Area 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 Thornwick Echoes (Level 3) Main Entrance (R1) Stage 1 Completed during lull
Wave 2 Thornwick Echoes (Level 3) Cellar Stairs (R2) Stage 2 Completed during lull
Wave 3 Thornwick Echo (Level 3)
Coalesced Echo (Level 5)
Choir Loft (R3) &
Center Nave (R3)
Stage 3 Completed during lull
Wave 4 Thornwick Echoes (Level 3) Weakest Flank Window Stage 4 Completed during lull
Wave 5 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).