The Shattered Veil (SV1) (Act 1 + 2) (gemini) (KEEP)

Snapshot · Aug 20, 2026, 2:59 AM

  • The Shattered Veil (SV1) (Act 1 + 2) (gemini) (KEEP)
    • narrativeAdventure Summary
    • narrativeAdventure Background
    • narrativeRunning This Adventure
    • articleGM Brief: Incorporeal Targets
    • articleGazetteer: Thornwick
    • Acts
      • actAct 1 — The Haunting of Thornwick
        • articleDM Guide: Act 1 Narrative Arc
        • articleThreshold Seeds
        • handoutPlayer Handout: Sister Mirela's Letter
        • mapThornwick Village Map
        • sceneThornwick Village
          • encounterThe Bleating Lamb
            • handoutGrist Mallow — Player Notes
          • encounterEchoes in the Cemetery
            • mapThornwick Cemetery Map
            • monster blockModerate — 4× Thornwick Echo
            • treasureLow — Cemetery Cache
          • encounterDAY Church of Pharasma
          • encounterNIGHT The Church Siege (3rd night)
            • articleSister Mirela Tactics
            • pageGM Note: Running Wave Transitions
            • mapThe Church of Pharasma - GM
            • mapThe Church of Pharasma - Players
            • monster block7x - Thornwick Echo
            • monster block1x - Coalesced Echo
            • monster block1x - Threshold-Resonant Echo
          • encounterThe Church Crypt
          • encounterOld Varla's Hut
          • encounterBlacksmith
          • encounterStable
          • encounterT8 - T9 — Woodcutter, Chicken Coop, Veggie Garden
        • sidebarGM Advice: Mirela's Offer - Act 2
        • narrativeAct 1 Epilogue
      • actAct 2 — The Ossuary of Forgotten Swords
        • narrativeAct 2 Prologue
        • narrativeSelene — GM Backstory
        • mapApproach to the Ossuary
        • sceneApproach to the Ossuary
          • monster blockIron Automation
          • subsceneArea W1 - The Broken Road Ambush
            • encounterRavine Ambush
            • encounterBandit Home
              • narrativeStealth and Hostage Rescue — Harrow Wayfarer Camp
              • pageAccomplishment XP — Marta’s Rescue
            • monster blockHarrow
            • mapHarrow Wayfarer Camp
          • encounterArea W2
            • monster blockWild Den
          • encounterArea W3 — Roadside Shrine
          • encounterArea W4 — Trader Encounter
          • encounterArea W5 — Puzzle Stairs
        • sceneThe Ossuary Depths
          • narrativeWhere the Party Discovers Selene's Name
          • mapOssuary Dungeon Map
          • encounterCombat — The Entry Warrens
            • monster blockModerate — 3× Bone Scavenger + 2× Cultist Lookout
          • encounterThe Hall of Blades
            • handoutHall of Blades — Visual Aid
          • encounterThe Cultist Shrine
            • monster blockModerate — Brother Alms + 6× Cultist Guard
            • monster blockCultist Guards
            • articleTactics & Wave Mechanics
            • treasureModerate — Cultist Shrine Loot
            • narrativeWhy the Flock is in the Ossuary
          • encounterCombat — The Soul-Hunger
            • sidebarGM Brief: The Soul-Hunger
            • monster blockExtreme — The Soul-Hunger (Selene)
            • monster blockEcho of the Slain
            • treasureModerate — Shard Chamber Treasure
            • narrativeBonus: Shard 2 & The Redemption Path (
      • actAct 3 — The Threshold of Souls
        • sceneThe Threshold Complex
          • encounterCourtyard of Passage
            • mapCourtyard of Passage
            • monster blockSevere — Veilbreaker's Champion + 5× Corrupted Echo
            • monster blockVeilbreaker's Champion
            • monster blockCorrupted Echo
            • monster blockThreshold Guardian
            • monster blockPsychopomp Defender
          • mapThreshold of Souls Map
          • encounterThe Hall of Weighing
            • handoutHall of Weighing — Player Handout
          • encounterThe Gallery of Faces
          • encounterThe Veilbreaker's Avatar
            • monster blockExtreme — Veilbreaker's Avatar (3-Phase Boss)
            • treasureHigh — Judgment Chamber Hoard
          • subsceneThe Fraying Veil (Climax)
            • sidebarGM Brief: Running the Climax
        • sidebarGM Brief: The Third Path
        • articleGM Brief: The Veilbreaker's Philosophy
      • bucketBucket
        • random tableRandom Echo Encounters (staged)
        • articleArea O2 — The Hall of Blades - Additonal Narrative
        • articleAct 1 — Echo Bestiary
        • handoutThornwick Village Rumors (staged)
        • articleThe Shattered God — Lore Reference
        • monster blockSevere - Church Siege
    • NPCs
      • npcSister Mirela Voss
        • handoutPathfinder Player Core Character Sheet (Remaster)
        • pageMain
        • pageGM Notes
      • npcBrother Alms
        • pageMain
      • npcKeth-Veyr, the Veilbreaker
        • pageMain
        • pageGM Notes: The Three Endings
      • npcOld Varla
        • pageMain
        • handoutPathfinder Player Core Character Sheet (Remaster)
      • npcThornwick (NPC Companion)
        • handoutPathfinder Player Core Character Sheet (Remaster)
        • pageMain

Harrow

VANE (HARROW LEADER) CREATURE 4

[UNIQUE] [MEDIUM] [HUMAN] [HUMANOID]

A battle-hardened deserter turned bandit captain, Vane commands the Harrow Wayfarers with cold military discipline and a heavy bastard sword.


Perception +11

Languages Common

Skills Athletics +12, Deception +9, Intimidation +11, Stealth +10

Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha +2


AC 21 (buckler raised 22); Fort +13, Ref +10, Will +9

HP 62

Reactive Strike ▯ (reaction)


Speed 25 feet

Melee ◆ Bastard Sword +14 (two-handed d12), Damage 1d8+6 slashing (or 1d12+6 if wielded two-handed).

Ranged ◆ Heavy Crossbow +12 (range increment 120 ft, reload 2), Damage 1d10+2 piercing.

Brutal Command ◆ (auditory, emotion, mental)

Vane shouts a tactical order to an ally within 30 feet. That ally immediately uses a reaction to Step or make a melee Strike.

Heavy Cleave ◆◆

Vane makes a melee Strike with his bastard sword against an off-guard target. On a hit, the Strike deals an additional 1d6 precision damage and forces the target to make a DC 21 Fortitude save or become stunned 1.

HARROW WARPRIEST CREATURE 3

[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]

A zealous zealot who channels dark blessings to shield the band and punish non-believers along the road.


Perception +10

Languages Common, Necril

Skills Athletics +9, Intimidation +8, Religion +10

Str +3, Dex +1, Con +2, Int +0, Wis +3, Cha +2


AC 20 (breastplate, steel shield); Fort +11, Ref +6, Will +10

HP 42

Shield Block ▯ (reaction)


Speed 20 feet

Melee ◆ Warhammer +11 (shove), Damage 1d8+5 bludgeoning.

Divine Prepared Spells DC 20, attack +12; 2nd harm, sound burst; 1st bless, fear, heal; Cantrips (2nd) divine lance, forbidding ward, guidance

Channel Smite ◆◆

The warpriest expends a harm spell and makes a melee Strike with their warhammer. On a hit, the Strike deals its normal damage plus the harm spell's damage (2d8 void damage).

HARROW SEER (SORCERER) CREATURE 3

[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]

A hedge spellcaster whose innate magic was warped by the local veil-dissonance, weaving curse-magic and occult force.


Perception +8; darkvision

Languages Common, Necril

Skills Arcana +8, Intimidation +9, Occultism +10, Stealth +7

Str +0, Dex +2, Con +1, Int +1, Wis +1, Cha +4


AC 17; Fort +6, Ref +9, Will +11

HP 38


Speed 25 feet

Melee ◆ Bone Dagger +9 (agile, finesse), Damage 1d4+1 piercing plus 1d4 void.

Occult Spontaneous Spells DC 20, attack +12; 2nd (2 slots) sound burst, telekinetic maneuver; 1st (3 slots) fear, grim tendrils, sure strike; Cantrips (2nd) daze, guidance, phase bolt, void warp

Veil Distortion ◆ (occult, void)

Frequency once per round. Effect The sorcerer manipulates the frayed boundary nearby. A 10-foot emanation around the sorcerer becomes difficult terrain for non-underworld creatures until the start of their next turn.

HARROW SNIPER (ROGUE) CREATURE 2

[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]

Stealthy marksmen stationed along high ledges, trained to pick off lightly armored targets from cover.


Perception +9; low-light vision

Skills Acrobatics +8, Perception +9, Stealth +10, Thievery +8

Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +0


AC 18 (leather armor); Fort +6, Ref +10, Will +7

HP 28


Speed 25 feet

Melee ◆ Shortsword +10 (agile, finesse), Damage 1d6+3 piercing.

Ranged ◆ Composite Longbow +10 (deadly d10, range increment 100 ft, volley 30 ft), Damage 1d8+2 piercing.

Sneak Attack

The sniper deals an additional 1d6 precision damage to off-guard targets.

Snipe ◆◆

The sniper makes a ranged Strike against a target that is unaware of them or off-guard. The attack deals an additional 1d6 precision damage (stacking with Sneak Attack).

HARROW WARDEN (DRUID) CREATURE 3

[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]

A bitter woodsman who uses primal magic to twist the road's terrain and hunt travelers alongside trained beasts.


Perception +11; low-light vision

Languages Common, Druidic

Skills Athletics +8, Nature +11, Survival +11, Stealth +8

Str +2, Dex +2, Con +2, Int +0, Wis +4, Cha -1


AC 19 (hide armor); Fort +9, Ref +8, Will +11

HP 40


Speed 25 feet

Melee ◆ Spear +9 (thrown 20 ft), Damage 1d6+4 piercing.

Primal Prepared Spells DC 20, attack +12; 2nd entangle, gust of wind; 1st heal, runic weapon; Cantrips (2nd) electric arc, tangle vine

Command Companion ◆

The warden commands their Harrow Warhound, granting it 2 actions this turn.

HARROW WARHOUND CREATURE 2

[COMMON] [MEDIUM] [ANIMAL]

A scarred, vicious mastiff conditioned to drag down fleeing targets along the road choke point.


Perception +8; low-light vision, scent (imprecise) 30 feet

Skills Acrobatics +7, Athletics +8, Stealth +7

Str +3, Dex +3, Con +2, Int -4, Wis +2, Cha -1


AC 18; Fort +8, Ref +9, Will +6

HP 30


Speed 35 feet

Melee ◆ Jaws +9, Damage 1d8+3 piercing plus Trip.

Pack Attack

The warhound's Strikes deal an additional 1d4 damage to any creature that is within reach of at least one of the warhound's allies.

HARROW RUNNER (SCOUT) CREATURE 1

[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]

A fleet-footed lookout stationed at the ambush perimeter whose sole job is to disengage and alert the main camp if heavily armed resistance arrives.


Perception +7

Languages Common

Skills Acrobatics +9, Athletics +6, Stealth +9

Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +0


AC 17; Fort +6, Ref +9, Will +5

HP 20


Speed 35 feet

Melee ◆ Dagger +9 (agile, finesse, versatile S), Damage 1d4+2 piercing.

Ranged ◆ Sling +9 (reload 1, range increment 50 ft), Damage 1d6+1 bludgeoning.

Fleet Escape ◆◆

The runner Steps, Strides, and Strides again. During these Strides, the runner gains a +10-foot status bonus to Speed.

Sound Alarm ▯ (reaction, auditory)

Trigger The runner spots non-bandit creatures entering the ambush zone. Effect The runner blows a sharp horn signal, granting all allies within 60 feet a +1 status bonus to Initiative rolls.

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