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

Act 1 — Echo Bestiary

Echoes are psychic impressions of the dead trapped near a veil-tear. They are not complete souls, and destroying one does not harm the person’s soul. Until the controlling shard is purified or destroyed, dispersed echoes eventually manifest again.

Cemetery Encounter (Initial Shard-Pulse)

For four Level 3 characters, two Death-Scene Echoes and two Lesser Echoes form a Moderate encounter.

  • Shepherd Boy: Death-Scene Echo with Endless Fall
  • Drowned Elder: Death-Scene Echo with Drowning in Air
  • Additional Villagers: Lesser Thornwick Echoes with Last Walk Home or Final Accusation

Lesser Thornwick Echo

Creature -1
NE Small or Medium Echo Incorporeal

A translucent villager endlessly repeating a few gestures from the final moments of its life.


Perception +4; darkvision
Languages Common (fragmented words connected to its death only)
Skills Acrobatics +5, Stealth +5
Str -5, Dex +3, Con +0, Int -3, Wis +1, Cha +2

AC 15; Fort +3, Ref +7, Will +5
HP 9; Immunities bleed, death effects, disease, doomed, drained, fatigued, nonlethal attacks, paralyzed, poison, precision, unconscious
Weaknesses vitality 2; Resistances all damage 2 (except force, ghost touch, or vitality)

Bound to the Tear The echo cannot willingly travel more than 300 feet from the veil-tear that created it. If forced beyond this distance, it immediately disperses.

Unstable Manifestation When reduced to 0 HP, the echo dissolves into mist instead of leaving a corpse. It reforms near the veil-tear after 1 hour unless the shard has been neutralized.


Speed fly 20 feet
Melee ◆ Memory Touch +6 (finesse, magical), Damage 1d4+1 mental
Reenact Death ◆◆ The echo performs the final moments of its life. Choose one death-scene ability assigned to the echo. An individual echo usually possesses only one.

Echo Death-Scenes

Use these abilities with Lesser Thornwick Echoes or the stronger Death-Scene Echo below.

Endless Fall ◆◆ The echo rises several feet and suddenly plummets through the ground. Each creature in a 10-foot burst centered on the echo must attempt a DC 15 Reflex save.

  • Critical Success: The creature is unaffected.
  • Success: The creature takes 1d4 bludgeoning damage.
  • Failure: The creature takes 1d6+2 bludgeoning damage and falls prone.
  • Critical Failure: The creature takes 2d6 bludgeoning damage, falls prone, and is frightened 1.

Drowning in Air ◆◆ Water pours from the echo’s mouth while nearby creatures feel their lungs filling with icy grave-water. Each living creature in a 10-foot emanation must attempt a DC 15 Fortitude save.

  • Critical Success: The creature is unaffected.
  • Success: The creature takes 1 cold damage.
  • Failure: The creature takes 1d6 cold damage and is sickened 1.
  • Critical Failure: The creature takes 2d6 cold damage, is sickened 1, and can’t use actions with the auditory trait until the end of its next turn.

Last Walk Home ◆◆ The echo Flies up to its Speed. It can move through creatures during this movement. Each living creature it passes through must attempt a DC 15 Will save (one save max per use).

  • Critical Success: The creature is unaffected.
  • Success: The creature takes 1 mental damage.
  • Failure: The creature takes 1d6 mental damage and is off-guard until the beginning of the echo’s next turn.
  • Critical Failure: As failure, and the creature is stupefied 1 for 1 round.

Final Accusation ◆◆ The echo points at one creature within 30 feet and repeats an accusation spoken shortly before its death. The target must attempt a DC 15 Will save (temporarily immune for 10 minutes afterwards).

  • Critical Success: The creature is unaffected.
  • Success: The creature is frightened 1.
  • Failure: The creature is frightened 2.
  • Critical Failure: The creature is frightened 2 and fleeing until the end of its next turn.

Death-Scene Echo

Creature 1
NE Small or Medium Echo Incorporeal

A particularly vivid echo capable of forcing nearby creatures to experience its death.


Perception +7; darkvision
Languages Common (usually repeats only one sentence)
Skills Acrobatics +8, Stealth +8
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +3

AC 17; Fort +5, Ref +9, Will +8
HP 24; Immunities bleed, death effects, disease, doomed, drained, fatigued, nonlethal attacks, paralyzed, poison, precision, unconscious
Weaknesses vitality 3; Resistances all damage 3 (except force, ghost touch, or vitality)

Bound to the Tear As Lesser Thornwick Echo.

Unstable Manifestation As Lesser Thornwick Echo.

Borrowed Awareness (aura) 10 feet. A creature that begins its turn within 10 feet of the echo must attempt a DC 17 Will save. On a failure, it becomes frightened 1 (frightened 2 on a critical failure). A creature that succeeds is temporarily immune for 10 minutes.


Speed fly 25 feet
Melee ◆ Memory Touch +9 (finesse, magical), Damage 1d6+3 mental
Reenact Death ◆◆ The echo uses one of the listed Death-Scene abilities with **DC 17** and scaled damage:
  • Endless Fall: 2d6 bludgeoning (3d6 on critical failure)
  • Drowning in Air: 1d6+3 cold (2d6+3 on critical failure)
  • Last Walk Home: 1d6+3 mental
  • Final Accusation: Save DC 17
Shared Final Moment ◆ (frequency once per round) Requirements The echo damaged a creature with Memory Touch during this turn. Effect: The echo forces a flash of its death into the target's mind, making it off-guard to echoes until the beginning of its next turn.

Running the Church Defense (5 Rounds)

Regular attackers in this defense are Lesser Thornwick Echoes. The major threats are the Coalesced Echo and Shard-Resonant Echo.

Wave Schedule

  1. Round 1: 2× Lesser Echoes through main entrance.
  2. Round 2: 2× Lesser Echoes through cellar.
  3. Round 3: 1× Lesser Echo through bell tower & 1× Coalesced Echo through floor.
  4. Round 4: 2× Lesser Echoes through breached entrances.
  5. Round 5: 1× Shard-Resonant Echo manifests at the altar.

Round 5 Vitality Burst: At start of Round 5, Sister Mirela's ritual releases a pulse of vitality energy. Every Lesser Echo takes 10 vitality damage (usually dispersing them), and the Coalesced Echo takes 15 vitality damage.

Victory Conditions

The encounter ends at the conclusion of Round 5 if Sister Mirela is conscious, the ritual hasn't lost more than 1 round of progress, and at least 1 hero remains inside. Surviving echoes disperse when the seal forms.

Defensive Actions

Characters adjacent to an entrance can spend 2 actions to seal it (Athletics/Crafting DC 18 to Barricade, Religion DC 18 to Consecrate, or Occultism DC 20 to Trace Sigil). An entrance stays sealed until an echo spends 2 actions breaking through. On a critical success, the first echo attempting entry takes 2d6 vitality or force damage.

Coalesced Echo

Creature 5
NE Large Echo Incorporeal

Dozens of trapped memories have fused into one distorted humanoid form. Faces surface across its body, scream their final words, and disappear beneath its flowing silhouette.


Perception +13; darkvision, lifesense 60 feet
Languages Common (overlapping chorus)
Skills Acrobatics +13, Intimidation +14, Occultism +11, Stealth +13
Str -2, Dex +4, Con +3, Int +0, Wis +4, Cha +5

AC 22; Fort +12, Ref +15, Will +16
HP 78; Immunities bleed, death effects, disease, doomed, drained, fatigued, nonlethal attacks, paralyzed, poison, precision, unconscious
Weaknesses vitality 7; Resistances all damage 5 (except force, ghost touch, or vitality)

Bound to the Tear Cannot willingly travel more than 500 feet from its veil-tear.

Unstable Manifestation Breaks apart into harmless silhouettes at 0 HP; reforms after 24 hours unless the controlling shard is neutralized.

Chorus of Last Words (aura) 15 feet. A creature starting its turn within 15 feet must attempt a DC 22 Will save.

  • Critical Success: Unaffected.
  • Success: Unaffected, but hears disturbing whispers.
  • Failure: Frightened 1.
  • Critical Failure: Frightened 2 and stupefied 1 for 1 round.

Success grants 1-minute temporary immunity.


Speed fly 30 feet
Melee ◆ Many Grasping Hands +15 (finesse, magical, reach 10 feet), Damage 2d8+7 mental plus spectral grab
Ranged ◆ Screaming Memory +15 (magical, mental, range 60 feet), Damage 2d6+7 mental
Spectral Grab A creature hit by Many Grasping Hands is grabbed until the end of the coalesced echo’s next turn. Hands do not need to be free; can grab up to 2 targets simultaneously.
Mass Reenactment ◆◆ (cooldown 1d4 rounds) Releases all memories in a 20-foot emanation. Each living creature attempts a DC 22 Will save.
  • Critical Success: Unaffected.
  • Success: Half damage.
  • Failure: 4d6 mental damage and off-guard for 1 round.
  • Critical Failure: Double damage, off-guard for 1 round, and confused until end of next turn.
Absorb Echo ◆ Requirements: A Lesser Thornwick Echo is within 10 feet. Effect: Destroys the lesser echo, regains 15 HP, and gains a +1 status bonus to attack rolls until the end of its next turn.
Collapse into Memory ◆◆ Flies up to twice Speed through creatures. Each creature passed through attempts a DC 22 Will save (once per use).
  • Critical Success: Unaffected.
  • Success: 2d6 mental damage.
  • Failure: 4d6 mental damage and slowed 1 until end of next turn.
  • Critical Failure: 8d6 mental damage and slowed 1 for 1 minute (save ends at end of turn).

Shard-Resonant Echo

Creature 4
Unique NE Medium Echo Incorporeal

A false soul formed directly from the shard's power with shifting faces of the dead and silver fractures across its body.


Perception +12; darkvision, lifesense 60 feet
Languages Common, Necril; telepathy 60 feet
Skills Acrobatics +13, Intimidation +12, Occultism +12, Religion +10, Stealth +13
Str -3, Dex +5, Con +2, Int +2, Wis +4, Cha +4

AC 21; Fort +10, Ref +14, Will +15
HP 66; Immunities bleed, death effects, disease, doomed, drained, fatigued, nonlethal attacks, paralyzed, poison, precision, unconscious
Weaknesses vitality 6; Resistances all damage 5 (except force, ghost touch, or vitality)

Resonant Link Gains fast healing 5 while within 60 feet of the shard or active veil-tear. If the shard takes damage, fast healing is disabled until the end of its next turn.

Ritual Predator Automatically knows the location of any creature conducting or sustaining a ritual within 120 feet (they are not concealed or hidden).

Shard Feedback ↺ Trigger: Takes vitality damage or shard takes damage within 60 ft. Effect: Psychic shriek in a 60 ft range. Target attempts a DC 21 Will save.

  • Critical Success: Unaffected.
  • Success: 1d6 mental damage.
  • Failure: 2d6 mental damage and stupefied 1 until end of next turn.
  • Critical Failure: 4d6 mental damage and stupefied 2 until end of next turn.

Speed fly 30 feet
Melee ◆ Shard Talon +14 (finesse, force, magical), Damage 2d8+5 force
Ranged ◆ Resonant Cry +14 (magical, mental, range 60 feet), Damage 2d6+5 mental (target is off-guard until start of echo's next turn)
Command Echo ◆ Targets an allied echo within 60 feet. The allied echo can immediately use a reaction to Fly up to half Speed or make a Memory Touch Strike.
Shard Pulse ◆◆ (cooldown 1d4 rounds) Releases a wave toward the veil-tear. Enemies in a 20-foot emanation attempt a DC 21 Will save.
  • Critical Success: Unaffected.
  • Success: Half damage.
  • Failure: 4d6 mental damage and pulled 10 feet toward nearest veil-tear.
  • Critical Failure: Double damage, pulled 20 feet, and falls prone.
Break the Litany ◆◆ Targets Sister Mirela or a spell-sustaining creature within 60 feet (DC 21 Will save).
  • Critical Success: Unaffected (immune 1 min).
  • Success: Stupefied 1 until start of next turn.
  • Failure: Stupefied 1 for 1 round and loses 1 action at start of next turn.
  • Critical Failure: As failure, and 1 round of ritual progress is lost (max 1 round lost total).
Sever the Resonance ◆◆ An adjacent character can attempt Religion DC 21, Occultism DC 23, or Thievery DC 23 to disrupt fractures.
  • Critical Success: Takes 4d6 spirit damage, loses Resonant Link for 1 minute, and stunned 1.
  • Success: Takes 2d6 spirit damage and loses Resonant Link until end of next turn.
  • Failure: Character takes 1d6 mental damage.
  • Critical Failure: Character takes 2d6 mental damage and stupefied 1 for 1 round.

Sister Mirela

Leads the ritual during the church defense encounter.

Tactics & Support

Mirela spends 2 actions maintaining the ritual each round. Her 3rd action can be used to:

  • Cast 1-action heal on an adjacent ally
  • Cast guidance
  • Raise a religious ward (+1 circumstance bonus to AC for an adjacent ally until her next turn)
  • Step away from an approaching echo

Grist's Wife

Normally a noncombatant echo. Appears at midnight in the kitchen, whispering:

“Grist, the door. You forgot the door.”

Perception DC 18: Reveals a loose floorboard containing her wedding ring and an undelivered letter.

Benefits: Returning the ring to Grist gives a +2 circumstance bonus to gain his trust. Performing a burial rite lets her rest peacefully until the next Shard-Pulse.

If forced into combat, use a Death-Scene Echo with Last Walk Home (she never attacks Grist).

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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