NIGHT The Church Siege (3rd night)
CombatArea T3 — Preparing the Sanctuary
As dusk settles over Thornwick, the temperature inside the church drops rapidly. Frost blooms across the leaded glass windows, and the faint, rhythmic ringing of the bell tower grows louder—though no rope has been pulled. Sister Mirela finishes drawing a second ring of grave-salt across the crypt door before turning to you, her breath misting in the chilling air.
"It's starting. The air always gets cold right before the boundary gives way. We have maybe half an hour before the first breach. Move the pews, bar what you can, and bless the entryways. If we don't slow them down at the thresholds, they'll overrun the nave before the ritual is finished."
Fortifying the Church (Prep Time)
Before Wave 1 begins, the party has 30 minutes to inspect the nave, bar entrances, or set wards. A character who successfully fortifies or traps a specific breach point grants all PCs a +1 circumstance bonus to Initiative or imposes a -2 circumstance penalty on the first attack roll made by echoes arriving through that breach.
| Entry Point (Map) | Check Needed | Fortification & Tactical Effect |
|---|---|---|
| 1. Main Entrance (R1) Col 07–08, Row 15–16 |
Automatic (Heavy pews / salt) |
Barring the south double doors slows ground movement, granting +1 Initiative to defenders in the lower nave. |
| 2. Cellar Annex (R2) Col 12–14, Row 09–10 |
Automatic (Choke point) |
Setting salt lines or traps on the cellar steps imposes a -2 penalty on the first attack roll of emerging spirits. |
| 3. Bell Loft (R3) Col 06–09, Row 04–05 |
Perception DC 16 or Religion DC 15 |
Notices floorboards creaking under ghost-weight; rigging bell ropes or trip-wires grants a +1 Initiative bonus against aerial strikes. |
| 4. Flanking Windows Col 01–03 & Col 13–14 |
Crafting DC 17 or Occultism DC 17 |
Identifies thin spots in planar wards along exterior walls; reinforcing stonework prevents surprise flanking in Wave 4. |
| 5. Altar Dais (R5) Col 06–09, Row 06–07 |
Religion DC 16 or Medicine DC 15 |
Setting graveward dust wards around Mirela gives her standard cover (+2 AC) against initial ranged or phasing attacks. |
Encounter Structure: Wave Combat (Severe 3)
Initiative is rolled at the start of Wave 1 and maintained throughout the entire encounter. Each wave continues until all echoes in that wave are destroyed. Once defeated, a 1-minute interlude (10 rounds) occurs before the next wave surges.
Sister Mirela must complete five ritual stages to seal the crypt breach (one stage per interlude). If Mirela takes damage while concentrating on her ritual, she must pass a DC 15 Flat Check (or DC equal to half the damage taken, whichever is higher) or the stage fails and must be re-attempted during the next interlude.
| Wave | Enemies Manifested | Arrival Point | Stage Progress |
|---|---|---|---|
| Wave 1 | 2× Thornwick Echoes (Level 3) | Main Entrance (R1) | Stage 1 Completed during lull |
| Wave 2 | 2× Thornwick Echoes (Level 3) | Cellar Stairs (R2) | Stage 2 Completed during lull |
| Wave 3 | 1× Thornwick Echo (Level 3) 1× Coalesced Echo (Level 5) |
Choir Loft (R3) & Center Nave (R3) |
Stage 3 Completed during lull |
| Wave 4 | 2× Thornwick Echoes (Level 3) | Weakest Flank Window | Stage 4 Completed during lull |
| Wave 5 | 1× Threshold-Resonant Echo (Level 4, Unique) | Altar Dais (R5) | Final Seal Completed upon defeat |
Total Encounter XP: 200 XP (Severe 3 equivalent, staggered across 5 waves).
Running Sister Mirela Voss During the 5-Wave Assault
Sister Mirela stands at the altar dais (col 06–09, row 06–07), her sacred dagger drawn and her steel shield raised. While her primary focus is maintaining the 5-stage sealing ritual during the interludes, she is a trained Warpriest of Pharasma capable of holding her own when incorporeal threats close in.
Role & Core Mechanics Summary
Mirela functions as an anchor support NPC. She provides area-of-effect healing, single-target burst recovery, and defensive buffs to keep frontline PCs standing. Her spell DC is 21 and her Spell Attack Modifier is +13.
| Ability / Resource | Stat / Formula | Tactical Application |
|---|---|---|
| Divine Font (3rd Rank) | 4 Slots Available (d10s via Healing Hands) |
1-Action: Touch range (3d10+3 HP). 2-Action: 30 ft range (3d10+24 HP to one target). 3-Action: 30 ft burst (3d10 HP to all living allies; damages undead). |
| Focus Spell: Healing Boost | 1 Focus Point (1 Action) | Cast prior to a 2-action Heal spell. Target regains an additional +6 HP (+2 per spell rank). |
| Communal Healing | Passive Feat | Whenever Mirela casts Heal on an ally, she automatically restores 3 HP to herself. |
| Defensive Stance | AC 21 (AC 23 with Shield Raised) Fort +11, Ref +8, Will +14 |
Uses Raise a Shield (1 Action) whenever targeted. Hardness 5, HP 20, BT 10. Uses Shield Block reaction if hit for physical damage. |
Wave-by-Wave GM Tactics
| Phase | Primary Actions | Tactical Objective & Trigger Conditions |
|---|---|---|
| Wave 1 (Main Entrance) |
1. Cast Bless (1 Action) or Forbidding Ward (2 Actions) 2. Cast Guidance (1 Action) 3. Raise Shield (1 Action) |
Mirela stays on the altar dais and buffing allies moving toward the south doors. Casts Bless and expands its aura by 5 feet each round. If a PC takes early damage, she holds her Divine Font slots and uses Battle Medicine (+13 Medicine). |
| Wave 2 (Cellar Annex) |
1. Cast Calm Emotions (2 Actions, DC 21 Will) 2. Cast 2-Action Heal (3rd Rank) |
The echoes emerge right next to the altar. Mirela drops Calm Emotions centered on the cellar stair opening to suppress hostiles. If a frontline martial is hit by a phantom Strike, she casts a 2-Action Heal (restoring 3d10+24 HP) and self-heals 3 HP via Communal Healing. |
| Wave 3 (Choir Loft & Nave) |
1. Cast Spirit Blast (2 Actions, DC 21 Fortitude) 2. Cast Searing Light (+13 Attack) |
Against the Coalesced Echo (Level 5), Mirela uses offensive magic. She casts Spirit Blast (dealing 16d6 spirit damage on a basic Fort save) to bypass incorporeal resistances. If the Coalesced Echo uses its area wail, she responds with a 3-Action Heal burst. |
| Wave 4 (Flank Windows) |
1. Cast Sanctuary (1 Action, DC 21 Will) 2. Cast Silence (2 Actions) 3. Healing Boost + Heal |
If echoes phase through exterior walls to bypass the martial line, Mirela casts Sanctuary on herself or a squishy caster. If echoes attempt to use Draining Wail, she casts Silence to mute auditory effects. She uses her Healing Boost focus spell alongside her final Divine Font slots to keep party members above 50% HP. |
| Wave 5 (Final Boss Surge) |
1. Cast Searing Light (2 Actions) 2. Melee Strike: Dagger (+10 Attack, 1d4+2 P) 3. Channel Smite |
The Threshold-Resonant Echo (Level 4) targets Mirela directly. She uses her remaining spell slots or Channel Smite through her dagger (+10 attack, combining dagger damage with 3rd-rank Heal vitality damage). If reduced below 15 HP, she uses Sanctuary and retreats behind a martial PC. |
Ritual Concentration Interrupt Checks
During the 1-minute interludes, Mirela must concentrate on her ritual. If she enters a wave having taken damage, or takes persistent damage during a wave, she must roll a DC 15 Flat Check (or DC equal to half damage taken) to maintain stage progress. PCs can assist her during interludes using Religion (DC 17) or Sacred Lore (DC 15) to grant her a +2 circumstance bonus on concentration saves.
GM Note: Running Wave Transitions
The 1-minute interlude starts the moment the last echo of a wave drops to 0 HP. Track and resolve the transition using these steps:
- Pause Initiative: Pause combat encounters and move into structured exploration time.
- Start a 10-Round Counter: One minute in Pathfinder 2e equals 10 rounds (60 seconds).
-
Resolve Player Actions: With 10 rounds (30 actions) available, PCs can take brief actions:
- Quick Healing & Items: Use Battle Medicine (1 action per target), drink or administer potions, draw/reload weapons, or reposition around the church.
- Spell Durations: Cast 1-minute defensive spells on round 9 or 10 so they carry directly into the next wave. Spells with a 10-minute duration remain active across multiple waves.
- Note on Refocus: Refocusing requires a full 10-minute activity and cannot be completed during this 1-minute lull.
- Advance Ritual Progress: If Sister Mirela was not disrupted during the preceding wave, check off 1 stage of her sealing ritual.
- Resume Initiative: At the end of the 10th round, spawn the next wave at their designated entry points and resume encounter mode using the established initiative order.


THORNWICK ECHO CREATURE 3
[UNCOMMON] [MEDIUM] [INCORPOREAL] [SPIRIT] [UNDEAD]
The fractured, lingering psychic remnant of a villager consumed by the veil-tear, given violent purpose by the corruption below.
Perception +9; darkvision
Languages Common (understands but cannot speak cohesively)
Skills Acrobatics +9, Intimidation +9, Stealth +11
Str -5, Dex +4, Con +0, Int -2, Wis +2, Cha +2
AC 19; Fort +6, Ref +11, Will +9
HP 30 (void 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.
Draining Wail ◆◆ (auditory, emotion, fear, mental) Frequency once per minute.
The echo releases a fragmented scream echoing 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).
COALESCED ECHO CREATURE 5
[UNCOMMON] [LARGE] [INCORPOREAL] [SPIRIT] [UNDEAD]
A dense mass of interwoven spirits binding together, screaming with overlapping voices as planar corruption swells.
Perception +12; darkvision
Languages Common (overlapping whispers)
Skills Acrobatics +11, Intimidation +13, Stealth +13
Str -5, Dex +5, Con +2, Int -2, Wis +3, Cha +4
AC 22; Fort +9, Ref +14, Will +12
HP 55 (void healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)
Speed fly 35 feet
Melee ◆ Crushing Phantom Reach +14 (agile, reach 10 ft, finesse, magical), Damage 2d8+6 spirit.
Chorus of the Lost ◆◆ (auditory, emotion, fear, mental) Frequency once per minute.
The coalesced entity blasts the area with a discordant choir of shrieks. All living creatures in a 30-foot emanation must attempt a DC 22 Will save. On a failure, targets take 3d6 mental damage and become frightened 2 (double damage and frightened 3 on a critical failure).
THRESHOLD-RESONANT ECHO CREATURE 4
[UNIQUE] [MEDIUM] [INCORPOREAL] [SPIRIT] [UNDEAD]
Directly linked to the pulsing breach below the altar, this glowing phantom crackles with raw, violet planar energy focused on breaking sacred wards.
Perception +11; darkvision, planar sense 30 ft
Languages Common (distorted echo)
Skills Acrobatics +10, Intimidation +12, Religion +10
Str -5, Dex +4, Con +1, Int +0, Wis +3, Cha +3
AC 20; Fort +8, Ref +12, Will +11
HP 42 (void healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 4 (except force, ghost touch, or vitality; double resistance vs. non-magical)
Aura Resonant Feedback (15 feet) Divine or sacred spellcasting within the aura causes 1d6 spirit damage to the caster.
Speed fly 30 feet
Melee ◆ Disruptive Touch +12 (agile, finesse, magical), Damage 1d10+5 spirit plus Ward Shear.
Ward Shear
When the Threshold-Resonant Echo hits a target benefiting from a spell ward or protective ritual (such as Sister Mirela), the target must pass a DC 20 Flat Check or have the ward suppressed for 1 round.
Subterranean Pulse ◆◆ (evocation, force, mental) Frequency once per minute.
Channeling the subterranean power of the Seed, the echo releases a localized shockwave. All creatures within 15 feet take 2d8 force damage and 1d8 mental damage (DC 21 basic Reflex save).