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Blood and Soul (Part 1 of 2)

Blood and Soul (Part 1 of 2)

Chris McFann, Blood Caves(Illustration by Chris McFann)

There are places where the border between realities is thin, places where the energies of the inner planes can easily pour through: places like volcanoes and the Blood Caves.

The Blood Caves

A gateway between the surface and the night below, the Blood Caves are made more dangerous due to the negative energy that suffuses the caves, an energy that gives the caves their name. While within, bound wounds start to haemorrhage once more, and healing magic sometimes fails to work. Blood flows easily in these caves.

Thinning of the Veil Trap (CR 2)

Type magic; Perception DC 25; Disable Device DC 25
Trigger touch; Reset automatic …
Effect impeded healing magic (casting spells from the healing subschool is more difficult; to cast these spells, you must make a concentration check (DC 15 + the level of the spell); on a failure, the spell does not function but is still lost as a prepared spell or spell slot; on a success, the spell functions normally)
Effect spell effect (bleed, DC 10 Will save negates)

Due to its nature, the thinning of the veil trap cannot be fully disabled, only suppressed for 1d4+1 ×10 minutes on a successful Disable Device check. Inscribing a rune of life on the cave’s walls invokes the Plane of Positive Energy, which momentarily balances out the negative influence.

Lost Souls

The Blood Caves have claimed many a soul through the ages, some of these souls never escape the negative maelstrom of the caves, these souls are doomed to relive their last actions until they are set free.

Lanore swayed on her feet, she was bleeding badly from several wounds. These damned caves interfered with her magic. She had  already lost one of her healing spells. She stumbled toward her brother, who lay crumpled upon the cave’s floor. Her magic stopped his bleeding, but then the wounds reopened. She tried again, but with her magic fizzling, she could only watch as her brother slipped away.

Healer’s Touch             CR 2

XP 600
LG haunt (100 ft diameter area); persistent
Caster Level 2nd
Notice Perception DC 20 (to hear fervent prayer and cries for help)
hp 9; Trigger special; Reset 1 week
Effect The haunt triggers whenever a living creature reaches −1 hp. A female apparition manifests, stumbling toward the dying creature. Any creature touched by the apparition receives the effects of a stabilize spell.
Destruction Disabling the thinning of the veil trap and channelling enough positive energy to dismiss the apparition destroys the haunt.

(This post is Product Identity.)

3 thoughts on “Blood and Soul (Part 1 of 2)”

  1. Another killer haunt location by Maurice DeMare. Well done! I’ve got to find a place in my gameworld for this…

  2. Nice work on the LG haunt, Maurice. I’ve always wanted to see a benevolent haunt, and you created a neat idea.

  3. @James: Thanks.
    @Mike: Yes, LG haunts are slightly more difficult to do, what will keep a good soul from the afterlife? Compare that to the typical CE haunt: fear, pain, death => so many easy reasons :-)
    @Chris McFann: Love the artwork.

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