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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
[list] [*]Undead. You are not a living creature. Effects that specifically target living creatures do not work on you. You do not eat, drink, breathe, or sleep. You are immune to disease. [*]Insubstantial: You take half-damage from all attacks, except those that deal force or psychic damage. [*]Limited Phasing: You ignore difficult terrain. You can move 1 square into a solid object large enough to accomodate a creature of your size. While in an object you can move only if you leave an object; you have line of sight and line of effect to no creature, and no creature has line of sight or line of effect to you. [*]Cannot pick up or manipulate physical objects. [*]When you drop to 0 hit points or fewer your ghostly form dissolves into ectoplasm. You are removed from play. At the end of a short rest you can spend a healing surge to reappear with the appropriate amount of hit points. Otherwise, at the end of each hour make a saving throw. If you succeed, you reappear with your full normal hit points. When you reappear it is in the same space you vacated, or the nearest unoccupied square. [*]+5 power bonus to the next damage roll you make with a melee weapon attack before the end of your next turn when you use Second Wind. [*]A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him. [*]-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures. [/list]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=297671][size=4][B]John Clarke[/B][/size][/url], Ghost (Eladrin Revenant) Hybrid (Warden/Swordmage) (Spellscarred) (Veiled Alliance) [B]Init[/B] +2 [B]HP[/B] 20/20 [B]Bloodied[/B] 10 [B]Healing Surge[/B] 5 (0 used /2) [B]AC[/B] 15 [B]Fort[/B] 16 [B]Reflex[/B] 13 [B]Will[/B] 13 [B]Speed[/B] 6 [B]Str[/B] 17 (+3) [B]Con[/B] 18 (+4) [B]Dex[/B] 12 (+1) [B]Int[/B] 14 (+2) [B]Wis[/B] 13 (+1) [B]Cha[/B] 8 (-1) [OOC='[color=green]Corrupting Touch[/color]'][B][color=green]Corrupting Touch[/color][/B] You reach into a creature’s body to disrupt it. At-Will * Necrotic, Shadow Standard Action Melee 1 Target: One creature Attack: Level + 3 vs. Reflex Level 11: Level + 5 vs. Reflex Level 21: Level + 7 vs. Reflex Hit: 1d10 necrotic damage, and the target gains vulnerable 1 to all damage until the end of your next turn. Level 21: 2d10 necrotic damage, and the target gains vulnerable 3 to all damage until the end of your next turn. Special: You can use this power in place of a melee basic attack.[/OOC], [OOC='[color=green]Frigid Blade[/color]'][B][color=green]Frigid Blade[/color][/B] Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winter’s wrath. At-Will Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence -2 vs. Reflex Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn. Increase damage to 2[W] + Intelligence modifier at 21st level.[/OOC], [OOC='[color=green]Ghost Sound[/color]'][B][color=green]Ghost Sound[/color][/B] With a wink, you create an illusory sound that emanates from a distant location. At-Will Arcane, Illusion Minor Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.[/OOC], [OOC='[color=green]Mage Hand[/color]'][B][color=green]Mage Hand[/color][/B] You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a floating hand (that is invisible to everyone but you) in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.[/OOC], [OOC='[color=green]Sight of the Unseen[/color]'][B][color=green]Sight of the Unseen[/color][/B] You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.[/OOC], [OOC='[color=green]Strength of Stone[/color]'][B][color=green]Strength of Stone[/color][/B] [i]Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack.[/i] [b]At-Will ♦ Primal, Weapon Standard Action Melee weapon Target: [/b]One creature [b]Attack:[/b] Strength -2 vs. Reflex [b]Hit:[/b] 1[W] + Strength modifier necrotic or psychic damage, and you gain temporary hit points equal to your Constitution modifier. Level 21: 2[W] + Strength modifier damage.[/OOC], [OOC='[color=green]Thought Projection[/color]'][B][color=green]Thought Projection[/color][/B] You broadcast a thought or an image to nearby allies. At-Will Psionic Minor Action Close burst 5 Target: One or more allies in the burst Effect: You convey either an image or a message of 10 words or fewer to each target.[/OOC], [OOC='[color=green]Warden's Fury[/color]'][B][color=green]Warden's Fury[/color][/B] You lash out with nature’s wrath at a foe that has attacked your ally and diminish its defenses. At-Will Primal, Weapon Immediate Interrupt Melee weapon Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier necrotic or psychic damage, and the target grants combat advantage to you and your allies until the end of your next turn. Level 21: 2[W] + Strength modifier damage.[/OOC], [OOC='[color=green]Warden's Grasp[/color]'][B][color=green]Warden's Grasp[/color][/B] Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement. At-Will Primal Immediate Reaction Close burst 5 Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Target: The triggering enemy in the burst Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.[/OOC], [OOC='[STRIKE][color=grey]Form of the Dread Serpent[/color][/STRIKE]'][B][color=grey]Form of the Dread Serpent[/color][/B] .Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose. Daily Poison, Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.[/OOC], [OOC='[color=red]Form of the Dread Serpent Attack[/color]'][B][color=red]Form of the Dread Serpent Attack[/color][/B] Encounter Poison, Polymorph, Primal, Weapon Standard Action Melee weapon Target: One or two creatures Attack: Strength -2 vs. Reflex Hit: 1[W] + Strength modifier poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target takes ongoing 2 poison damage and is slowed (save ends both). Requirement: The power Form of the Dread Serpent must be active for you to use this power.[/OOC], [OOC='[color=grey]Host of Shields[/color]'][B][color=grey]Host of Shields[/color][/B] Your weapon produces a few small, glowing shields that orbit your body and ward off blows. Daily Arcane, Stance Minor Action Personal Effect: Until the stance ends, you gain a +2 power bonus to AC and Reflex.[/OOC], [OOC='[color=red]Aegis of Shielding[/color]'][B][color=red]Aegis of Shielding[/color][/B] You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies. At-Will Arcane Minor Action Close burst 2 Target: One creature in the burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier. At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.[/OOC], [OOC='[color=red]Crackling Burst[/color]'][B][color=red]Crackling Burst[/color][/B] Your weapon sends out sprawling arcs of lightning that hit nearby creatures, making movement agonizing for them. Encounter Arcane, Implement, Lightning Standard Action Close burst 1 Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 1d8 lightning damage. If the target moves during its next turn, it takes lightning damage equal to your Intelligence modifier.[/OOC], [OOC='[color=red]Dark Reaping[/color]'][B][color=red]Dark Reaping[/color][/B] You use one death as the seed to sow more destruction. Encounter Necrotic Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.[/OOC], [OOC='[color=red]Excise From Sight[/color]'][B][color=red]Excise From Sight[/color][/B] Magic removes all evidence from your foe’s senses that you or one of your allies exists. Encounter Arcane, Implement, Psychic Standard Action Ranged 10 Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit. Target: One creature Attack: Primary ability vs. Will Hit: 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn. Level 11: 2d10 + ability modifier psychic damage. Level 21: 3d10 + ability modifier psychic damage[/OOC], [OOC='[color=red]Nine Lives of the Cat Lord[/color]'][B][color=red]Nine Lives of the Cat Lord[/color][/B] [i]In exchange for your services the Cat Lord has offered you a boon...[/i] Encounter * Free Action Trigger: You are the target of a critical hit Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.[/OOC], [OOC='[color=red]Second Wind[/color]'][B][color=red]Second Wind[/color][/B] STANDARD ACTION Spend a healing surge to regain hit points. You gain a +2 bonus to all defenses until the start of your next turn.[/OOC], [OOC='[color=red]Stolen Years[/color]'][B][color=red]Stolen Years[/color][/B] You drain life from another creature to sustain your undead existence. Encounter * Shadow No Action Personal Trigger: You hit an enemy with corrupting touch. Target: The enemy you hit. Effect: The target is weakened (save ends), and you gain a healing surge.[/OOC], [OOC='[STRIKE]Champion of Winter +1[/STRIKE]'][B]Champion of Winter +1[/B] When you take cold damage from an attack or deal cold damage with an attack, use this card to increase or decrease the cold damage by 5 (your choice). [/OOC], [OOC='Minion Slayer +2'][B]Minion Slayer +2[/B] After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter. [/OOC], [OOC='Snap Out Of It +1'][B]Snap Out Of It +1[/B] When you would become dazed, use this card to end that condition.[/OOC] [B]Notes[/B] [list] [*]Undead. You are not a living creature. Effects that specifically target living creatures do not work on you. You do not eat, drink, breathe, or sleep. You are immune to disease. [*]Insubstantial: You take half-damage from all attacks, except those that deal force or psychic damage. [*]Limited Phasing: You ignore difficult terrain. You can move 1 square into a solid object large enough to accomodate a creature of your size. While in an object you can move only if you leave an object; you have line of sight and line of effect to no creature, and no creature has line of sight or line of effect to you. [*]Cannot pick up or manipulate physical objects. [*]When you drop to 0 hit points or fewer your ghostly form dissolves into ectoplasm. You are removed from play. At the end of a short rest you can spend a healing surge to reappear with the appropriate amount of hit points. Otherwise, at the end of each hour make a saving throw. If you succeed, you reappear with your full normal hit points. When you reappear it is in the same space you vacated, or the nearest unoccupied square. [*]+5 power bonus to the next damage roll you make with a melee weapon attack before the end of your next turn when you use Second Wind. [*]A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him. [*]-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures. [/list]
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
You reach into a creature’s body to disrupt it. At-Will * Necrotic, Shadow Standard Action Melee 1 Target: One creature Attack: Level + 3 vs. Reflex Level 11: Level + 5 vs. Reflex Level 21: Level + 7 vs. Reflex Hit: 1d10 necrotic damage, and the target gains vulnerable 1 to all damage until the end of your next turn. Level 21: 2d10 necrotic damage, and the target gains vulnerable 3 to all damage until the end of your next turn. Special: You can use this power in place of a melee basic attack.
Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winter’s wrath. At-Will Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence -2 vs. Reflex Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn. Increase damage to 2[W] + Intelligence modifier at 21st level.
With a wink, you create an illusory sound that emanates from a distant location. At-Will Arcane, Illusion Minor Action Ranged 10 Target: One object or unoccupied square Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-Will Arcane, Conjuration Minor Action Ranged 5 Effect: You conjure a floating hand (that is invisible to everyone but you) in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.
You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.
[i]Drawing power from the earth, you smash your weapon into your foe and bolster yourself against attack.[/i] [b]At-Will ♦ Primal, Weapon Standard Action Melee weapon Target: [/b]One creature [b]Attack:[/b] Strength -2 vs. Reflex [b]Hit:[/b] 1[W] + Strength modifier necrotic or psychic damage, and you gain temporary hit points equal to your Constitution modifier. Level 21: 2[W] + Strength modifier damage.
You broadcast a thought or an image to nearby allies. At-Will Psionic Minor Action Close burst 5 Target: One or more allies in the burst Effect: You convey either an image or a message of 10 words or fewer to each target.
You lash out with nature’s wrath at a foe that has attacked your ally and diminish its defenses. At-Will Primal, Weapon Immediate Interrupt Melee weapon Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier necrotic or psychic damage, and the target grants combat advantage to you and your allies until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement. At-Will Primal Immediate Reaction Close burst 5 Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Target: The triggering enemy in the burst Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
.Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose. Daily Poison, Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.
Encounter Poison, Polymorph, Primal, Weapon Standard Action Melee weapon Target: One or two creatures Attack: Strength -2 vs. Reflex Hit: 1[W] + Strength modifier poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target takes ongoing 2 poison damage and is slowed (save ends both). Requirement: The power Form of the Dread Serpent must be active for you to use this power.
Your weapon produces a few small, glowing shields that orbit your body and ward off blows. Daily Arcane, Stance Minor Action Personal Effect: Until the stance ends, you gain a +2 power bonus to AC and Reflex.
Powers
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies. At-Will Arcane Minor Action Close burst 2 Target: One creature in the burst Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn’t include you as a target, it takes a –2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier. At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.
Your weapon sends out sprawling arcs of lightning that hit nearby creatures, making movement agonizing for them. Encounter Arcane, Implement, Lightning Standard Action Close burst 1 Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 1d8 lightning damage. If the target moves during its next turn, it takes lightning damage equal to your Intelligence modifier.
You use one death as the seed to sow more destruction. Encounter Necrotic Free Action Trigger: A creature within 5 squares of you is reduced to 0 hit points Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
Magic removes all evidence from your foe’s senses that you or one of your allies exists. Encounter Arcane, Implement, Psychic Standard Action Ranged 10 Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit. Target: One creature Attack: Primary ability vs. Will Hit: 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn. Level 11: 2d10 + ability modifier psychic damage. Level 21: 3d10 + ability modifier psychic damage
[i]In exchange for your services the Cat Lord has offered you a boon...[/i] Encounter * Free Action Trigger: You are the target of a critical hit Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.
STANDARD ACTION Spend a healing surge to regain hit points. You gain a +2 bonus to all defenses until the start of your next turn.
You drain life from another creature to sustain your undead existence. Encounter * Shadow No Action Personal Trigger: You hit an enemy with corrupting touch. Target: The enemy you hit. Effect: The target is weakened (save ends), and you gain a healing surge.
When you take cold damage from an attack or deal cold damage with an attack, use this card to increase or decrease the cold damage by 5 (your choice).
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.
When you would become dazed, use this card to end that condition.
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
7 Spectral Copper
Personality Traits
Cold, emotionless, proud, quick to anger, John doesn't seen to care about anything other than killing.
Mannerisms and Appearance
John hisses when he gets angered. John has long black hair and long black nails that resemble claws with ash white skin with black lips. John also has black eyes with a small crimson red dot as his pupil. John will snap on extreme anger when his friends seem in danger or when Styg talks. John has his sword on his left side so that he draws it with his right hand. John is spell scarred in a shape of an X between his eyes. 0 X 0 V <<<<< It looks like that... Pretty cool huh
Session and Campaign Notes
DAMN!! WE LOST IN A Big ASS DUNGEON ... led around by a smurf named Flea
Companions and Allies
Allyria, Jack Fox , Jared Lees , Vicky Larissa, ZhuGuan Yu, Hurm, The Situation (Michael Sorrentino), Malklyr, Richard, Turag, Styg, Rhakk'sa, Sever, Πάγος μαχαίρι
Background & Other Notes
JOHN AS A HUMAN John Clarke was a typical 19 year old guy fresh out of high school and newly enrolled in a community collage. Life for John was great he had a girlfriend for two years that he loved. John loved hanging out with his friends and playing video games. John was strange he really never talked about his feelings, only awkwardly joked around to change the topic. John hated fighting and the sight of blood made him sick so he would talk his way of any fight. Growing up John only knew his mother he never knew his father. Johns mother would never talk about his father only said 'He was taken away from me' John never knew what she meant by that. She would always at midnight sit in the front room of their house and stair out the window as if always waiting for him to return. After John left for collage he started to live at the campus which seemed to be in the middle of everything walking distance. John loved to listen to music and carried his I-pod almost everywhere. THAT FATEFUL DAY The bell rings as John stands up and stretches 'Man I'm hungry I think I'm going to that taco place down the street.' John puts his books in his bag and starts to walk out of the class. John looks right to see his girlfriend and one of he other friend walking up. "Hey John party at David's house tomorrow.". John smiles and waves and rubs his stomach signaling that he's going to get something to eat. John wasn't excited about the party he never really felt like he fit in. John leaves the the campus and decides to take the back ally to the taco shop he puts in he earphones and starts to walk. It doesn't take long before John is alone it why he liked this way sometimes he'll see one or two people walking back here. After a few minuets John starts to feel like he being followed so he looks over his shoulder and sees a young Mexican kid around his age with glasses and strange clothes on walking quickly towards him. John didn't think to much in to it it was rare to see someone back here but it has happened. John turns down another back alley to would take a little longer but at lease he didn't have to worry about that guy. It didn't take long before John realizes that the guy was still behind him so John sharply tuns down another alley and starts to run 'Why is this guy following me?' John thinks panicking it doesn't seem how fast John was running that guy stayed almost right behind him. Then John turns the corner and the guy was right in front of him, John looks at him with wide eyes "Hey if you don't stop I'll call the cops!" The man tilts he head and begins to speak "Why are you making me run John? I hate running." John looks at him and suddenly realizes that he knew his name. Putting his arms up "Look you can have my money just don't hurt me." The man started to laugh "Why would I want to hurt you John your my meal ticket... sorta speaking." John looks at the guy inquisitively "What?... How do you know my name, who are you, How do you know me?" The guy just laughed again "Oh John John I've known you for awhile now, I don't want to tell you anything else cause it would take all the fun out you finding out yourself." John starts to back away from the strange person and turns and starts to run again, again stopping suddenly cause the guy was in front of him again "Who are you! What do you want from me!" John voice still sound frighten. The guy smiles "Oh oops that's right I gotta tell you stuff." The crazy man clears his throat "I am Snap-On, yes that's right THE Snap-On because I just know everyone has heard of me..." John shakes his head "Um no I never heard of you." Snap-On smile vanishes "What?... Really?" Snap-On hangs his head "Fine. I still want you to fight for your life and if need be die a horrible horrible death." John shakes his head confused "I don't want to die." Snap-On looks at him with a confused look also "Really? You don't want to sacrifice your self? But But it would be a horrible death." John cries out "NO!" Snap-On starts to laugh hard "I'm just messing with you. Man lighten up no no I just want you to go in a dangerous dungeon want fight your way out while I help you out being your sponsor." Snap-On smile "Huh? What do you say." John shakes his head "Look I'm sorry but I gotta go. I'm sorry I don't have time for this I gotta go back to school." Snap-On frowns "Fine if you come with me and win I'll tell you who and where and even release your father." John eyes widen "My father? How did you know my father my father is missing?" There's a hint of anger in his voice. Snap-On looks at John and grins "Just say yes and win." John with a disbelief look on his face "Well I need to talk about it with my loved ones." Snap-On has a unamused look on his face "So you want me to let you go?" John nods "Yes." Snap-On smiles "Its about time you said yes." And with that reaches out and pushes John in the wall. John tries to catch his balance as everything begins to turn white. John opens his eyes as he realizes he's standing in snow next to another guy as others seem to appear out of nowhere. THE DECISION AT THE CAVE Freezing and and still confused John helps the others bring the disable man in the left cave as an eerie darkness envelopes John. Feeling tired John fade to to darkness the last thing he sees and hears is Snap-On and a woman with a crest of a Raven shrouded in darkness. Woman: "So you want me to create him as one of my champions." Snap-On: " If you would be so nice." Woman "What do I get in return?" Snap-On "If he dies I'll give you his soul. Huh. Cause you can use him." Woman"Fine." Snap-On "Oh can you do something about his memories, kinda don't want him remember I force him here. Oh make him think he agreed to come here cause he can learn more about his father." Woman"Fine but I will also change his attitude into something more fitting my liking."
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games