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

Severe - Church Siege

THORNWICK ECHO CREATURE 3

[UNCOMMON] [MEDIUM] [INCORPOREAL] [SPIRIT] [UNDEAD]

The fractured, lingering memory of a villager consumed by the veil-tear, bound to repeat its final moments of terror.


Perception +9; darkvision

Languages Common (understands but cannot speak cohesively)

Skills Acrobatics +9, Stealth +11, Intimidation +9

Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +2


AC 19; Fort +6, Ref +11, Will +9

HP 30 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 3 (except force, ghost touch, or vitality; double resistance vs. non-magical)


Speed fly 30 feet

Melee ◆ Spectral Grasp +11 (agile, finesse, magical), Damage 1d8+4 spirit damage.

Draining Wail ◆◆ (auditory, emotion, fear, mental)

The echo releases a fragmented scream of its final living memory. All living creatures within a 20-foot emanation must attempt a DC 19 Will save. On a failure, the target takes 2d6 mental damage and becomes frightened 1 (double damage and frightened 2 on a critical failure).

SHARD-RESONANT ECHO CREATURE 4

[UNIQUE] [MEDIUM] [INCORPOREAL] [SPIRIT] [UNDEAD]

A terrifying amalgamation of souls fused directly to the ambient energy of the shard, pulsing with gray, destructive light.


Perception +11; darkvision, spirit sense 30 feet

Languages Common (understands but only speaks in overlapping whispers)

Skills Acrobatics +12, Stealth +12, Intimidation +11

Str -5, Dex +5, Con +1, Int +0, Wis +3, Cha +3


AC 21; Fort +9, Ref +13, Will +11

HP 50 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)

Resonant Feedback ▯ (reaction, void)

Trigger: A creature hits the echo with a melee attack.
Effect: The shard energy protecting the echo lashes out. The attacking creature takes 1d6 void damage.


Speed fly 40 feet

Melee ◆ Shard-Infused Touch +13 (agile, finesse, magical), Damage 2d6+4 spirit damage plus 1d4 void damage.

Shattered Mind ◆◆ (mental, void)

The echo forces the agonizing dissonance of the shard into the minds of the living. All living creatures within a 20-foot emanation must attempt a DC 21 Will save.

  • Critical Success: The target is unaffected.
  • Success: The target takes half damage.
  • Failure: The target takes 3d6 mental damage and becomes stupefied 1 for 1 minute.
  • Critical Failure: The target takes double damage and becomes stupefied 2 for 1 minute.

COALESCED ECHO CREATURE 5

[UNCOMMON] [MEDIUM] [INCORPOREAL] [SPIRIT] [UNDEAD]

A dense, towering mass of fused villager spirits surging with localized veil-dissonance. (Elite Thornwick Echo)


Perception +11; darkvision

Languages Common (understands but cannot speak cohesively)

Skills Acrobatics +11, Intimidation +11, Stealth +13

Str -5, Dex +6, Con +2, Int +0, Wis +4, Cha +4


AC 21; Fort +8, Ref +13, Will +11

HP 45 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 3 (except force, ghost touch, or vitality; double resistance vs. non-magical)


Speed fly 30 feet

Melee ◆ Spectral Grasp +13 (agile, finesse, magical), Damage 1d8+6 spirit damage.

Draining Wail ◆◆ (auditory, emotion, fear, mental)

The coalesced spirit releases a horrifying chorus of fragmented screams. All living creatures within a 20-foot emanation must attempt a DC 21 Will save. On a failure, the target takes 2d6+2 mental damage and becomes frightened 1 (double damage and frightened 2 on a critical failure).

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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