Act 1 — The Haunting of Thornwick
Act 1 Overview
The adventure opens in Thornwick, a village that has slowly withdrawn from the world. After sunset, figures wander the streets—people long dead, reliving the last moments of their lives. They are not truly undead, nor do they seem aware of the living unless disturbed. Doors stay barred after dusk, conversations end before nightfall, and even the church has become a place people visit only when they must.
Sister Mirela Voss has held the worst of the haunting at bay through prayer and ritual, but each day the strain grows worse. She believes something beneath the church cemetery is feeding the disturbance, though she has been unable to reach it herself.
The first act should give the heroes time to know Thornwick before asking them to save it. Let them earn the villagers' trust, piece together the story behind the restless echoes, and discover what lies beneath the cemetery. By the third night, the fragile balance finally breaks, forcing a defense of the church and a descent below the graveyard, where the source of the veil-tear—and the Veilbreaker's handiwork—awaits.
Destroying or purifying the shard seals the tear and reveals that Thornwick is only one stop in a much larger pattern.
Expected Duration: 2–3 sessions Target Level: 3
Echoes vs. Undead
The creatures in Thornwick are echoes — not true undead, but psychic impressions of the dead given temporary form by the veil-tear. They cannot be Turned by positive energy in the normal way, though Heal spells still damage them. They are vulnerable to ghost touch weapons and mental damage.
This distinction matters: a cleric who tries to channel positive energy will find it partially effective (half damage), which may confuse the party until they research the phenomenon. Sister Mirela can explain this after the first encounter.
GM Advice: Mirela's Offer
The encounters in Act 2 assume a reasonably equipped 4th-level party. If the heroes barely survived Thornwick, exhausted significant consumable resources, or seem unlikely to enjoy the challenges ahead, consider allowing Sister Mirela to accompany them into the Ossuary of Forgotten Swords.
Mirela is not intended to solve encounters for the party. Instead, she serves as a knowledgeable guide and a source of support. She can identify Pharasmin relics, explain the history of the ossuary, assist with rituals, and provide occasional healing magic between encounters. In combat, keep her actions simple and defensive. She should focus on protecting herself and aiding the heroes rather than overshadowing their accomplishments.
As a general guideline, Mirela is an appropriate companion if the party is consistently ending encounters with multiple characters unconscious, has lost a permanent member, lacks access to divine magic, or simply consists of fewer than four PCs. If the group is handling encounters comfortably, she instead remains behind in Thornwick to continue her research, trusting the heroes to finish what they have begun.
Don't feel obligated to use Mirela. Her presence is a pacing and difficulty adjustment tool, not a required part of the adventure. Choose the option that will create the most enjoyable experience for your table.