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Geist Caverns

Environments Designed by Stealthy_Nachos

At a glance

Tier
2
Type
Exploration
Difficulty
15
Impulses
Confuse visitors, trap souls

Environment overview

A damp caverns filled with trapped souls.

Potential adversaries

Giant Lizards, Soul Figments

Features

Passives

passive
  • Soul Hallucinations

    Start a countdown (6). For every action roll a PC makes, decrease the countdown by 1. When the countdown triggers, all PCs must make a Knowledge Reaction Roll. On a failure, they each describe a horrific soul apparition that frightens them, pushing them closer to madness. Reset the countdown to one level less.

    While hallucinating, a PC is vulnerable until they mark 2 Stress to clear the condition.

Actions

action
  • Ensnaring Ichor
    Fear 1

    Spend 1 Fear targeting one PC that gets trapped in soul ichor. On a failed Strength Roll, they are immobilized. They can spend 1 Stress to get free.

Reactions

reaction

About this environment

A single alabaster cavern lies at the bottom of a narrow fissure and steep natural staircase. A freezing dark pool dominates the center, its depths connected by a long submerged tunnel to Deadman’s Creek. Flowstones, stalactites, and warped formations resemble twisted faces and bodies trapped in stone. Thin fissures snake upward to the surface—tight enough for a Small creature to squeeze through.

A giant lizard lurks beneath the icy water.

The Caverns are believed haunted after a string of strange deaths. Those who linger begin seeing the final moments of the dead replayed in flickering illusions known as geists. The madness of the place has claimed hunters before—Radke Iliev’s corpse still rests against a stone carving of three cloaked women, his silvered weapons and ghost lantern clutched in death.

If the Beast knows intruders have entered, it waits outside the fissure entrance, attempting to trap prey inside and let the Caverns’ hallucinations do the killing.

Geist Caverns

Tier 2 Exploration

A damp caverns filled with trapped souls.

Impulses: Confuse visitors, trap souls

Difficulty: 15

Potential Adversaries: Giant Lizards, Soul Figments

Features

Soul Hallucinations - Passive: Start a countdown (6). For every action roll a PC makes, decrease the countdown by 1. When the countdown triggers, all PCs must make a Knowledge Reaction Roll. On a failure, they each describe a horrific soul apparition that frightens them, pushing them closer to madness. Reset the countdown to one level less. While hallucinating, a PC is vulnerable until they mark 2 Stress to clear the condition.
Ensnaring Ichor - Action: Spend 1 Fear targeting one PC that gets trapped in soul ichor. On a failed Strength Roll, they are immobilized. They can spend 1 Stress to get free.

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