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Gods of The Shroud

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0% found this document useful (0 votes)
211 views29 pages

Gods of The Shroud

One Bad Egg

Uploaded by

Vault V
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Gods   of

the

Shroud
Writing • Cam Banks • Adam Dray • Lee Hammock
Fred Hicks • Justin D. Jacobson
Editing • Adam Dray
Layout • Fred Hicks
Art • Jeff Preston
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GODS OF THE Shroud


©2008 One Bad Egg, LLC

DUNGEONS & DRAGONS, the DUNGEONS &


DRAGONS Compatibility Logo, D&D, PLAYER’S
HANDBOOK, DUNGEON MASTER’S GUIDE, and
MONSTER MANUAL are trademarks of Wizards of
the Coast, Inc. in the USA and other countries and are
used with permission. Certain materials, including 4E
References in this publication, D&D core rules mechanics,
and all D&D characters and their distinctive likenesses,
are property of Wizards of the Coast, Inc., and are used
with permission under the Dungeons & Dragons 4th
Edition Game System License. All 4E References are listed
in the 4E System Reference Document, available at
www.wizards.com/d20.

DUNGEONS & DRAGONS 4th Edition PLAYER’S


HANDBOOK, written by Rob Heinsoo, Andy Collins, and
James Wyatt; DUNGEON MASTER’S GUIDE, written by
James Wyatt; and MONSTER MANUAL, written by Mike
Mearls, Stephen Schubert and James Wyatt © 2008
www.onebadegg.com Wizards of the Coast, Inc. All rights reserved.
Gods of the Shroud: Foreword

R eligion is Messy!
Religion is a messy thing. People get passionate about
Saving the Sun G od
it. Different faiths tell different stories about similar This true story is a lie.
ideas but people fight over them anyway. In the end, A long, long time ago, something bad
everything’s a bit of a confusing morass where people, happened to the sun god. The world went dark
who by all rights should get along, simply don’t because and was overrun by evil and chaos.
they can’t come to terms about the stories of whose god There was a young sorceress, the grand-
did what to whom. daughter of the sun god, who sought to find out
The Shroud’s myths embrace that. In the following who had made the sun disappear and to avenge
entries, you’ll find the occasional contradiction. These her kin. Despite her divine ancestry, she was a
contradictions are entirely intentional, and in the game mortal, albeit a powerful one. She collected her
world, they are meant to be the topic of much debate. memories of her grandfather and bundled them
The biggest point of contention in the world of the so tight that they gave off a faint light, which she
Shroud surrounds the origin of a god known as the made into a torch. She poured her love into that
Umbral Claw. All of the stories agree on one thing: the torch and its fire grew every day.
Umbral Claw was lopped off of the arm of one of the When the torch was ready, the sorceress
goddesses by the Torchbearer. climbed the tallest mountain in the inky dark-
What they don’t agree on is which goddess lost the ness and tried to reach the sky. When she
hand. Some stories (including one that you’re about to mounted the peak, she discovered that her
read) tell a story of the Torchbearer cutting off the hand grandfather, the sun god, was not dead. However,
of the Bone Witch, while others speak of the Shadow the goddess’s sister, a powerful witch in her own
Above losing her hand in a struggle between light right, was smothering her grandfather with a
and darkness. huge, clawed hand.
Wars have been fought over this very question. She’d never seen her sister like this! The
Followers of the Bone Witch are divided on the topic, Shroud had tainted her sister’s hand and had
and their art and sculptures depict the goddess with consumed her in hatred. Worse, it had forced
either one hand or two, depending on their school her sister to drain the life out of their grandfa-
of thought. Followers of the Shadow Above viciously, ther. The young sorceress drew her knife and
murderously insist that theirs is the goddess wronged. sliced off the evil hand, freeing her sister from its
But it is an insistence tinged by unease and dread, for influence. The terrible claw continued to fight!
the Shadow Above loves to mislead, and those few here- Together, the sorceress and the witch fought the
tics who have voiced their doubts have made terribly evil hand but could not destroy it. By sapping the
entertaining corpses. power of the sun god, the hand had become a
The Torchbearer’s followers tell many different tales deity in its own right: the Umbral Claw.
about what happened. The various sects of worship The sorceress touched her torch to her grand-
have different beliefs, but most regard the whole father’s pale gray spirit. It ignited in a majestic
Umbral Claw story as a side-show to the Torchbearer’s flame full of life and joy and the sun god was
main message of hope and light. At least, that’s how resurrected and filled the sky with warmth and
things have settled out nowadays—but a schism is never light! The old order was restored in heaven and
too far around the corner… on earth. The sun god thanked both of his grand-
daughters and breathed the spark of divinity into
them. The sorceress became known as the Torch-
bearer, and the witch (one-handed and forever
Jeff Preston

changed by the Claw) became the Bone Witch.

Gods of the Shroud | Foreword 1


The Bone Witch
Unaligned

One of the ancient powers of the Ghostcrag Peaks, the Witch gives little thought to the living and considers
Bone Witch serves as the keeper of the dead among suffering to be way that the living learn and grow. With
its many tribes. It is said that she travels the moun- the arrival of the Shroud and the preponderance of
tains collecting one bone from each of the tribal dead. undead it has created, some believe she has decided it
Anyone who sees her passing is killed by the sight. may just be better to kill everyone in the Peaks and take
When a tribe member dies, the shaman leaves the their bones to make sure they won’t turn into undead.
bones of the deceased outside of camp overnight. By
morning, the bones are gone. The goddess considers the The Bone Witch makes these demands of the faithful:
profession and deeds of the recently dead and chooses
the most suitable bone for her coat. From a great ** Never allow the dead to be disturbed in their graves.
warrior or leader, the Bone Witch takes the skull. From ** Honor your ancestors and abide by their wisdom.
a craftsman, she takes a finger bone. From a coward, the ** Strength only comes through suffering; seek a heavy
goddess takes part of a foot. burden, and carry it.
The Witch weaves each bone into her bone-laced
coat, and the spirits she honors are thus protected from New Heroic Tier Feat
necromancers or similar nefarious sorts, who might
control them. In return, the spirits bind their souls F ury of the Bone Witch [Divinity]
to the service of the goddess. Priests and shamans of
Prerequisites: Channel Divinity class feature, must
the Bone Witch can summon these bound spirits for
worship the Bone Witch
guidance through acts of supplication, which involves
Benefit: You can invoke the power of your deity to
offering her more bones from man or beast.
use fury of the Bone Witch.
Because of her responsibility to protect the dead, the
Bone Witch hates all forms of undead and considers
them an affront. While she cares for the dead, the
Channel Divinity: Feat Power
Fury of the Bone Witch
Calling on the Bone Witch’s power, your destruction of an undead
creature strengthens allies who have suffered.
Encounter * Divine, Healing
Free Action Ranged 10
Trigger: While you are bloodied, your attack drops an enemy
undead within range to 0 hit points or fewer.
Effect: You and each bloodied ally within 2 squares can spend
a healing surge as a free action.
Special: You must take the Fury of the Bone Witch feat to use
this power.

New Creature
Unworthy Servant
Through an extensive, secret ritual known only to a few
of the Bone Witch’s priests, the finger bones of cowards,
traitors, and other undesirable sorts are used to bind
their spirits to serve in death as they were unwilling in
Jeff Preston

life. These unworthy servants are commonly tasked


to serve as scouts and guardians, raising a warning cry
when enemies are near.

2 Gods of the Shroud | The Bone Witch


Unworthy Servant Level 4 Minion A dventure I deas
Medium spirit humanoid XP 44
Initiative +3 Senses Perception +2; darkvision
Black Talon Down
AC 18; Fortitude 14, Reflex 16, Will 15
In a terrible battle, the warriors of the Rock Eagle tribe
HP 1; a missed attack never damages a minion.
decimated a rival tribe, the Black Talon. The Rock Eagle
Immune disease, fear, poison; see also a creature of spirit
warriors propped up the bodies of their enemy around
Speed 6; phasing
their village as a warning to any future challengers.
m Specter From Beyond (standard; at-will) * Fear
Fearful of the fate of the spirits of the tribe’s fallen
+7 vs. Will; the unworthy servant slides the target 1 square
loved-ones, a Black Talon shaman asks the characters
and the target is marked.
to go to the Rock Eagle tribe and return with at least
A Warning to Others (when the unworthy servant is reduced
one bone from each of the slain so they can be given to
to 0 hit points)
the Bone Witch. The heroes could try to talk the Rock
Within one mile, immediately wake any shaman who
bound the unworthy servant and any ally in possession of Eagle tribe into surrendering the bones, or use stealthy
one of the unworthy servant’s bones. They are given a sense or violent means to accomplish the task.
of impending danger.
A Creature of Spirit Bone War
The unworthy servant is considered insubstantial for the The Bone Witch sees suffering as the path to strength,
purpose of abilities which affect insubstantial creatures. while the Voracious Host sees comfort as the way to
Alignment Unaligned Languages Common survive. Fearing that the Voracious Host is drawing her
Str 12 (+1) Dex 16 (+3) Wis 14 (+2) people to pampered, easy lives and away from the wind
Con 8 (-1) Int 10 (+0) Cha 13 (+1) and cold of their ancestors, the Bone Witch speaks
through her shamans. She declares a holy war against
Unworthy Servant Tactics the Voracious Host and its followers. Winter supplies
Unworthy servants are typically stationed at the outer are destroyed, houses burned, and fortunes destroyed.
perimeter of a tribe’s village to give early warning The characters are drawn into one side of the conflict
of an incursion. Unworthy servants cannot damage and must fight to strengthen their people in the face
their foes. Instead, they use specter from beyond to herd of gluttony or defend their hard-earned comfort from
enemies into exposed positions and to draw their fire. those who have not worked as hard for their own.
When killed, they act as a warning to others, awakening
the tribe they are bound to protect. A Corpse Best Served Cold
Olnar Regnik, a very wealthy and powerful shaman of
New M agic Item the Voracious Host, has at last died of old age. He was
long an enemy of the Bone Witch’s priests, opposing
their message of “strength through suffering” at every
Bag of the Bone Witch Level 15
turn. His followers hid his body in a trapped tomb to
This small leather pouch contains the finger bones of fallen
keep the Bone Witch from binding his spirit to her,
warriors.
on the assumption the goddess would torture such a
Wondrous Item 25,000 gp
Property: Any warrior whose finger bone is kept in the bag longstanding enemy. The followers of the Bone Witch
cannot rise as an undead creature. The bag can hold a approach the characters to have them penetrate the
dozen finger bones at most. tomb’s defenses and steal a bone from the corpse from
Power (Daily): A silent, spectral image of one of the Olnar Regnik so the goddess can have her revenge.
contained warriors appears. You may ask this oracular
apparition up to three yes-or-no questions about matters
which resonate with the spirits purpose and acts in life.

Gods of the Shroud | The Bone Witch 3


The Gleaming Eye Channel Divinity: Feat Power
Flare of the Gleaming Eye
Evil
One of your eyes flares with the inescapable light of the Gleaming
Eye.
Brother of the Silent Sister, the Gleaming Eye fashioned
Encounter * Divine, Radiant
the sun and the moon from sheer force of will. Thus, Standard Action Close burst 5
he could always watch over all other creations. When Target: Each effect within the burst that uses the illusion
the Shroud first came forth, he thought the Silent keyword.
Sister used it as a means to obscure her activities from Attack: Wisdom vs. the Will defense of the creator of the
his watch. In his rage, he raped her for the imagined illusion effect.
offense. Hit: The effect ends.
Imprisoning her, he eventually drew the sinchildren Special: You must take the Flare of the Gleaming Eye feat to
use this power.
forth from her mouth before she effected her escape.
These tortured creatures live among the people of
the world, acting as spies and scouts for their father, New Creature
ferreting out the secrets of men.
S inchildren
The Gleaming Eye demands discipline in accordance The sinchildren, plucked from the mouth of the Silent
with the following edicts: Sister by the Gleaming Eye, appear to be normal
** Joy is precious—so precious it must be taken, members of the various races of the world. In truth,
measured, and hoarded. they live in constant pain, their infernal nature driven
** Secrecy must be destroyed by the light of unforgiving inward to torture their own flesh. Sinchildren are infil-
truth. trators and scouts, spies and messengers, all forming
** Keep one eye always open—stay alert, and stay wary. a network of information—gatherers whose common,
overarching goal is to discover hidden knowledge and
New Heroic Tier Feat use it to ease their own burden and that of the world—
preferably by destroying creation.
Flare of the G leaming Eye [Divinity] A sinchild infiltrator prefers to befriend its foes in the
guise of an ally: a helpful scout, a trustworthy contact,
Prerequisites: Channel Divinity class feature, must
or an I’ve-got-your-back diplomat. The infiltrator may
worship the Gleaming Eye
even accompany its quarry on several adventures before
Benefit: You can invoke the power of your deity to
finding the right moment to strike—if harming its foes is
use flare of the Gleaming Eye.
even its goal. Often, the sinchild has an ulterior motive,
using its supposed “allies” as cat’s-paws to achieve some
larger goal, such as uncovering a valuable secret.
Many infiltrators are combined with a class template
from the D&D 4E Dungeon Master’s Guide,
enabling them to contribute much to the party’s
success—and eventual betrayal. Jeff Preston

4 Gods of the Shroud | The Gleaming Eye


Sinchild Infiltrator Level 8 Lurker
Medium immortal humanoid (devil) XP 350
Initiative +13 Senses Perception +11,
Insight +11; low-light vision
HP 62; Bloodied 31
AC 22; Fortitude 19, Reflex 21, Will 20
Resist 5 fire
Speed 6
m Shortsword (standard; at-will)
+13 vs. AC; 2d8+5 damage.
R Poisoned Dart (standard; at-will) * Poison
Ranged 5/10; +11 vs. Reflex; 2d6 damage and ongoing 5
poison damage.
C Flare of the Gleaming Eye (standard; encounter)
Close burst 5 targeting each effect within the burst that
uses the illusion keyword; +11 vs. Will (of the effect’s
caster). A hit ends the effect.
Infernal Advantage
The sinchild infiltrator deals an extra 1d8 fire damage
against any target it has combat advantage against.
Steal from the Gods (immediate reaction when an enemy
uses a divine power to affect its allies within range;
A dventure I deas
recharge 56)
Ranged 10; the sinchild infiltrator benefits from the effects Diversionary Tactic
of the power that triggers steal from the gods as if it were The Shroud encroaches on a temple of the Gleaming
a targeted ally. If the triggering ability grants the use of a
Eye. The god demands his followers find a way to drive
healing surge, the sinchild infiltrator heals 10 hit points.
it back. In doing so, they divert it to a highly populated
Alignment Evil Languages Common, Supernal
valley. The people there enlist the heroes to save their
Skills Bluff +12, Stealth +14
village. Can they divert the Shroud and stave off the
Str 16 (+7) Dex 20 (+9) Wis 14 (+6)
attacks of the Gleaming Eye’s disciples?
Con 8 (+3) Int 13 (+5) Cha 17 (+7)

Poison Seed
S inchild I nfiltrator Tactics
One of the sinchildren revolts and swears allegiance to
If forced to fight, a sinchild infiltrator strikes from his mother, the Silent Sister. The Gleaming Eye orders
ambush whenever possible to make use of its infernal the sinchild’s brethren to hunt him down and destroy
advantage. It uses a poisoned dart to soften up enemies at him for his impudence. They track the traitor to a Silent
range and positions itself to take advantage of Divine- Sister temple, which grants him refuge. The characters
powered foes with steal from the gods. Illusions (espe- must protect the sinchild and secret him away to a safe
cially invisibility) are quickly banished with flare of the location. But can he be trusted?
gleaming eye. The infiltrator never stays long for a fight
where it doesn’t have the upper hand; once bloodied, it
beats a tactical retreat.
Jeff Preston

Gods of the Shroud | The Gleaming Eye 5


The Pale Wanderer Channel Divinity: Feat Power
The Pale Wanderer’s Fellowship
Good
The Pale Wanderer strengthens the will of your allies, binding you
together in times of need.
Built by the Bone Encounter * Divine
Witch, the Pale Minor Action Ranged 5
Wanderer is commonly Target: Each ally in range. You must have at least two allies
depicted as a man- within range to use this power.
shaped collection of Effect: Each ally receives a +2 power bonus to Will defense
bones held together by and Perception until the end of your next turn.
an ill-fitting skin. The Bone Special: You must take The Pale Wanderer’s Fellowship feat
to use this power.
Witch tasked this god with collecting
the bones and spirits of the tribes of the Ghostcrag
Peaks, but the Wanderer found the living to be far more New M agic Item
interesting than the dead. He left the Witch’s service to
watch over them. Bracers of Fellowship Level 4
The Pale Wanderer has since worked to support the Inscribed with the symbol of the Pale Wanderer, these bracers
communities of the Peaks, encouraging their people extend your protection over all of your allies.
to work together to survive in the harsh environs of Item Slot: Arms 840 gp
their homeland. The god believes that he eases his Power (Encounter * Healing): Immediate Interrupt. Use this
mother’s burden by seeing that fewer people die. The power when an ally within 10 squares takes damage from
Bone Witch does not take this meddling well, seeing an attack. You take some or all of the damage from that
attack instead, reducing the damage your ally takes by the
the meddler’s efforts as nothing more than coddling the
same amount.
weak. Despite this, the Wanderer continues his work,
championing fellowship, loyalty, and cunning among
the mountain tribes. A dventure I deas
The Pale Wanderer counsels his friends to follow these Bleeding Heart
teachings: In the tribe of the Iron Bleeders, a murder most foul
** Fellowship is more valuable than any coin or relic. was committed. The chief ’s best warrior, a man who
Value your family, allies, and friends, for they will fought many times to defend his people and given
protect you in the cold winter times. much in their cause, was killed in his sleep. This deed
** Never betray a brotherhood made in battle. Loyalty is a grave affront to the Pale Wanderer: a good man of
forged in blood is more powerful than any steel. the tribe murdered in cold blood. As outsiders, the
** Strength of mind is as valuable as strength of body. heroes are asked to help solve the murder—as they can
Respect all forms of learning and partake of their see with eyes unclouded by prejudice or history. They
fruits. must unweave a tangled story of revenge, betrayal, and
forbidden love that led the chief of the Iron Bleeders to
New Heroic Tier Feat kill his most loyal warrior, who had fallen in love with
the chief ’s daughter.
The Pale Wanderer’s
Fellowship [Divinity] Cold Harvest
Prerequisites: Channel Divinity class feature, must In the village of Kerais, good people struggle to prepare
worship the Pale Wanderer for winter. The followers of the Voracious Host have
Benefit: You can invoke the power of your deity to secured all they need to survive, but one of their priests
use the Pale Wanderer’s fellowship. has stymied the village’s preparations. Can the heroes
Jeff Preston

and a shaman of the Pale Wanderer help the others of


the village gather food and firewood before the icy grip
of winter comes?

6 Gods of the Shroud | The Pale Wanderer


The Rider Channel Divinity: Feat Power
The Rider’s Transfiguration
Unaligned
Threatened by external influence, you close your eyes and let go of
your conscious desires in order to allow the Rider’s power to surge
within you.
Encounter * Divine, Healing
Immediate Interrupt Personal
Trigger: You are attacked with a power that uses the charm,
fear, or psychic keyword.
Effect: You gain a +4 power bonus to your Will defense until
the end of your next turn. If the attack still hits after the
interrupt, you may immediately spend a healing surge as a
free action.
Special: You must take The Rider’s Transfiguration feat to use
this power.

The Rider is god of possession, persuasion, and release.


He is uncaring and aloof, and those who seek to influ-
New Elite Template
ence others call upon him to bless their use of domina-
tion. The young and old alike, those who seek direction
Hypnotist
in their lives and wish to open their hearts and minds to A hypnotist uses rituals and techniques taught by
external forces, also invoke him. Rider cults to exercise control over the minds of men. In
The god’s followers master psychic influence, or worship, these techniques are used to free the faithful
engineer the possession of the faithful by bodiless from the burden of free will, but in other contexts, they
spirits, demons, and elemental powers to see where this are a powerful tool for good or evil (alas, usually evil).
will take them. Even though this can lead to abusive Hypnotists surround themselves with unwitting thralls
outcomes, corruption, and even death, all that his and occasionally have “sleeper agents” in unexpected
followers care about is the act of possession and the places. These agents wait for the right key-phrase to
release of free will. activate them on the hypnotist’s behalf.
“Hypnotist” is a template you can apply to any
The Rider compels his followers to: humanoid creature. It is ideal for creating cult leaders,
** Open yourself to the mystery and wonder of the sinister advisors, and con men. If you are modifying
external. a non-player character, this template works well
** Guide those who seek direction, even as you are with classes that make use of a high Charisma score,
guided. including clerics, warlocks, warlords, witch doctors, and
** Find true liberation by letting go of personal motive. certain types of rogues.
Prerequisite: Humanoid

New Heroic Tier Feat It’s Okay To Hate This


This template won’t work for every DM’s taste or
R ider’s Transfiguration [Divinity] in every game. It requires a little more on-the-fly
Prerequisites: Channel Divinity class feature, must judgment and player-trust than some groups may be
worship the Rider comfortable with, and that’s okay! You can always
Benefit: You can invoke the power of your deity to use go for a straight-up dominate effect and hold back on
the Rider’s transfiguration. using this template until the late heroic tier range or
later.
Jeff Preston

Gods of the Shroud | The Rider 7


Hypnotist Elite Controller (leader) New M agic Item
Humanoid XP Elite
Defenses +2 Reflex, +4 Will
Saving Throws +2 The Rider’s Collar of Supplication Level 15+
Action Point 1 This thin leather collar bears the sign of the Rider at the throat,
Hit Points +8 per level + Constitution score inscribed in silver.
Powers Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Aversive Chant (Charm) aura 5 Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Deafened creatures are immune. Enemies within the aura Item Slot: Neck
receive a -2 penalty to attack rolls against the hypnotist. Enhancement: Fortitude, Reflex, and Will
Plant Compulsion (standard; at-will) * Charm Property: If you worship the Rider, you can use this magic
item as a holy symbol. It adds its enhancement bonus to
Ranged 10; deafened creatures are immune; level + 2 vs.
attack rolls and damage rolls when used in this manner. If
Will. The target acquires a limited restriction on its actions
you do not worship the Rider, you do not benefit from this
as described by the hypnotist (see sidebar). The target may
weapon’s property and cannot use this item’s power.
always choose inaction rather than acting in accordance
with the compulsion. Save ends, with a -2 penalty to the Power (Daily): Immediate Interrupt. Use this power when
saving throw. you are hit by an attack that would dominate you. You
are still dominated, but control of the domination effect
transfers to an ally within 10 squares of you. The normal
Proper Use of Plant Compulsion
duration of the domination condition remains unchanged.
DMs making use of the plant compulsion ability should
be careful not to go too broad in the restrictions
inflicted. “You can’t see” makes the effect equivalent A dventure I dea
to blinding the target, which is bad form; better to
describe something specific, e.g., “You can’t see the Ecstasy
exit.” The point is to restrict choice, but not remove it The heroes find themselves in an out of the way settle-
entirely. Other examples of bad vs. good use: ment on the road to a major city or trading post. The
people in the settlement, almost to a man, act in a
Bad Compulsion Good Compulsion peculiar fashion. They behave erratically. Some alter-
You can’t see! You can’t see the exit! nate between frightened and cocky. Many seem unsure
You can’t attack! You can’t attack me! how to complete even basic bodily functions. They
You can’t move! Don’t come any closer! revel in simple pleasures and never stop smiling. The
settlement recently lost its beloved leader, a priestess
In general, it is better to phrase things as a restriction
of the Rider. Lacking in direction, they conducted a
(“you can’t do X to Y”), rather than an order (“you
ritual to open their bodies to possession. While it was
must do X to Y”), since the target can always choose
welcomed, the spirits that came to possess the settle-
inaction. For example, “you must attack your friends!”
ment are capricious and wild and do not wish to give up
is a weak compulsion because the target can always
their newfound physical forms. The only people in the
choose not to make any attack.
town who did not take part in the ritual are a married
couple who have locked themselves away in their house,
terrified of their ever-smiling neighbors. Can the heroes
convince—or force—the fey spirits to release the people
and encourage the settlement to move on?

8 Gods of the Shroud | The Rider


The Root Channel Divinity: Feat Power
The Root Runs Deep
Unaligned
When you are struck by a dire blow, the Root reaches out from the
earth and pulls your foe into the ground.
The Root is the oldest god—old Encounter * Divine
enough to deny that all of the other Immediate Reaction Ranged 10
gods that have followed are, indeed, Trigger: An enemy within range scores a critical hit on you
gods themselves. Perhaps they are Target: The enemy that scored the critical hit
powerful children—fruit plucked Effect: The target is restrained until the end of your next turn.
from life grown from the Root itself. Special: You must take the Root runs deep feat to use this
But truly, if that is so, then they are power.
merely expressions of the Root, from
which all things grow. The Root of Mountains
The Root is a god of creation, of [Divinity] [Dwarf]
sure and steady growth, of stability, Prerequisites: Channel Divinity class feature, must
and of respect for the ancient. (Of worship the Root, dwarf, stand your ground racial ability
course, the Root does not view any of Benefit: You can invoke the power of your deity to
the other gods as sufficiently ancient to use the Root of Mountains.
warrant real respect.) In this, the god
is seen as aligned with both nature Channel Divinity: Feat Power
and civilization—two things threat- The Root of Mountains
ened by the arrival of the Shroud. In The Root of Mountains takes hold of you. Within His grasp, you
nature and among the wild tribes, the cannot be budged.
Root is seen as the source of life. In Encounter * Divine
civilization, the Root is worshipped Move Action Personal
as the foundation of law and order. Effect: You are immune to any push, pull, or slide effects until
Dwarves in particular view the god as the end of your next turn.
the Root of Mountains, keeping them Sustain Move: The effect is sustained.
fixed to the earth. Those whose faith is placed in the Special: You must take the Root of Mountains feat to use this
power.
Root seldom waver in their beliefs.

The Root commands its followers to: New Creature


** Provide stability, strength, and succor to those
without it, especially to those who have had it taken A ncient Avatar of the Root
from them. Said to have grown from a splinter of the Root, an
** Show respect to the oldest among you, and never ancient avatar is a huge, completely stationary, talking
spare youth from wisdom. tree, which is often consulted for its oracular wisdom
** Deny false “gods” their place as gods. The Root is the (which it is careful to share). Few of these deep-forest
one true god. creatures still exist. Most were overrun by the dark
forces within the Shroud. Where they survive, their
New Heroic Tier Feats influence creates small pockets of relative peace and
civilization in a dangerous world, and the allies whom
The Root R uns Deep [Divinity] the avatar watches act as fierce guardians. More than
one elven town has sprung up around such a creature,
Prerequisites: Channel Divinity class feature, must
the inhabitants living in grateful symbiosis under the
worship The Root
eye of the Root.
Benefit: You can invoke the power of your deity to
Jeff Preston

use the Root runs deep.

Gods of the Shroud | The Root 9


Ancient Avatar of the Root Level 12 Elite Artillery A ncient Avatar of the Root Tactics
Huge immortal magical beast XP 1,400 As a stationary combatant, an ancient avatar of the Root
Initiative +12 Senses Perception +9; low-light vision focuses on keeping its opponents at a distance, using
HP 228; Bloodied 114 begone! and scoop and toss when they get close and hurl
AC 26; Fortitude 27, Reflex 23, Will 24 boulder to keep them further away. Once its enemies are
Vulnerable fire (the avatar takes ongoing 5 fire damage [save pinned at a distance, the avatar makes liberal use of two
ends] when damaged by fire) branch javelins.
Saving Throws +2
Speed 0; the ancient avatar of the Root is immune to effects
which push, pull, or slide.
A dventure I deas
Action Points 1
Uprooting the Walls
m Thrashing Branch (standard; at-will)
Jaakenmar is one of the last sizable cities to remain
Reach 3; +19 vs. AC; 1d6+6 damage.
whole within the Shroud, albeit just at its edges. The
R Two Branch Javelins (standard; at-will)
city has repelled the undead horde with little trouble,
The avatar makes two attacks; ranged 15/20; +19 vs. AC;
thanks to its high walls and the steep ravine that acts
2d6+6 damage.
as its “moat.” But the real trouble is found within.
M Scoop and Toss (standard; sustain minor; at-will)
Anarchist followers of the Shadow Above have worked
Reach 3; +17 vs. Reflex; the target is grabbed (escape ends).
As a minor action, the avatar may release the grab to push steadily to undermine the walls. When the walls
the target 10 squares, ignoring difficult terrain (due to flying collapse, the followers hope to bridge the ravine and let
through the air about 20 feet off the ground). On landing, in the dead to tear the city asunder. Priests of the Root
the target takes 2d10 damage from the fall. The avatar can are wise to the plot but can’t get the city elders to listen.
maintain multiple grabs at once (it has a lot of branches), The heroes, on the other hand…
and can sustain all of them as a single minor action.
C Begone! (standard; at-will) * Divine, Psychic, Thunder
Abandon Faith
Close burst 3; +15 vs. Fortitude; 1d8+5 psychic and
thunder damage and is pushed 6 squares. Miss: No damage
The youth of a nearby township are starting to follow
and the target is pushed 3 squares. the charismatic leadership of a young woman called
R Hurl Boulder (standard; recharge 456) Abandon. An adherent of the Rider, she has no respect
Ranged 20/30; +17 vs. Reflex; 4d8+6 damage and the for the teachings of the Root. The faith of the young
target is pushed 1 square. The boulder lands in an adjacent, followers is genuine, but the things Abandon has them
unoccupied square, providing partial cover as part of the do when they surrender to the Rider are anything but
landscape. If no square is available, the boulder shatters, pure. The town’s elders, whose faith in the Root runs
turning the target’s square into difficult terrain. deep, appeal to the characters to infiltrate this Rider
Alignment Unaligned Languages Common, Elven, cult and depose Abandon. But what of her followers
Primordial, Supernal
caught in the midst—are they to be “saved” and brought
Skills Arcana +15, Intimidate +15, Religion +14
back to the Root? And what is Abandon’s true agenda
Str 22 (+12) Dex 19 (+10) Wis 16 (+9) in perverting the Rider’s teachings?
Con 17 (+9) Int 18 (+10) Cha 19 (+10)

10 Gods of the Shroud | The Root


The Salt Prince New Heroic Tier Feat
Good The Salt Prince’s R ebuke [Divinity]
Prerequisites: Channel Divinity class feature, must
The Salt Prince is the
worship the Salt Prince
god of protection from
Benefit: You can invoke the power of your deity to
evil influence and
use the Salt Prince’s rebuke.
the warding of spirits.
His many icons and
statues depict him as
Channel Divinity: Feat Power

an eyeless, mummi-
The Salt Prince’s Rebuke
Arms outstretched, you call upon the Salt Prince to repel the malig-
fied, male figure,
nant and the unseen.
swathed around the
Encounter * Divine, Force, Implement
waist in cloth, his arms
Standard Action Close burst 1 (3 at 11th level,
outstretched. The asso- 5 at 21st level)
ciation of pure salt with Target: Each insubstantial or invisible creature in the burst.
barriers against evil stems from ancient customs that his Attack: Wisdom vs. Will.
faithful maintain. Hit: 1d10 + Wisdom modifier force damage, and the target is
Revered by exorcists, paladins, and village wise pushed 1 square.
women alike, the Salt Prince rebukes disembodied Increase damage to 2d10 and push to 2 squares at 5th
wickedness, pestilence, and spiritual and worldly influ- level, 3d10 and 3 squares at 11th level, 4d10 and 4
squares at 15th, 5d10 and 5 squares at 21st, and 6d10 and
ences. River communities invoke his name to drive back
6 squares at 25th.
the floodwaters. Villagers call him to preserve food in
Special: You must take the Salt Prince’s Rebuke feat to use
times of famine and rot. this power.

Worshipers of the Salt Prince agree upon the following


tenets:
A dventure I deas
** Lay out the borders of your home and stand fast Tomb R aiders
against wickedness. Treasure hunters exploring near a sunken village beside
** Purity protects the innocent from corruption. the Dusken River uncovered a sealed entrance, revealing a
** Water carries evil within it. Do not let your thirsts long-forgotten tomb of nobles and priests. All of the bodies
lead you into temptation. within were perfectly preserved, packed in salt within coffins
of rock. The treasure hunters ransacked one body of its gem-
New M agic Item encrusted necklace but the body rose and attacked. Now
opened, the tomb has been exposed to the outside world,
and the corrupting waters are seeping in. The heroes hear of
Salt of the Prince Level 5+ mummified revenants plaguing the surrounding lands. Unless
Faintly luminescent, this holy salt is blessed by the divine will of the they restore the necklace and reseal the tomb with all of its
Salt Prince. occupants inside, the corruption will spread all the way to an
Lvl 5 50 gp Lvl 20 5,000 gp aspect of the Salt Prince himself, preserved in the lowest level
Lvl 10 200 gp Lvl 25 25,000 gp of the tomb.
Lvl 15 1,000 gp Lvl 30 125,000 gp
Power (Consumable * Zone): Standard Action. Close blast 2; Foul Flood
squares within the blast become a zone in which you and
The Dusken River has swollen its banks and a foul band of
your allies gain resist 5 psychic and +1 to their defenses
against invisible or insubstantial opponents. troglodytes in service to the Silent Maw threatens the peaceful
villagers. A lone paladin of the Salt Prince, Oswabe the Gaunt,
Level 10: Close blast 2; resist 5 psychic and +2 to defenses.
has managed to keep them at bay but he is old and can’t main-
Level 15: Close blast 3; resist 10 psychic and +3 to defenses.
Jeff Preston

Level 20: Close blast 3; resist 10 psychic and +4 to defenses. tain his vigil for long. Can the heroes come to his aid, retrieving
Level 25: Close blast 4; resist 15 psychic and +5 to defenses. the blessed salt from the nearby Temple Salinus in time to carry
Level 30: Close blast 4; resist 15 psychic and +6 to defenses. out a major warding ritual? Could they deliver the Salt Prince’s
Special: Using this salt counts as a use of a magic item daily cleansing power to the troglodyte lair?
power.

Gods of the Shroud | The Salt Prince 11


The Shadow Above
Chaotic Evil

The voice of doubt, the Shadow Above mocks followers In the late hours of the night, the Shadow Above whis-
of all religions, including her own. Using doubt to push pers these teachings to her faithful:
things towards chaos, she is fed by unspoken fears, ** Friends will plot against you. Never trust them.
inner doubts, and dirty secrets. The Shadow Above is ** Things of stability and safety make us fat and lazy.
the secret that hides the murder, the skeleton in the Tear them down; stay lean, hungry, and scared!
family closet about that thing your uncle did, and the ** Doubt every success. There’s something you’re
moment of hesitation that leaves you open to a falling missing, and it will kill you.
blade.
The patroness of conspirators and anarchists, she is New Heroic Tier Feat
the society’s enemy, a cancer that gnaws at the root of
civilization (and possibly the Root itself, some whisper).
See No Evil [Divinity]
In legend, she fought both the Root and the Torch-
Prerequisites: Channel Divinity class feature, must
bearer; it is said that the latter god cut off her left hand,
worship the Shadow Above
which grew into a god called the Umbral Claw (her
right hand literally has no idea what the left is up to). Benefit: You can invoke the power of your deity to
The Shadow Above embraces darkness in all its forms use see no evil.
and delights at the advent of the Shroud—what better to
hide the doings of evil? Channel Divinity: See No Evil Feat Power
Your blade bites into a surprised foe, and the Shadow Above cloaks
you from his sight.
Encounter * Divine, Illusion
Free Action Ranged 10
Trigger: You hit a surprised enemy within range with an
attack.
Effect: You become invisible to the target until the start of
your next turn as a free action.
Special: You must take the see no evil feat to use this power.

New M agic Item


Cloak of Shadowed Purpose Level 13+
A grey cloak fringed with purple cloth torn from the robes of kings.
Daggers are embroidered in each side, signifying the presence of the
Shadow Above.
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: If you worship the Shadow Above, you can use
this magic item as a holy symbol. It adds its enhancement
bonus to attack rolls and damage rolls when used in this
manner. If you do not worship the Shadow Above, you do
not benefit from this weapon’s property and cannot use this
item’s power.
Jeff Preston

Power (Daily): Immediate Interrupt. Use this power when


you miss with an attack made from hiding that would break
stealth. You are still considered to be hiding.

12 Gods of the Shroud | The Shadow Above


New Creature Shadowy A narchist Tactics
Shadowy anarchists strike when least expected, going
Shadowy A narchist after the highest level target they have a reasonable
chance of taking down—how the powerful are brought
Never found in large groups, anarchist devotees of
low evens the playing field. Constantly maneuvering
the Shadow Above steal, trick, and murder their way
for combat advantage to take advantage of go for the
through small towns and large cities—anywhere that
kill, they would rather take a double-move turn than
offers civilization and safety in a dangerous world. They
attack without the upper hand. If they can’t achieve
favor assassination to achieve their anarchic game plan.
it—or once their high-level target is dead—they scatter,
Kings and constables, guild heads, and high priests are
covering their tracks by blinding opponents with
their victims. The more important and powerful the
eyeshade poison, if possible.
target is, the better.
Shadowy anarchists can be found among nearly any
race; for added flavor, add one racial power or trait
to each anarchist you introduce (resist 5 fire, dragon A dventure I deas
breath, elven accuracy, and so on).
Turf War
Shadowy Anarchist Level 6 Lurker Travelling, the characters stop over in a small city.
Medium natural humanoid XP 250 There, they learn that followers of the Shadow Above
Initiative +13 Senses Perception +5; low-light vision have been getting into a night-time turf war with the
HP 58; Bloodied 29 followers of the Umbral Claw to control the shadows.
AC 20; Fortitude 17, Reflex 20, Will 19 The authorities have been happy to sit back and let
Speed 6 the two cults go at it, but the violence is spilling over
m Dagger (standard; at-will) * Weapon into the more civilized parts of town. Now the rich and
+11 vs AC; 2d6+6 damage. powerful are running scared and screaming for the
M Eyeshade Poison (immediate reaction, when the anarchist
watch to do something about it. The watch, of course,
hits a target; recharge 6) * Poison is critically underfunded and undermanned. Are the
Make a second attack against the same target. +9 vs. Forti- heroes the right sell-swords to hire for the job?
tude; target is blinded until the start of its next turn. At the
start of its next turn, target takes a -2 penalty to attack and The Shadow of Doubt
perception rolls (save ends).
One by one, the great leaders of mountain tribes have
Go for the Kill (minor; at-will; once per turn)
given into their fears and doubts, leaving their people
The shadowy anarchist may make a second dagger attack
in chaos, scattered and in-fighting or worse. A pattern
on any target it has combat advantage against.
is emerging, and it looks like it has the work of the
How the Powerful Are Brought Low
Shadow Above written all over it. But how are the shad-
The shadowy anarchist gains combat advantage on any
owed goddess’ agents pulling it off? It’s a mystery only
target that has a level higher than the shadowy anarchist’s
level.
the heroes can solve—and they’re on the clock to do it,
as each fallen tribe feeds strength to the evils within the
Alignment Chaotic evil Languages Common
Shroud. They’ll need to navigate the perilous waters
Skills Bluff +13, Stealth +14, Thievery +14
of tribal politics, and ferret out the secret agents of the
Str 11 (+3) Dex 22 (+9) Wis 15 (+5)
Shadow Above in each tribe before more great leaders
Con 16 (+6) Int 13 (+4) Cha 20 (+8)
die and the mountain tribes fall into total anarchy
Equipment Two daggers, leather armor, vial of poison
and war.

Gods of the Shroud | The Shadow Above 13


The Silent Maw Channel Divinity: Feat Power
The Silent Maw’s Deliverance
Evil
Spying a moment of weakness, you whisper a prayer to the Silent
Maw to make your attack swift and sure.
The Silent Maw is the Encounter * Divine
god of predators and Immediate Reaction Ranged 5
killers. He is usually Trigger: An enemy in range misses with an attack on you or
identified most strongly an ally, or fails a saving throw
with crocodiles, the Effect: You gain a +1 power bonus to speed and gain combat
patient reptiles that lie advantage against the enemy who triggered this power.
Both benefits last until the end of your next turn.
concealed beneath the
Special: You must take The Silent Maw’s Deliverance feat to
water and await their
use this power.
incautious prey.
Reptilian races such as
lizardfolk and kobolds
New M agic Item
revere the Silent Maw,
as do bands of Dusken The Maw’s Swift Tooth Level 17+
River halflings—Maw’s This weapon uses an enchanted tooth plucked from the jaw of a
Teeth—who form unholy corrupted crocodile as its blade.
alliances with monstrous Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Shroudborn crocodiles. Lvl 22 +5 325,000 gp
Assassins call upon the Weapon: Dagger or spear
Enhancement: Attack rolls and damage rolls
Silent Maw’s spirit to
Critical: +1d6 damage per plus.
enter into them, the
Property: If you worship the Silent Maw, you can use this
better to give them the weapon as a holy symbol. It adds its enhancement bonus
stoicism with which (but not its proficiency bonus) to attack rolls and damage
to carry out their dark rolls when used in this manner. If you do not worship the
work. Silent Maw, you do not benefit from this weapon’s property
The Silent Maw is ravenous but knows his place and cannot use this weapon’s power.
Power (Daily): Immediate reaction when missed by an attack.
among the other gods. He knows his hunger will be
Gain a +1 item bonus to speed and gain combat advantage
satisfied. It is only a matter of time.
against the enemy who triggered this power. Both triggered
effects last until the end of your next turn.
Regardless of their origin, the Silent Maw’s followers
share the following beliefs:
** Be patient, but when the time comes, make your kill
New Creatures
swiftly.
** Harbor no attachment to your prey; all that matters is
M aw’s Tooth
that you take their life and they lose it. Fanatic halflings paint their faces with symbols of death
** Death is sacred, and thus if a creature is brought back and stalk the waters of the Dusken River. They prey on
from death, it must die again in order to be blessed. those few travelers foolish enough to brave the corrupted
river. The maw’s teeth use corrupted crocodiles as
New Heroic Tier Feat “stealth mounts,” each crocodile carrying three to five
of them on its back. Sliding up alongside a ship under
cover of darkness, they vault aboard swiftly, cutting
S ilent M aw’s Deliverance [Divinity] throats and feeding the Dusken its nightly due of blood.
Prerequisites: Channel Divinity class feature, must
worship the Silent Maw M aw’s Tooth Tactics
Jeff Preston

Benefit: You can invoke the power of your deity to


Maw’s teeth use pole vault to overcome difficult obstacles
use the Silent Maw’s deliverance.
and gain battlefield advantage. From this position, they
lunge at vulnerable targets with their spear attack.

14 Gods of the Shroud | The Silent Maw


Maw’s Tooth Level 5 Skirmisher Corrupted Crocodile Level 7 Elite Soldier
Small shroudborn humanoid XP 200 Huge shroudborn beast (reptile) XP 600
Initiative +9 Senses Perception +12; low-light vision Initiative +7 Senses Perception +9; darkvision
HP 64; Bloodied 32 HP 208; Bloodied 104; see also life-eater
AC 19; Fortitude 16, Reflex 18, Will 18; see also nimble reaction AC 23; Fortitude 21, Reflex 18, Will 20
Resist 5 poison Resist 5 necrotic, 5 poison
Speed 6, swim 4; see also pole vault Saving Throws +2
m Spear (standard; at-will) * Weapon Speed 6 (swamp walk), swim 8
+10 vs. AC; 1d8+5 damage. The maw’s tooth may shift 1 Action Points 1
square before making this attack. m Bite (standard; at-will)
Pole Vault (move; at-will) Reach 2; +12 vs. AC; 2d6+6 damage, plus the target is
Starting on a solid surface, the maw’s tooth may fly up to 4 grabbed (until escape). The corrupted crocodile cannot
squares, but must land at the end of its move. The maw’s make bite attacks while grabbing a creature, but it can use
tooth must be wielding a spear or staff to use this ability. siphon strength.
Nimble Reaction M Siphon Strength (standard; at-will) * Necrotic
Maw’s teeth gain a +2 racial bonus to AC against opportu- If the corrupted crocodile begins its turn with a target
nity attacks. grabbed in its jaws, it makes an attack against the grabbed
Second Chance (immediate interrupt, when the maw’s tooth creature: +10 vs. Fortitude; 1d8+6 necrotic damage and the
would be hit by an attack; encounter) target is weakened (until escape).
The maw’s tooth forces the attacker to reroll the attack and M Sudden Death (immediate reaction when an enemy trig-
use the new result. gers an opportunity attack for an ally; recharge 456)
Alignment Evil Languages Common, one other The corrupted crocodile moves up to its full speed and
makes a bite attack on the triggering enemy as a free action.
Skills Stealth +12
Life-Eater * Healing
Str 16 (+5) Dex 21 (+7) Wis 20 (+7)
Whenever the corrupted crocodile has a grabbed target in
Con 16 (+5) Int 13 (+3) Cha 14 (+4)
its jaws, it gains regeneration 5 until the end of its next turn.
Submerge (move; at-will)
Corrupted Crocodile The corrupted crocodile can submerge within a body of
water to gain total concealment.
Often trained as guardian-mounts by Maw’s Teeth, these
Alignment Unaligned Languages –
milk-eyed, gaunt-yet-oversized crocodiles have dingy
Skills Stealth +12
grey scales instead of the usual mud-green. Grown huge
Str 24 (+10) Dex 18 (+7) Wis 22 (+9)
and twisted by soaking in the waters of the Dusken
Con 20 (+8) Int 4 (+0) Cha 10 (+3)
River these crocs prey upon those who stray too close to
its banks.
A dventure I dea
Corrupted Crocodile Tactics The heroes run afoul of a band of Maw’s Teeth. The
A corrupted crocodile strikes swiftly, making a charge Halflings frequently attack travelers at night with sharp
attack that ends with a bite. Once it has its prey in its knives and monstrous crocodile allies. They have been
jaws, the croc weakens the victim and heals itself with hunting a young halfling named Gulah, who died
siphon strength and life-eater. It guards its allies with through misadventure a year ago but mysteriously came
sudden death. Given a chance, it will submerge to sneak back to life. The Maw’s Teeth learned of Gulah’s resur-
into a more advantageous position. rection and sent one of their assassins after him, but
despite a dagger in the heart, Gulah came back to life
again. Now he has fled, hoping to reach the South and
safety. What is keeping him from death (the answer may
lie in Races of the Shroud: The Half-Dead)? What
will the Maw’s Teeth do with him if they capture him
again? And will his secret hold some clue to unraveling
the larger mysteries of the Shroud?

Gods of the Shroud | The Silent Maw 15


The Silent Sister New Heroic Tier Feats
Good
Censure of the S ilent S ister [Divinity]
In the time of creation, the Silent Sister was the goddess Prerequisites: Channel Divinity class feature, must
of all artistic expression, peerless in song, dance, poetry, worship the Silent Sister
sculpture, and illustration. Her song gave birth to the Benefit: You can invoke the power of your deity to
plants and animals; her brushstrokes gave color to the use censure of the Silent Sister.
dawn sky.
In the chaos following the coming of the Shroud, Channel Divinity: Feat Power
her brother, the Gleaming Eye, raped her and gave rise Censure of the Silent Sister
to the sinchildren. She has sworn vengeance against The Silent Sister’s voice drives sinchildren and other fiendish crea-
her brother and directs her followers to seek out and tures to their knees.
destroy her tainted offspring. She has foresworn all Encounter * Divine, Psychic
artistic expression until she has her revenge. Out of Standard Action Close burst 2
respect for the goddess’ plight, her dour priests often (5 at 11th level, 8 at 21st level)
take vows of silence. Target: Each demon and devil creature in burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage. The target is
The Silent Sister offers these tenets so that her followers
knocked prone and slowed until the end of your next turn.
might avoid her fate:
Increase damage to 2d6 + Charisma modifier at 5th level,
** Joy is precious—so precious it must be secreted away 3d6 + Charisma modifier at 11th level, 4d6 + Charisma
lest it be taken. modifier at 15th level, 5d6 + Charisma modifier at 21st
** There will be time for song when the work is done. level, and 6d6 + Charisma modifier at 25th level.
** Eradicate the children of sin; I will deal with the Sustain Standard: When you sustain the power, repeat the
Gleaming Eye. attack.
Special: You must take the censure of the Silent Sister feat to
use this power.

Challenge of the S ilent


S ister [Divinity]
Prerequisites: Channel Divinity and Divine Chal-
lenge class features, must worship the Silent Sister
Benefit: You can invoke the power of your deity to
use challenge of the Silent Sister.

Channel Divinity: Feat Power


Challenge of the Silent Sister
Speaking with the lost voice of the Silent Sister, you challenge all
nearby fiends to face you in battle.
Encounter * Divine
Minor Action Close burst 3
(4 at 11th level, 5 at 21st level)
Target: Each demon and devil creature in burst
Effect: You mark the target as if using your divine challenge
class ability (see the D&D 4E Player’s Handbook for
details). So long as you engage any one of your marked
targets on your turn, all of your targets may remain marked.
Jeff Preston

Special: You must take the Challenge of the Silent Sister feat
to use this power.

16 Gods of the Shroud | The Silent Sister


A dventure I deas
Aria of Undoing
Followers of the Gleaming Eye have recovered one of
the most sacred relics of the Silent Sister, the Aria of
Undoing, an opera libretto so powerful that its perfor-
mance can literally unmake the world. With the
misguided aim of helping their god ascend to the celes-
tial throne, the sinchildren mean to gather the singers
to perform this demonic opera. The finest singers in
the land have gone missing, and an eladrin soprano is
identified as the last member of the ensemble. Can the
characters protect her from abduction and disrupt the
plans of the sinchildren?

Unspeakable Acts
A cruel and petty noble lords over a small city. At
his whim, city guards abduct young maidens for his
personal pleasure. He imprisons them within the
castle walls, where they are subjected to unspeakable
acts of degradation until he discards them for a newer,
fresher face. Rumor of his sexual predilections reaches a
priestess of the Silent Sister, who in turn beseeches the
heroes to aid her in overthrowing the noble and ending
his reign of terror.

New M agic Item


The Silent Sister’s Tear-Stained Blade Level 8+
Stained by the tears of a goddess, this weapon can gift your foes
with her silent grief.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Any light blade or heavy blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 psychic damage per plus, and the target is
deafened until the end of your next turn.
Property: If you worship the Silent Sister, you can use this
weapon as a holy symbol. It adds its enhancement bonus
(but not its proficiency bonus) to attack rolls and damage
rolls when used in this manner. If you do not worship the
Silent Sister, you do not benefit from this weapon’s property
and cannot use this weapon’s power.
Power (Daily): Free action. Use this power when you hit with
the weapon. Your target is deafened until the end of your
Jeff Preston

next turn.

Gods of the Shroud | The Silent Sister 17


The Torchbearer New M agic Item
Lawful Good
The Torchbearer’s Golden Mace Level 14+
The Torchbearer is the goddess This enchanted brass mace doubles as a torch, shedding the light of
of the light in the darkness. the Torchbearer upon the world.
She is a beacon of hope and Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
strength when people are Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Mace
about to give up. She represents
Enhancement: Attack rolls and damage rolls
justice, devotion, and fortitude.
Critical: The weapon’s damage gains the radiant keyword and
The Torchbearer’s followers the target is blinded, both until the end of your next turn.
live righteous lives and feel it Property: This weapon may be used as a torch. Once lit, it
is their charter to lead others does not need fuel.
“home.” People who stray from Property: If you worship the Torchbearer, you can use this
the straight and narrow path weapon as a holy symbol. It adds its enhancement bonus
(but not its proficiency bonus) to attack rolls and damage
get a gentle nudge, but not a
rolls when used in this manner. If you do not worship the
condescending or overbearing
Torchbearer, you do not benefit from this property and
lecture. The faithful feel that cannot use this weapon’s power.
their “children” may travel far but will always come Power (Daily * Radiant, Zone): Move action. Use this power
home as long as there is a lantern on the porch to light to detach a mote of true radiance from the torch to create a
the way back. zone in a close burst 5. The zone is considered well-lit and
prevents all concealment. The zone may be sustained as a
minor action.
The Torchbearer directs her followers to follow the path
of light:
** If you see a dark place, light it up. A dventure I deas
** Offer your counsel to those who have lost their way,
but know when to back off. The Darkening of the Way
** Destroy creatures of darkness and shadow, especially A local keep maintains a lighted road to the villages
the agents of the Umbral Claw. nearby. A group of gnoll bandits has been systemati-
cally snuffing the torches. Elli Hazel, a cleric of the
New Heroic Tier Feat Torchbearer, hires the adventurers to find out who dares
darken the paths of the righteous.
L ight the Way [Divinity]
Prerequisites: Channel Divinity class feature, must
Shaded Lantern
worship the Torchbearer. Within the organization of the temple, Torchbearer
Benefit: You can invoke the power of your deity to luminaries are ranked using a torch metaphor. From
use light the way. lowest to highest, the ranks are spark (an initiate),
candle, torch, lantern, and beacon. Lantern Jabadan
Channel Divinity: Light the Way Feat Power
Thandrik is an influential cleric in the large city of
Evenhaven. He has made a name for himself in the
In times of darkness, divine light brings you hope and strength.
merchant’s district, and he also made a lot of money.
Encounter * Divine, Implement, Radiant, Zone
Standard Action Close burst 5 Now Beacon Alura is on her deathbed, and people think
(8 at 11th level, 11 at 21st level) Jabadan is the logical choice to replace her. The heroes
Effect: All allies in burst gain a +1 power bonus to their find evidence that Lantern Thandrik is not just corrupt,
attacks until the end of your next turn. but terribly evil. They must stop him from ascending to
Special: The burst creates a zone of holy ground that lasts the ultimate temple position.
Jeff Preston

until the end of your next turn. The zone is considered


brightly lit by the Torchbearer’s grace.
Sustain Minor: The illuminated zone persists.

18 Gods of the Shroud | The Torchbearer


The Umbral Claw
Chaotic Evil

The deity of smothering, hatred, and mutilation, the The Umbral Claw rewards its followers who practice
Umbral Claw is an ineffable force of chaos and evil. thus:
It is faceless and unthinking, yet it embodies terrible ** Don’t just kill people, hurt them.
emotion and purpose. ** Hide in the darkness to surprise your foes; let no
Cruel people perform terrible acts in the Claw’s fight be fair.
name: the jealous husband exacts hateful revenge on ** The greatest sacrifice is something from your own
his wife’s lover, crazy mothers smother their babies at flesh.
night, sadistic sociopaths torture frightened captives.
Clerics of the Umbral Claw are often insane; one does New Heroic Tier Feat
not commune with an evil, Shroud-tainted deity without
losing grip on reality. Smothering Darkness [Divinity]
The Claw’s holy symbol is a dismembered, desiccated
Prerequisites: Channel Divinity class feature, must
hand created by a gruesome process that needs to be
worship the Umbral Claw
repeated regularly on fresh hands.
Benefit: You can invoke the power of your deity to
use smothering darkness.

Channel Divinity: Feat Power


Smothering Darkness
You conjure a huge, shadowy hand that smothers enemies.
Encounter * Conjuration, Divine, Necrotic
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier necrotic damage and the target
is immobilized (save ends).
Increase to 3d8 + Wisdom modifier at 21st level.
Sustain Minor: Wisdom modifier necrotic damage. The
power cannot be sustained if the target moves out of range.

New Creatures
Umbral Smotherer
Summoned by priests of the Umbral Claw, this shadowy,
disembodied hand seeks out unsuspecting foes, clamps
over their mouths, and suffocates them.

Umbral Smotherer Tactics


Umbral smotherers spread out, attaching themselves
to smother unsuspecting victims. If no target readily
presents itself, they will hide (sometimes within the
robes of the priest that summoned them) and wait for
the opportunity.
Jeff Preston

Gods of the Shroud | The Umbral Claw 19


Umbral Smotherer Level 5 Minion Umbral Torturer Level 5 Controller
Tiny shadow animate XP 50 Medium shadow humanoid XP 200
Initiative +4 Senses Perception +4; darkvision Initiative +4 Senses Perception +9; low-light vision
HP 1; a missed attack never damages a minion Fear the Pain (Fear, Psychic) aura 2; creatures that start their
AC 20; Fortitude 18, Reflex 17, Will 17 turn in the aura must end their turn outside the aura or take
1d6 psychic damage.
Immune disease, poison; Resist 5 necrotic; see also light
chases the shadows away HP 66; Bloodied 33
Speed 8, fly 8 (hover) AC 19; Fortitude 17, Reflex 17, Will 18
m Smother (standard; at-will) * Necrotic Vulnerable radiant (an umbral torturer hit by a radiant attack
is pushed 1 square)
+9 vs. Reflex; target is grabbed and takes ongoing 5 necrotic
damage (escape ends). The umbral smotherer cannot move Saving Throws +2 vs. poison
nor make smother attacks while it has a grabbed target. Speed 6
Only one umbral smotherer may grab a target at the same m Agonizing Strike (standard; at-will) * Poison
time.
+9 vs. Fortitude; 1d6+4 damage, and the target falls prone
Light Chases the Shadows Away at the beginning of each of its turns (save ends).
Any attack that deals radiant damage pushes the umbral r Poison Thoughts (standard; at-will) * Poison, Psychic
smotherer 1 square on a miss.
Ranged 10; +9 vs. Will; 1d8 psychic damage, and ongoing 5
Alignment Evil Languages – poison damage.
Str 16 (+5) Dex 15 (+4) Wis 14 (+4) M Retribution of Shadows (immediate reaction when hit by a
Con 12 (+3) Int 10 (+2) Cha 10 (+2) melee attack; at-will)
+9 vs. Reflex; target is blinded until the start of its next turn.
Prolong Suffering (immediate interrupt when a creature
Umbral Torturer within 5 squares makes a save; recharge 456)
Clinging to the shadows of civilization, devotees of the The target must reroll its saving throw and take the second
Umbral Claw seek out ways to inflict maximum pain result.
on the populace. Frequently these umbral torturers Alignment Evil Languages Common, one other
“moonlight” in careers well-suited to their temperament Skills Intimidation +12, Religion +11, Stealth +9
and goals: interrogators, executioners, political backers, Str 13 (+3) Dex 14 (+4) Wis 15 (+4)
and torturers. Living with one foot in the shadow-realm Con 18 (+6) Int 18 (+6) Cha 21 (+7)
of the Umbral Claw, they enjoy powers that invade the
mind and lash out with darkness.
A dventure I deas
Umbral Torturer Tactics
Casting poison thoughts around the battlefield, an umbral The A pe Claw K iller
torturer looks for chances to prolong suffering whenever Townspeople have been disappearing from Peryton
possible. But the torturer is more dangerous, the closer Walls. There’s a serial killer on the loose, and it’s a
you get to it. Fear the pain exacts a price for staying close crazy Umbral Claw follower. Unfortunately, the council
for too long. Agonizing strike teaches the error of testing blames the apelords that live in the surrounding forests
the torturer’s comprehensive knowledge of pressure and have told town ranger patrols to kill apelords on
points. Retribution of shadows answers those who dare to sight. An apelord elder hires the characters to find the
strike a blow against agents of the Umbral Claw. real killer.

Shadowed Grasp
A cleric of the Umbral Claw has decided that one of the
adventurers has the perfect hand for making his holy
symbol. He’s been tracking the party and waiting for the
perfect time to strike. He will try to smother the specific
character secretly at night, to death or unconsciousness,
and then steal off with the poor adventurer’s hand.

20 Gods of the Shroud | The Umbral Claw


The Voracious Host Channel Divinity: Feat Power
Grace of the Voracious Host
Unaligned
The Voracious Host grants his blessing to you to see you through
The Voracious Host is the times of danger, but your allies may not be so lucky.
hoarding god of grain packed Encounter * Divine, Healing
away for the long winter Minor Action Personal
and extra skins to Effect: You may spend a healing surge if you have not healed
ward off the cold anyone other than yourself since the beginning of your last
in comfort. turn.
An ancient Special: You must take Grace of the Voracious Host feat to
mountain use this power.

power, the
Host is a selfish god of both fertility and greed. New M agic Item
He drives his followers to grow and work but to keep The Voracious Host’s Hoard Level 5
the fruits of these labors for themselves. While the god This small bag rewards those who store their provisions within.
wishes none of his followers to die, only those who Wondrous Item 1,000 gp
prepare for times of famine are worthy to worship him. Property: Any non-magical, consumable provision stored
Those who are not ready for adversity or who lose their in this bag becomes “memorized.” After each extended
supplies to “bad luck” (often seen as the god’s disfavor) rest, you may draw a copy of a memorized provision from
are doomed in the eyes of the Voracious Host. the bag, in quantities enough to feed a single person, in
exactly the state it was in at the time it was memorized
In most tribes of the Ghostcrag Peaks, this hoarding
(e.g., bread served piping hot from the oven, or a bottle of
god is praised in the spring, summer, and fall months the Count’s finest wine given just enough time to breathe).
to instill plentiful harvests and game, but cursed in The provision vanishes the moment it touches the lips of
the winter by those he forsakes. Depicted as a man of anyone who did not draw it from the bag. In any case, the
massive girth who is always hungry, lustful, and cold, provision vanishes within an hour after being drawn, unless
the Voracious Host is said to sometimes walk the peaks consumed.
to enjoy the comforts his people have collected.
A dventure I deas
The Voracious Host urges believers to follow these prin-
ciples:
Festival Bear
** See to your own need and survival before others. Do Parek’s Peak is a major trading town in the Ghostcrags.
not steal or live off the largesse of others any longer Every spring, the town hosts a great festival to celebrate
than necessary. the Voracious Host, in the hopes of earning his blessing.
** Hard work is the way to survive. He who steals or The festivities include the crowning of the Lord of
cheats his way to comfort is doomed. Planting, a ceremonial role, and the honoree wears a
** Live a life of comfort and plenty, but remember fine mantle made from the fur of one of the massive frost
always that the winter is coming and preparations bears from the mountain’s upper reaches. The hunters
must be made. have not been able to find a frost bear, so the elders look
to hire anyone who can get them the skin in time.

New Heroic Tier Feat Hunt the Unworthy


In one of the coldest winters in memory, a group of
Grace of the Voracious
bandits calling themselves the Brotherhood the Black
Host [Divinity]
Boot have been raiding mountain villages for food and
Prerequisites: Channel Divinity class feature, must supplies. So far none of the tribes have been able to
worship. hunt them down. Thievery from the worthy is a sin
Benefit: You can invoke the power of your deity to in the eyes of the Voracious Host, so his shamans are
Jeff Preston

use grace of the Voracious Host. proclaiming that anyone who hunts down the Brother-
hood of the Black Boot will truly be blessed by the Host.

Gods of the Shroud | The Voracious Host 21


The Walker in Mist Channel Divinity: Feat Power
The Walker’s Airy Step
Unaligned
The Walker in Mist wraps you within a blessed fog, bearing you
through the air to your destination.
The thirteenth god, youngest of the gods, and the god Encounter * Divine
of nomads and wanderers, the Walker in Mist was Move Action Personal
so named by the nomadic apelords who believe it is Effect: You fly up to 10 squares and gain partial concealment
the Walker who gave them intelligence. The god also until the end of your next turn. If you don’t end your move
saw that the apelords must leave their home, fated to on a solid surface, you fall.
wander the Shroud in search of adventure and refuge. Special: You must take the Walker’s airy step feat to use this
power.
Since the Walker’s advent in apelord tribal rituals, his
teachings have slowly but surely spread to other races.
Revered by those who contend with nature to better Channel Divinity: Feat Power
themselves, the Walker in Mist is an even-handed god, The Walker’s Great Stride
seeing to it that the land provides sustenance (though The Walker in Mist grants the blessings of freedom to you or a
often in hidden places), but also yields many dangers favored ally in a time of need.

to be overcome. All such things are done in the name of Encounter * Divine
Move Action Ranged 5
making his followers stronger.
Target: You or one ally; bloodied target only
Effect: Slide the target 1 square. The target gains +1 to its
The Walker places these trials before the faithful: speed until the end of its next turn.
** Never back away from any challenge fairly offered, Special: You must take the Walker’s great stride feat to use
whether by man, monster, or nature. this power.
** Rid the world of the abominations that infest the
Shroud.
** Explore everywhere and never call any place your
New M agic Item
home.
The Walker’s Misty Boots Level 11

New Heroic Tier Feats A constant haze of fog surrounds these leather boots, hushing your
step and bearing you short distances through the air.
Item Slot: Feet 9,000 gp
The Walker’s A iry Step [Divinity] Property: Gain a +2 item bonus to Stealth.
Prerequisites: Apelord, Channel Divinity class Power (At-Will, 6 Charges/Day): Move Action. Spend a
charge to fly 2 squares.
feature, must worship The Walker in Mist
Benefit: You can invoke the power of your deity to
use the Walker’s airy step. A dventure I dea
The Walker’s Great Stride [Divinity] No More R unning
Prerequisites: Channel Divinity class feature, must Tired of running, a tribe of apelords has turned away
worship The Walker in Mist from one of the teachings of the Walker in Mist and
Benefit: You can invoke the power of your deity to now seeks a place to call home. They have contacted
use the Walker’s great stride. the characters to help them forge this new home at a far
edge of the Forest of White Sky. The undead threaten
this place, and the Walker himself is sure to send other
challenges their way, trying to drive the tribe back into
a nomadic life. Do the heroes have what it takes to help
this tribe defy the will of their god?
Jeff Preston

22 Gods of the Shroud | The Walker in Mist


Reference Tables

G ods
Page Deity Alignment Areas of Influence Channel Divinity
Burial, strength, suffering,
2 The Bone Witch Unaligned Fury of the Bone Witch
summoning
Demons, devils, insight,
4 The Gleaming Eye Evil Flare of the Gleaming Eye
revelation, violation
Cunning, education, family,
6 The Pale Wanderer Good The Pale Wanderer’s Fellowship
fellowship, loyalty
Persuasion, possession,
7 The Rider Unaligned The Rider’s Transfiguration
release, subjugation
Civilization, history, law, The Root of Mountains
9 The Root Unaligned
nature, stone, structure The Root Runs Deep
Binding, protection,
11 The Salt Prince Good The Salt Prince’s Rebuke
preservation, salt, warding
Anarchy, conspiracy, doubt,
12 The Shadow Above Chaotic Evil See No Evil
fear, secrecy
Assassination, death,
14 The Silent Maw Evil The Silent Maw’s Deliverance
patience
Justified vengeance, silence Censure of the Silent Sister
16 The Silent Sister Good
(formerly art, creation, joy) Challenge of the Silent Sister
Fire, fortitude, light, hope,
18 The Torchbearer Lawful Good Light the Way
justice
Darkness, pain, suffering,
19 The Umbral Claw Chaotic Evil Smothering Darkness
suffocation
Fertility, gluttony, greed,
21 The Voracious Host Unaligned Grace of the Voracious Host
harvest, hoarding
The Walker’s Airy Step
22 The Walker in Mist Unaligned Apes, nature, nomads, travel
The Walker’s Great Stride

Monsters
Monster Level and Role Page
Unworthy Servant 4 Minion 3
Umbral Torturer 5 Controller 20
Umbral Smotherer 5 Minion 20
Maw’s Tooth 5 Skirmisher 15
Shadowy Anarchist 6 Lurker 13
Corrupted Crocodile 7 Elite Soldier 15
Sinchild Infiltrator 8 Lurker 5
Ancient Avatar of the Root 12 Elite Artillery 10
Hypnotist Elite Controller Template 8

Gods of the Shroud | Reference Tables 23


M agic Items
Lvl Slot Name Cost (gp) Page
4 Arms Bracers of Fellowship 840 6
5 — Salt of the Prince 50 11
5 — The Voracious Host’s Hoard 1,000 21
8 Weapon The Silent Sister’s Tear-Stained Blade +2 3,400 17
10 — Salt of the Prince 200 11
11 Feet The Walker’s Misty Boots 9,000 22
13 Neck Cloak of Shadowed Purpose +3 17,000 12
13 Weapon The Silent Sister’s Tear-Stained Blade +3 17,000 17
14 Weapon The Torchbearer’s Golden Mace +3 21,000 18
15 — Bag of the Bone Witch 25,000 3
15 Neck The Rider’s Collar of Supplication +3 25,000 8
15 — Salt of the Prince 1,000 11
17 Weapon The Maw’s Swift Tooth +4 65,000 14
18 Neck Cloak of Shadowed Purpose +4 85,000 12
18 Weapon The Silent Sister’s Tear-Stained Blade +4 85,000 17
19 Weapon The Torchbearer’s Golden Mace +4 105,000 18
20 Neck The Rider’s Collar of Supplication +4 125,000 8
20 — Salt of the Prince 5,000 11
22 Weapon The Maw’s Swift Tooth +5 325,000 14
23 Neck Cloak of Shadowed Purpose +5 425,000 12
23 Weapon The Silent Sister’s Tear-Stained Blade +5 425,000 17
24 Weapon The Torchbearer’s Golden Mace +5 525,000 18
25 Neck The Rider’s Collar of Supplication +5 625,000 8
25 — Salt of the Prince 25,000 11
27 Weapon The Maw’s Swift Tooth +6 1,625,000 14
28 Neck Cloak of Shadowed Purpose +6 2,125,000 12
28 Weapon The Silent Sister’s Tear-Stained Blade +6 2,125,000 17
29 Weapon The Torchbearer’s Golden Mace +6 2,625,000 18
30 Neck The Rider’s Collar of Supplication +6 3,125,000 8
30 — Salt of the Prince 125,000 11

24 Gods of the Shroud | Reference Tables


Censure of the Silent Sister Challenge of the Silent Sister Flare of the Gleaming Eye
Encounter • Channel Divinity Encounter • Channel Divinity Encounter • Channel Divinity

Standard Action Minor Action Standard Action

Close burst [     ] * Divine, Psychic Close burst [     ] * Divine Close burst 5 * Divine, Radiant

Target: Each demon & devil in burst. Target: Each demon & devil in burst Target: Each effect within the burst
that uses the illusion keyword.
Attack: Charisma [     ] vs. Will. Effect: Mark each target as if using
your divine challenge class ability. So Attack: Wisdom [     ] vs. the Will
Hit: [     ]d6 + Charisma modifier [     ] long as you engage any one of your defense of the creator of the illusion
psychic damage. Target knocked marked targets on your turn, all of effect.
prone, slowed until end of your next. your targets may remain marked.
Hit: The effect ends.
Sustain Standard: Repeat attack when
you sustain the power.
Speaking with the lost voice of the Silent
The Silent Sister’s voice drives sinchildren Sister, you challenge all nearby fiends to One of your eyes flares with the inescap-
and other fiendish creatures to their knees. face you in battle. able light of the Gleaming Eye.

Fury of the Bone Witch Grace of the Voracious Host Light the Way
Encounter • Channel Divinity Encounter • Channel Divinity Encounter • Channel Divinity

Free Action Minor Action Standard Action

Ranged 10 * Divine, Healing Personal * Divine, Healing Close * Divine, Implement,


burst [     ] Radiant, Zone
Trigger: While you are bloodied, your Effect: You may spend a healing surge
attack drops an enemy undead if you have not healed anyone other Effect: All allies in burst gain a +1
within range to 0 hit points or fewer. than yourself since the beginning of power bonus to their attacks until
your last turn. the end of your next turn.
Effect: You and each bloodied ally
within 2 squares can spend a healing Special: The burst creates a zone of
surge as a free action. holy ground that lasts until the end
of your next turn. The zone is consid-
ered brightly lit.

Calling on the Bone Witch’s power, The Voracious Host grants his blessing to Sustain Minor: The illuminated zone
your destruction of an undead creature you to see you through times of danger, but persists.
strengthens allies who have suffered. your allies may not be so lucky.

The Pale Wanderer’s Fellowship The Rider’s Transfiguration The Root of Mountains
Encounter • Channel Divinity Encounter • Channel Divinity Encounter • Channel Divinity

Minor Action Immediate Interrupt Move Action

Ranged 5 * Divine Personal * Divine, Healing Personal * Divine

Target: Each ally in range. You must Trigger: You are attacked with a power Effect: You are immune to any push,
have at least two allies within range that uses the charm, fear, or psychic pull, or slide effects until the end of
to use this power. keyword. your next turn.

Effect: Each ally receives a +2 power Effect: You gain a +4 power bonus to Sustain Move: The effect is sustained.
bonus to Will defense and Percep- your Will defense until the end of
tion until the end of your next turn. your next turn.

If the attack still hits after the


interrupt, you may immediately
The Pale Wanderer strengthens the will of spend a healing surge as a free
your allies, binding you together in times action. The Root of Mountains takes hold of you.
of need. Within His grasp, you cannot be budged.
The Root Runs Deep The Salt Prince’s Rebuke See No Evil
Encounter • Channel Divinity Encounter • Channel Divinity Encounter • Channel Divinity

Immediate Reaction Standard Action Free Action

Ranged 10 * Divine Close * Divine, Force, Ranged 10 * Divine, Illusion


burst [     ] Implement
Trigger: An enemy within range scores Trigger: You hit a surprised enemy
a critical hit on you. Target: Each insubstantial or invisible within range with an attack.
creature in burst.
Target: The enemy that scored the Effect: You become invisible to the
critical hit. Attack: Wisdom [     ] vs. Will. target until the start of your next
turn.
Effect: The target is restrained until the Hit: [     ]d10 + Wisdom modifier [     ]
end of your next turn. force damage. Target is pushed
[     ] squares.

When you are struck by a dire blow, the Arms outstretched, you call upon the Your blade bites into a surprised foe, and
Root reaches out from the earth and pulls Salt Prince to repel the malignant and the Shadow Above cloaks you from his
your foe into the ground. the unseen. sight.

The Silent Maw’s Deliverance Smothering Darkness The Walker’s Airy Step
Encounter • Channel Divinity Encounter • Channel Divinity Encounter • Channel Divinity

Immediate Reaction Standard Action Move Action

Ranged 5 * Divine Ranged 5 * Conjuration, Personal * Divine


Divine, Necrotic
Trigger: An enemy in range misses Effect: You fly up to 10 squares and
with an attack on you or an ally, or Target: One creature. gain partial concealment until the
fails a saving throw. end of your next turn.
Attack: Wisdom [     ] vs. Fortitude.
Effect: You gain a +1 power bonus to If you don’t end your move on a solid
speed and gain combat advantage Hit: [     ]d8 + Wisdom modifier [     ] surface, you fall.
against the enemy who triggered this necrotic damage and the target is
power. Both benefits last until the immobilized (save ends).
end of your next turn.
Sustain Minor: Wisdom modifier [     ]
Spying a moment of weakness, you necrotic damage. The power cannot The Walker in Mist wraps you within a
whisper a prayer to the Silent Maw to be sustained if the target moves out blessed fog, bearing you through the air to
make your attack swift and sure. of range. your destination.

The Walker’s Great Stride


Encounter • Channel Divinity

Move Action

Ranged 5 * Divine

Target: You or one ally; bloodied target


only.

Effect: Slide the target 1 square. The


target gains +1 to its speed until the
end of its next turn

The Walker in Mist grants the blessings of


freedom to you or a favored ally in a time
of need.

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