refugee from the Warring States to make a settlement inside the border of Athrandas. He fended off several raiders bent on securing Athrandas' official aid and comfort supplies for the refugee settlement. Because of these acts, Jadus became acquainted with a number of Athrandas' military officers and messengers. That acknowledgement was probably the reason for the letter that had arrived with a group of soldiers who were ordered to relieve Jadus from his post at the border camp. After thanking the soldiers and giving them the lay of the land and the dangers from across the border, Jadus Greenhoar set off towards the capital, to see the King.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games