The claws of a ghoul, the blood drain of vampire, the magic jar of a ghost, and the charming
backward feet of a rakshasa: all these add up to the bhuta. Apparitions from Indian folklore,
bhutas are the spirits of those who died in the wilderness, especially those
who were murdered, with business unfinished in this world.
Bhutas have several characteristics that make them both tactically
and thematically exciting for crunch and lore GMs. The first is that animals don't fear a bhuta the way they do
most spirits—in fact, they’re attracted to it. This means that a bhuta might have any number of animal
servants. It can also be any animal as well via veil or magic jar, though in each case there is something just a bit off
(backward feet or no shadow, respectively) that might alert observant PCs. Still, adventurers used to relying on
too-quiet surroundings and nervous animals to warn them of undead might be in
for a rude surprise.
The second is the bhuta’s impatience. They aren't as geographically limited
as some apparitions—particularly when, like vampires, their presence is
invited—but they grow uncomfortable outside their domains. A party that suspects a bhuta might be
in their midst might be able to trick it into revealing itself, either by stalling
for time or forcing it to go too far from the site of its death.
Finally, bhutas can drain blood from adjacent foes. An apparition able to drain blood
through the air is a chilling sight indeed. PCs will want to keep any bhutas away from fallen comrades
and be extra careful if flanking while wounded.
All in all, then, bhutas manage to feel like undead out of
folklore while nevertheless being new and surprising at the gaming table—a neat
trick.
Down on their luck
(or fulfilling vows of atonement), a party of adventurers takes on the lowest
of assignments: escort duty for pilgrims on their way to the shrine at
Menkhara. The insult to their
station is compounded by the fact that they must aid all who ask, no matter
what rank or caste. Thus when a
pilgrim in heavy robes asks to accompany the caravan, they are obligated to
allow him to join, even though he soon becomes a querulous nuisance. But when they reach Behir Gorge, the stranger
cannot maintain his composure any longer.
Ditching his cloak, the pilgrim reveals himself to be floating midair,
dangling backwards-turned feet, and snarling in rage…
A spellcaster’s raven
familiar has always been a scamp, but over the course of a few days its
character degenerates into something genuinely foul-mouthed and nasty—though
never while the spellcaster is watching.
Even as the raven causes strains within the party, the bird seems to be
doing all it can to manipulate the spellcaster and her friends into going into
the woods.
It is tooth versus
claw in the forest of Elba.
After the archdruid was ambushed and slain by jealous members of his
circle, the nature priest returns to life as a vengeful bhuta. Now the circle’s own animal companions
turn against them and unfriendly eyes watch their every move. As druids begin dying, the body count
soon includes those who never figured in the conspiracy, yet the archdruid
bhuta’s wrath continues unabated.
—Pathfinder Bestiary 3
41
Back in the day the D&D Creature Catalogue also had a kind of humanoid were-ghoul known as
the bhut, presumably inspired by the same sources. These creatures also showed up in an issue of Dungeon I’ve lost track of.
The latest issue of Baltimore:
The Witch of Harju features a foul-mouthed cat—an image too good not to
steal. So I did!
I’m blown away by the response to Friday’s Bhole
entry—clearly I need to post early in the day more often. I’ll follow up on reader comments
another time, but for the many folks who asked about the Dune reference, yes, it was tucked behind the Empire Strikes Back reference. Borrowing from Arabic, “Shaitan” is Dune term for evil, sometimes even for the sandworms
themselves. So “Shaitan’s Tears”
is a clue that all is not right with this asteroid belt. They aren’t the tears of some great
earth genie, but rather the torn shards of a world ripped apart by bholes…
After being so pleased with myself for getting completely caught
up on Pathfinder books (the softcovers, at least), this summer I’ve fallen
appallingly behind once again. But
I just finished The Emerald Spire
Superdungeon on Sunday and found it a delightful read.
I use “delightful” on purpose, because that’s what it
did. It delighted me. I would read a level a night before I
went to bed, and I enjoyed seeing each author’s take on their level. For those
who don’t know, Emerald Spire is a
bit of a stunt, a superdungeon where each level is scripted by a different
well-known FRPG author. Along the
way, it also serves as a bit of a “greatest tropes album,” because each author
(I’m assuming by design) also tends to tackle their level in a way that
reflects their personal brand.
Chris Pramas is your go-to guy on serpentfolk, so of course his level
has serpentfolk. Goblins put
Pathfinder on the map, so Paizo CEO Lisa Stevens serves up some goblins. Golarion loremaster James Jacobs
reveals some Golarion lore. Keith
“Eberron” Baker? A forge of automatons,
of course. Do you think you’re going to get an Ed Greenwood level without a new
undead monster and floating eyeballs?
Of course not. (And we
already know a certain editor-in-chief snuck in a kyton.)
Of course, the proof of a superdungeon is in the playing,
and since I’m not active in a group right now I’ll have to leave that for
someone else. (I’m not the most
qualified to judge anyway, since I don't have experience with any of the classic superdungeons…unless
you count the Caves of Chaos from The
Keep on the Borderlands, and that was middle school.)
That said, Emerald
Spire is aiming to do something different than most Pathfinder
products. It’s not a tightly
plotted Adventure Path installment or one of their carefully polished
modules. Instead it’s an
old-school, kick-in-the-door romp.
Even the XP progression attests to this, balancing the levels and
treasure for fast advancement instead of the usual medium pace. If you want Emerald Spire to fit into a more rigorous campaign, the elements
are there, particularly if you take the dramatis
personae and adventure hooks of Fort Inevitable seriously. (This very fair review comes to a
similar conclusion and highlights some of the elements to play up.) But if you just want to meet up at the
game store and clear a level or two a week with whoever shows up, or if you
want a resource full of plug-and-play levels for the next time your players go
off in an unexpected direction, Emerald
Spire delivers for that, too.
For my part, the delight in the delightful was seeing
several of my favorite FRPG authors at play. Granted, that’s nothing new—that’s pretty much their job
description—but to see them all in one place, working like chefs from Chopped to put their individual stamps
on the ingredients they’d been given…that definitely made my bedside reading
something to look forward to these past two weeks.
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