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

GM Brief: Incorporeal Targets

GM Primer: Handling Incorporeal Targets (PF2e Remaster)

Fighting incorporeal entities like Echoes can quickly turn deadly for a Level 3 party if players don't understand the mechanics or lack the right tools. Use this reference guide to keep combat smooth, fair, and tactically engaging without causing an accidental total party wipe.


1. Key Remaster Rules Refresher

  • Immune to Nonmagical Attacks: Incorporeal creatures take zero damage from mundane weapons, unarmed strikes, or physical hazards that lack magical properties.
  • Universal Resistance: Even against magical physical strikes (like a +1 weapon), incorporeal entities possess Resistance to all damage (typically 3 to 5 at low levels), except for specific damage types like Force or Spirit.
  • No Material Substance: They can pass through solid walls, objects, and living creatures. Passing through or ending a turn inside a solid object makes them Concealed or Hidden.
  • No Physical Maneuvers: Incorporeal creatures cannot be Tripped, Grappled, or Shoved by standard means, nor can they Flank PCs unless a specific trait allows it.

2. Damage Type Interactions

Attack / Damage Type Effect Against Incorporeal Echoes
Mundane Weapon / Unarmed Immune. Deals 0 damage.
+1 Magic Weapon Bypasses immunity, but damage is reduced by the Echo's Resistance.
Spirit or Force Damage Bypasses Resistance entirely. Deals full damage.
Vitality Energy (e.g., Heal) Deals full damage if targeting undead echoes; ignores physical resistance.
Ghost Touch Rune / Dust-Coated Weapon Completely negates Incorporeal resistance for weapon strikes.

3. Tactical GM Advice: Setting Up Party Success

Telegraph the Mechanics Early: Before throwing the party into initiative against echoes, describe environmental cues—a spectral blade passing harmlessly through a wooden table, or Varla explicitly warning the PCs that mundane steel will slice right through thin air.

Leverage Act 1 Assets:

  • Graveward Dust (Grave-Salt): The party can utilize this resource in two tactical ways:
    • Weapon Coating (1 Action): Coat a weapon or up to 10 pieces of ammunition. For 1 minute, strikes with the weapon gain the benefits of a ghost touch rune, bypassing incorporeal resistance entirely and allowing mundane weapons to affect echoes.
    • Area Barrier (2 Actions): Sprinkle across a doorway, window, or 5-foot square. The first incorporeal entity attempting to cross it halts its movement immediately and takes 2d6 Spirit damage (DC 18 basic Will save).
  • Thornwick the Wolf: Thornwick's Echolocation Sense provides a +2 circumstance bonus to Initiative against echoes, stopping the party from being caught flat-footed by phasing attackers. His warning howl also gives 1 round of prep time to draw scrolls or apply weapon coatings.

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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