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

Wild Den

WOLF CREATURE 1

[COMMON] [MEDIUM] [ANIMAL]

A sleek, predatory canine that relies on pack coordination to trip and overwhelm its prey.


Perception +7; low-light vision, scent (imprecise) 30 feet

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

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


AC 15; Fort +7, Ref +8, Will +5

HP 24


Speed 35 feet

Melee ◆ Jaws +9, Damage 1d6+2 piercing plus Trip.

Pack Attack

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

BOAR CREATURE 2

[COMMON] [MEDIUM] [ANIMAL]

A foul-tempered, thick-skinned swine equipped with razor-sharp tusks and terrifying tenacity when cornered.


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

Skills Athletics +8, Survival +8

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


AC 18; Fort +10, Ref +5, Will +8

HP 30

Ferocity ▯ (reaction)

Trigger: The boar is reduced to 0 HP.
Effect: The boar is not knocked unconscious, and its dying condition increases to dying 1. It can act normally until the end of its next turn, after which it falls unconscious (or dies if its dying value increases further).


Speed 40 feet

Melee ◆ Tusk +10, Damage 2d6+4 slashing.

Boar Charge ◆◆

The boar Strides twice and then makes a Tusk Strike. As long as the boar moved at least 20 feet, it gains a +2 circumstance bonus to the attack roll.

Read-only syndicated snapshot · Syndicated Aug 20, 2026, 2:59 AM. Content updates when the author syndicates again in Adventure Maker.

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