Act 1 Overview

Things start off in Thornwick, a sleepy village that's spent years quietly backing away from the rest of the world. Once the sun goes down, figures start wandering the dirt roads—folks who were buried years ago, just going through the motions of their final living moments. They aren't standard undead, and they don't seem to care much about the living unless somebody gets right in their face. Still, doors get bolted tight by dusk, conversations dry up fast when shadows stretch, and even the local church feels like a place people only visit when they've run out of options.

Sister Mirela Voss has been working herself ragged keeping the worst of the haunting contained through sheer willpower and daily prayer, but the strain is clearly catching up with her. She's convinced something down underneath the church is feeding this whole mess, even if she hasn't been able to push far enough inside the church crypt to prove it.

Give your party a little breathing room early on to get a feel for Thornwick before you ask them to put their lives on the line for it. Let them earn the trust of nervous locals, piece together why these specific echoes are sticking around, and figure out what's lurking beneath the headstones. By the third night, whatever fragile peace is left completely snaps—forcing the party into a desperate stand at the church before they make their descent into the crypts, where the root of the veil-tear and the Veilbreaker's deliberate work are waiting.

Once the party smashes or purifies the shard at the heart of the rift, the local tear closes up—making it clear that Thornwick was just the first stop in a much bigger, nastier chain reaction.

Expected Duration: 2–3 sessions    Target Level: 3