Archives of Nethys

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Corruptions | Curses | Diseases | Drugs | Haunts | Madnesses | Poisons | Traps

Blood Veil

Source Curse of the Crimson Throne (PFRPG) pg. 431, Pathfinder #8: Seven Days to the Grave pg. 9
Type contact or injury; Fortitude Save DC 16 (the first time ethnically Varisian humanoids, including human, half-elves, and half-orcs with Varisian parentage, are exposed to blood veil, each such character has a flat 5% chance that she is immune to the disease)
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1d4 Cha damage
Blood veil is no natural malady. Created by plague-shaping cultists of Urgathoa who were funded by the Red Mantis, blood veil is a refined form of Vorel’s phage, an unnatural disease that first came into being deep under Foxglove Manor, on Varisia’s coast (see Chapter 2 of Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition). The arcane and alchemical manipulations of these two nefarious organizations have altered the potent necromantic infection into a weaker but more virulent weapon—it no longer creates undead from those it slays, but it is much more contagious and difficult to recover from.

Blood veil takes its name from its most apparent symptoms: a rash and mask of blisters that cover the face. In its initial stages, the disease is characterized by headache, fatigue, coughing, and the aforementioned rash. As it progresses, the cough becomes more obtrusive; the rash spreads to the neck, face, and limbs and develops into poxlike blisters; and the lymph glands swell into painful buboes. At its most advanced stage, the blisters grow to the size of grapes or larger, internal bleeding creates black patches on the skin, and the victim expectorates blood. Ultimately, a bloody, wheezing death occurs. If left untreated, blood veil kills the average human in 7 days.

The PCs are exposed to blood veil early in Chapter 2 of this Adventure Path, and will continue to be exposed for much of the duration of that chapter. As the disease is passed through contact and injury (and via a number of disease-tainted coins that have leaked into the local economy), simply being among victims of the plague has a chance of infecting the PCs. As Chapter 2 progresses, the PCs likely spend more time among the diseased and in areas that might be thick with infection. During this time, the PCs have a 15% chance of being exposed to blood veil over the course of each day—perhaps by brushing up against a victim on the street, by taking an infected coin, or through any of a hundred other everyday interactions. This chance of being randomly exposed to blood veil increases by a cumulative 5% with every day that passes. This chance of random exposure never increases beyond 50%. The GM should check every morning to see whether any of the PCs were exposed to the disease the previous day. Those who were must succeed at a Fortitude save to resist or take immediate damage as the incubation period ends. Of course, daily castings of remove disease can help protect the PCs from blood veil, but doing so also reduces the resources they have available to aid others who fall ill during the adventure.