Pathfinder in the Mists
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
I realised that, despite being one of the cornerstones of the Gothic canon, and quite a readable book despite its age, and even being quoted in RL3e, there haven't been any darklords based on Vathek.
In the book, Vathek is a lusty and licentious man, who really, really likes to eat, likes his women (he kidnaps and essentially rapes a woman), and has an insatiable thirst for knowledge. He also loves his mother.
I've used Vathek as a base for Malbus. His backstory more or less follows Vathek's (the book is probably too obscure to give anything away to alert players through direct homage, unlike say Markov/Moreau or Strahd/Dracula), except that instead of being damned to an Arabian hell, Malbus is turned into a div. He's ram-headed and grossly fat to represent his sins of the flesh, and unable to speak with the tongues of men - as ye live like a beast, so shall ye be etc (which interestingly but completely coincidentally seems to have occurred to the Hub version of Malbus, who is a satyr).
I also emphasised both the blasphemies he perpetrates, and the breaking of the laws of hospitality, which were really important in the Middles Ages and the Middle East, and hasn't really shown up elsewhere beyond the Ghosts of Hospitality in Forlorn.
For Al-Kathos, Pharazia has a more real-world theme of religious oppression and human evil (despite Diamabel no longer being human). In contrast, I imagine Al-Kathos is more of a Seven Voyages of Sinbad/Arabian Nights/Al Qadim style domain, with genies and ghuls and exotic Persian monsters.
Malbus (the Ram-Headed, the Abomination)
(Al Kathos)
Timeline
546 BC Born on the Prime Material Plane, the Ninth Caliph of Al Kathos.
567 BC Builds the five palaces of the senses to indulge his desire in. At this point, a witch.
576 BC Breaks the laws of hospitality to steal two magical swords. Imprisons the merchant that bore them, who vanishes.
578 BC Swears service to Ahriman to power.
581 BC Sacrifices innocents to gain power.
583 BC Kidnaps and seduces the daughter of the Emir.
586 BC Breaks the laws of hospitality and blasphemes for the third time. Al Kathos forms.
760 BC Present day.
Powers Checks
Caress (Blasphemy and Violence: breaks the laws of hospitality to steal some swords: 4%; 576 BC): Becomes grotesquely fat.
Enticement (Blasphemy: swears service to Ahriman for power and knowledge: 100%; 578 BC): Half a witch level.
Invitation (Black Magic and Violence: sacrifices fifty innocents for magical power: 100%; 581 BC): Witch level +1
Embrace (Blasphemy and Violence: breaks the laws of hospitality by kidnapping and seducing the Emir’s daughter: 8%; 583 BC): Slave to his passions.
Creature (Blasphemy: breaks the laws of hospitality by striking a genie disguised as a shepherd who has been sent to redeem him, and refusing to return to piety: 100%; 586 BC): Becomes a div and darklord of Al Kathos. Speechless.
Base stats
Unique
760 BC (Current day stats)
CR 18 XP 153,600
Male Unique Div
NE Large Outsider (div, evil)
Init: +16 (Dex, feat) Senses: darkvision 60 ft, see in darkness, true seeing; Perception +34
Defense
AC 41 Touch 17 Flat-footed 33 (+8 Dex, +24 natural, -1 size)
hp 280 (10 + 23d10 + 144)
Fort +14, Ref +26, Will +21
DR 15/cold iron and good
Immune fire, poison
Resist acid 10, electricity 10
Offense
Spd 50 ft, fly 120 ft (good)
Melee Bite +31 (1d8+8 plus grab; crit 19+) plus 2 claws +31 (1d6+8 plus rend) plus gore +29 (1d10+4)
Bite +24 (1d8+22 plus grab; crit 19+) plus 2 claws +24 (1d6+22) plus gore +22 (1d10+11) with Power Attack
Ranged +36
Space 10 ft; Reach 10 ft (15 ft with gore)
S 27 D 34 C 22 I 19 W 24 Ch 27
BAB +24 CMB +33 CMD 55 (43)
Feats
Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Initiative, Improved Critical (bite), Multiattack, Power Attack, Staggering Critical, Stunning Critical, Voice of Wrath
Skills
Acrobatics +32 (24), Bluff +35 (24), Diplomacy +31 (24), Fly +25 (12), Intimidate +31 (24), Knowledge (arcana) +31 (24), Knowledge (planes) +31 (24), Knowledge (religion) +19 (12), Perception +34 (24), Sense Motive +30 (24), Spellcraft +22 (12), Use Magic Device +23 (12)
Languages
Midani*, Abyssal, Celestial, Draconic, Infernal, telepathy 100 ft (can’t speak)
Treasure
None
Special
Rend (2 claws, 1d6+12)
Swallow whole (3d6+12 plus 4d6 energy damage; can choose each round what type of energy damage it deals; can swallow up to Large creatures; AC 34, 28 hp)
Trample (1d8+12, DC 30)
Terrible gaze (gaze attack; -4 to attack, saves, skills and abilities, 30 ft, Will DC 30)
Create ghul (any outsiders killed rise as ghuls in 1d4 rds, controlled by Malbus)
Shake faith (if strikes divine spellcaster, Will DC 30 or shaken 1d4 rounds; 1 rd if save successful)
Speechless (can’t speak; all spell-like abilities and curses Silent)
Mastery +8
Sinkhole of evil
Spell-like Abilities
CL 20th; concentration +28
Constant – true seeing
At will – align weapon, bestow curse (DC 20), detect magic, greater teleport (self plus 50 lb of objects only), fire shield, magic circle against good, scorching ray, telekinesis (DC 23)
3/day – blasphemy (DC 25), disintegrate (DC 24), dispel magic, forcecage (DC 25), protection from energy
1/day – geas/quest
Malbus is someone I would really like to hear other people's thoughts on over the next week, since I essentially made him from whole cloth.
In the book, Vathek is a lusty and licentious man, who really, really likes to eat, likes his women (he kidnaps and essentially rapes a woman), and has an insatiable thirst for knowledge. He also loves his mother.
I've used Vathek as a base for Malbus. His backstory more or less follows Vathek's (the book is probably too obscure to give anything away to alert players through direct homage, unlike say Markov/Moreau or Strahd/Dracula), except that instead of being damned to an Arabian hell, Malbus is turned into a div. He's ram-headed and grossly fat to represent his sins of the flesh, and unable to speak with the tongues of men - as ye live like a beast, so shall ye be etc (which interestingly but completely coincidentally seems to have occurred to the Hub version of Malbus, who is a satyr).
I also emphasised both the blasphemies he perpetrates, and the breaking of the laws of hospitality, which were really important in the Middles Ages and the Middle East, and hasn't really shown up elsewhere beyond the Ghosts of Hospitality in Forlorn.
For Al-Kathos, Pharazia has a more real-world theme of religious oppression and human evil (despite Diamabel no longer being human). In contrast, I imagine Al-Kathos is more of a Seven Voyages of Sinbad/Arabian Nights/Al Qadim style domain, with genies and ghuls and exotic Persian monsters.
Malbus (the Ram-Headed, the Abomination)
(Al Kathos)
Timeline
546 BC Born on the Prime Material Plane, the Ninth Caliph of Al Kathos.
567 BC Builds the five palaces of the senses to indulge his desire in. At this point, a witch.
576 BC Breaks the laws of hospitality to steal two magical swords. Imprisons the merchant that bore them, who vanishes.
578 BC Swears service to Ahriman to power.
581 BC Sacrifices innocents to gain power.
583 BC Kidnaps and seduces the daughter of the Emir.
586 BC Breaks the laws of hospitality and blasphemes for the third time. Al Kathos forms.
760 BC Present day.
Powers Checks
Caress (Blasphemy and Violence: breaks the laws of hospitality to steal some swords: 4%; 576 BC): Becomes grotesquely fat.
Enticement (Blasphemy: swears service to Ahriman for power and knowledge: 100%; 578 BC): Half a witch level.
Invitation (Black Magic and Violence: sacrifices fifty innocents for magical power: 100%; 581 BC): Witch level +1
Embrace (Blasphemy and Violence: breaks the laws of hospitality by kidnapping and seducing the Emir’s daughter: 8%; 583 BC): Slave to his passions.
Creature (Blasphemy: breaks the laws of hospitality by striking a genie disguised as a shepherd who has been sent to redeem him, and refusing to return to piety: 100%; 586 BC): Becomes a div and darklord of Al Kathos. Speechless.
Base stats
Unique
760 BC (Current day stats)
CR 18 XP 153,600
Male Unique Div
NE Large Outsider (div, evil)
Init: +16 (Dex, feat) Senses: darkvision 60 ft, see in darkness, true seeing; Perception +34
Defense
AC 41 Touch 17 Flat-footed 33 (+8 Dex, +24 natural, -1 size)
hp 280 (10 + 23d10 + 144)
Fort +14, Ref +26, Will +21
DR 15/cold iron and good
Immune fire, poison
Resist acid 10, electricity 10
Offense
Spd 50 ft, fly 120 ft (good)
Melee Bite +31 (1d8+8 plus grab; crit 19+) plus 2 claws +31 (1d6+8 plus rend) plus gore +29 (1d10+4)
Bite +24 (1d8+22 plus grab; crit 19+) plus 2 claws +24 (1d6+22) plus gore +22 (1d10+11) with Power Attack
Ranged +36
Space 10 ft; Reach 10 ft (15 ft with gore)
S 27 D 34 C 22 I 19 W 24 Ch 27
BAB +24 CMB +33 CMD 55 (43)
Feats
Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Initiative, Improved Critical (bite), Multiattack, Power Attack, Staggering Critical, Stunning Critical, Voice of Wrath
Skills
Acrobatics +32 (24), Bluff +35 (24), Diplomacy +31 (24), Fly +25 (12), Intimidate +31 (24), Knowledge (arcana) +31 (24), Knowledge (planes) +31 (24), Knowledge (religion) +19 (12), Perception +34 (24), Sense Motive +30 (24), Spellcraft +22 (12), Use Magic Device +23 (12)
Languages
Midani*, Abyssal, Celestial, Draconic, Infernal, telepathy 100 ft (can’t speak)
Treasure
None
Special
Rend (2 claws, 1d6+12)
Swallow whole (3d6+12 plus 4d6 energy damage; can choose each round what type of energy damage it deals; can swallow up to Large creatures; AC 34, 28 hp)
Trample (1d8+12, DC 30)
Terrible gaze (gaze attack; -4 to attack, saves, skills and abilities, 30 ft, Will DC 30)
Create ghul (any outsiders killed rise as ghuls in 1d4 rds, controlled by Malbus)
Shake faith (if strikes divine spellcaster, Will DC 30 or shaken 1d4 rounds; 1 rd if save successful)
Speechless (can’t speak; all spell-like abilities and curses Silent)
Mastery +8
Sinkhole of evil
Spell-like Abilities
CL 20th; concentration +28
Constant – true seeing
At will – align weapon, bestow curse (DC 20), detect magic, greater teleport (self plus 50 lb of objects only), fire shield, magic circle against good, scorching ray, telekinesis (DC 23)
3/day – blasphemy (DC 25), disintegrate (DC 24), dispel magic, forcecage (DC 25), protection from energy
1/day – geas/quest
Malbus is someone I would really like to hear other people's thoughts on over the next week, since I essentially made him from whole cloth.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Finally, two monsters that are on the side of good, so that this thread isn't entirely hero free.
Fenhound
CR 4 (XP 1,200)
CG Medium outsider (native, Mists)
Init +2; Senses darkvision 60 ft, scent; Perception +7
Aura frightful presence (evil creatures and quarry only; frightened, 60 ft, DC 14)
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 37 (5d10+10)
Fort +6, Ref +3, Will +6
Immune kindred magic
DR 10/evil
SR 15
Offense
Speed 50 ft
Melee Bite +9 (3d6+6 plus trip)
Special Attacks
Space 5 ft. Reach 5 ft.
Statistics
Str 18, Dex 15, Con 15, Int 2, Wis 14, Cha 12
Base Atk +5; CMB +9; CMD 21 (25 trip)
Feats Endurance, Combat Reflexes, Run
Skills Intimidate +5 (1), Survival +7 (2), Perception +7 (2); +4 Survival when tracking by scent
Ecology
Environment any marsh
Organization solitary, pair or pack (3-8)
Treasure none
Special Abilities
Kindred Magic (Ex): Fenhounds are unharmed by spells from the Sun and Glory domains, and by any spell cast by a god of the moon, moors or revenge.
Quarry (Su): Fenhounds can only appear on the three nights of the full moon. Although they are creatures of the Mists, each fenhound pack has a particular swamp they consider their territory. Any creature that performs an act worthy of a Powers check within their swamp will draw their ire; the fenhounds will chase them down the next time the full moon rises. If someone else performs an evil act in the fenhounds’ swamp, or if their quarry seeks atonement, the fenhounds will seek out new quarry instead.
The quarry can also avoid them by evading their grasp by remaining far enough away from the swamp that the fenhounds can’t get within a mile of them for three successive nights of the full moon. The fenhounds can travel 50 miles in a night. On the first night of the full moon, the fenhounds must arise from their own swamp. Although they must disappear with the dawn, they are able to rest in any sizeable body of still water (such as another swamp, or lake) to begin their pursuit anew the next night. Thus, their quarry must either stay ahead of them by moving 50 miles per day, or ensure they are 150 miles from the fenhound’s swamp before the next full moon.
Any creature, regardless of alignment, who kills a fenhound becomes the new quarry of the pack, and is affected by their frightful presence.
Swampfoot (Ex): Fenhounds ignore difficult terrain in swamps, and are able to cross lakes and rivers as difficult terrain.
Fenhound
CR 4 (XP 1,200)
CG Medium outsider (native, Mists)
Init +2; Senses darkvision 60 ft, scent; Perception +7
Aura frightful presence (evil creatures and quarry only; frightened, 60 ft, DC 14)
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 37 (5d10+10)
Fort +6, Ref +3, Will +6
Immune kindred magic
DR 10/evil
SR 15
Offense
Speed 50 ft
Melee Bite +9 (3d6+6 plus trip)
Special Attacks
Space 5 ft. Reach 5 ft.
Statistics
Str 18, Dex 15, Con 15, Int 2, Wis 14, Cha 12
Base Atk +5; CMB +9; CMD 21 (25 trip)
Feats Endurance, Combat Reflexes, Run
Skills Intimidate +5 (1), Survival +7 (2), Perception +7 (2); +4 Survival when tracking by scent
Ecology
Environment any marsh
Organization solitary, pair or pack (3-8)
Treasure none
Special Abilities
Kindred Magic (Ex): Fenhounds are unharmed by spells from the Sun and Glory domains, and by any spell cast by a god of the moon, moors or revenge.
Quarry (Su): Fenhounds can only appear on the three nights of the full moon. Although they are creatures of the Mists, each fenhound pack has a particular swamp they consider their territory. Any creature that performs an act worthy of a Powers check within their swamp will draw their ire; the fenhounds will chase them down the next time the full moon rises. If someone else performs an evil act in the fenhounds’ swamp, or if their quarry seeks atonement, the fenhounds will seek out new quarry instead.
The quarry can also avoid them by evading their grasp by remaining far enough away from the swamp that the fenhounds can’t get within a mile of them for three successive nights of the full moon. The fenhounds can travel 50 miles in a night. On the first night of the full moon, the fenhounds must arise from their own swamp. Although they must disappear with the dawn, they are able to rest in any sizeable body of still water (such as another swamp, or lake) to begin their pursuit anew the next night. Thus, their quarry must either stay ahead of them by moving 50 miles per day, or ensure they are 150 miles from the fenhound’s swamp before the next full moon.
Any creature, regardless of alignment, who kills a fenhound becomes the new quarry of the pack, and is affected by their frightful presence.
Swampfoot (Ex): Fenhounds ignore difficult terrain in swamps, and are able to cross lakes and rivers as difficult terrain.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
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Re: Pathfinder in the Mists
Grim
CR 4 (XP 1,200)
NG Medium magical beast
Init +6; Senses darkvision 60 ft, low-light vision; Perception +12
Defense
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 holy)
hp 47 (5d10+20)
Fort +8, Ref +6, Will +3
Immune necromancy
Offense
Speed 50 ft (dog form); 10 ft, fly 40 ft (average) (owl form); 40 ft (cat form)
Melee Bite +8 (2d6+6 plus trip) (dog form); bite +8 (1d6+3) plus 2 claws +8 (1d4+3) (owl form); bite +8 (1d6+3) plus 2 claws +8 (1d4+3)
Special Attacks pounce (cat form only), channel positive energy 5d6 (DC 17; 3/day)
Spell-like Abilities CL 9th
Constant—magic circle against evil
Space 5 ft. Reach 5 ft.
Statistics
Str 16, Dex 16, Con 19, Int 12, Wis 14, Cha 14
Base Atk +5; CMB +8; CMD 21
Feats Alignment Channel (evil) B, Channel Smite, Power Attack, Improved Initiative
Skills Fly +9 (3) Intimidate +5 (3), Knowledge (history) +2 (1), Perception +12 (3), Sense Motive +11 (3), Stealth +8 (2); racial modifiers +4 Perception, +6 Sense Motive
Ecology
Environment any land
Organization solitary
Treasure none
Special Abilities
Change shape (Su): A grim can assume one of three forms: a huge black hound, a great horned owl, or a sleek black panther. It determines at sunset which form it will take, and must stay in that form until the following dawn.
Detect corruption (Su): Grims are immediately alerted if an undead or an evil outsider come within 60 ft of it, or enter its warded area. They are also able to detect those who have failed Powers checks with a 20% chance per failed Powers check. They may make the check each time the creature enters their area of detection, and they remain able to detect them for as long as they remain in the area.
Howl (Su): As a standard action, the grim can howl (or shriek or yowl). Any evil creature within 100 ft must make a Will save (DC 14). If successful, they are shaken for 1d6 rounds; if they fail, they are frightened for 5d6 rounds. They cannot be affected by that grim’s howling for 24 hours.
Nocturnal (Ex): A grim is invisible and intangible during daylight hours. It remains aware of any events in its warded area during the day. When it reforms at dusk, any hit point damage or ability damage or drain is restored.
Warded area (Ex): Grims are created to guard particular areas, such as churchyards, tombs and so on. The area must be a specific location with (at the time of creation), clear boundaries. The grim is unable to leave this area, but will guard it for eternity (continuing their vigil long after any structures or fences marking the area have crumbled to dust).
CR 4 (XP 1,200)
NG Medium magical beast
Init +6; Senses darkvision 60 ft, low-light vision; Perception +12
Defense
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 holy)
hp 47 (5d10+20)
Fort +8, Ref +6, Will +3
Immune necromancy
Offense
Speed 50 ft (dog form); 10 ft, fly 40 ft (average) (owl form); 40 ft (cat form)
Melee Bite +8 (2d6+6 plus trip) (dog form); bite +8 (1d6+3) plus 2 claws +8 (1d4+3) (owl form); bite +8 (1d6+3) plus 2 claws +8 (1d4+3)
Special Attacks pounce (cat form only), channel positive energy 5d6 (DC 17; 3/day)
Spell-like Abilities CL 9th
Constant—magic circle against evil
Space 5 ft. Reach 5 ft.
Statistics
Str 16, Dex 16, Con 19, Int 12, Wis 14, Cha 14
Base Atk +5; CMB +8; CMD 21
Feats Alignment Channel (evil) B, Channel Smite, Power Attack, Improved Initiative
Skills Fly +9 (3) Intimidate +5 (3), Knowledge (history) +2 (1), Perception +12 (3), Sense Motive +11 (3), Stealth +8 (2); racial modifiers +4 Perception, +6 Sense Motive
Ecology
Environment any land
Organization solitary
Treasure none
Special Abilities
Change shape (Su): A grim can assume one of three forms: a huge black hound, a great horned owl, or a sleek black panther. It determines at sunset which form it will take, and must stay in that form until the following dawn.
Detect corruption (Su): Grims are immediately alerted if an undead or an evil outsider come within 60 ft of it, or enter its warded area. They are also able to detect those who have failed Powers checks with a 20% chance per failed Powers check. They may make the check each time the creature enters their area of detection, and they remain able to detect them for as long as they remain in the area.
Howl (Su): As a standard action, the grim can howl (or shriek or yowl). Any evil creature within 100 ft must make a Will save (DC 14). If successful, they are shaken for 1d6 rounds; if they fail, they are frightened for 5d6 rounds. They cannot be affected by that grim’s howling for 24 hours.
Nocturnal (Ex): A grim is invisible and intangible during daylight hours. It remains aware of any events in its warded area during the day. When it reforms at dusk, any hit point damage or ability damage or drain is restored.
Warded area (Ex): Grims are created to guard particular areas, such as churchyards, tombs and so on. The area must be a specific location with (at the time of creation), clear boundaries. The grim is unable to leave this area, but will guard it for eternity (continuing their vigil long after any structures or fences marking the area have crumbled to dust).
- Rogold Gildenman
- Agent of the Fraternity

- Posts: 94
- Joined: Sat Jan 18, 2014 10:18 am
Re: Pathfinder in the Mists
Master Naylor, thank you kindly for your courteous answer and for your patience with my presumptuousness; in answer to your remark about Powers Checks, I must freely admit that was added to the post more to see if I could pique your interest in presenting more Heroic Characters (let me put things mildly - I LOVE Heroes; not anti-heroes, not just heroes but capital-H defenders of the defenceless, so much so that I'm more interested in the Harker Hunt than I am in Count Dracula!), since your villains are so Magnificent a collection of you-can-guess-what that I feel the Fraternity can only stand in grave peril unless equally excellent heroes are put into this thread to stop them!
Please forgive me for any nuisance on my part.
Please forgive me for any nuisance on my part.
- Rogold Gildenman
- Agent of the Fraternity

- Posts: 94
- Joined: Sat Jan 18, 2014 10:18 am
Re: Pathfinder in the Mists
One more thing; whom do you think I would be most sensible to address my queries to regarding a re-stat of the Sample PCs from Module I-10? (for some reason I've taken a shine to these do-gooders and am trying to work out how they might look their best for Pathfinder, since I find it easier to translate them into that system than 4e D&D).
- The Giamarga
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Re: Pathfinder in the Mists
Nemesio's PF NPCs thread could be the right place. He is taking requests I think and he's a prolific self proclaimed obsessive statter.
Or you could start your own conversions in your thread. Are you familiar with the Pathfinder system? The Pathfinder rules are available online here. If you're familiar with 3E the rules shouldn't be too different and the PF core rules is available for $ 10 in pdf form.
You could also post 3.5E conversions in my old 3E NPCs thread.
Or you could start your own conversions in your thread. Are you familiar with the Pathfinder system? The Pathfinder rules are available online here. If you're familiar with 3E the rules shouldn't be too different and the PF core rules is available for $ 10 in pdf form.
You could also post 3.5E conversions in my old 3E NPCs thread.
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Ryan Naylor
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Re: Pathfinder in the Mists
Giamarga's right; start your own thread or reanimate one of the other two. I'm sure between us we can come up with something satisfying.
A reminder: I would like feedback on Malbus. Particularly as regards the character sketch (sketchy as it is).
A reminder: I would like feedback on Malbus. Particularly as regards the character sketch (sketchy as it is).
- Joël of the FoS
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Re: Pathfinder in the Mists
Malbus is quite a big cookie
Background summary and stats seem coherent.
Why did he became speechless?
Background summary and stats seem coherent.
Why did he became speechless?
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
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Ryan Naylor
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Re: Pathfinder in the Mists
It's from Vathek - he lets his animal passions and sinfulness overcome him, so he loses the ability to speak as a man.
- Nemesio
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Re: Pathfinder in the Mists
Malbus actually is from Al-Qadim! His native language is Midani! Cool darklord and curse... Too bad I've never heard of Vathek. As a fan of classic horror, I'll have to look him him up...Ryan Naylor wrote:It's from Vathek - he lets his animal passions and sinfulness overcome him, so he loses the ability to speak as a man.
- Joël of the FoS
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Re: Pathfinder in the Mists
thanks.
In your posted summary, a while ago, you had "Hearth Gods"
I don't think this was covered ?
In your posted summary, a while ago, you had "Hearth Gods"
I don't think this was covered ?
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
- Joël of the FoS
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Re: Pathfinder in the Mists
Wait, found it!
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
- Rogold Gildenman
- Agent of the Fraternity

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Re: Pathfinder in the Mists
Glamarga, Mr Naylor, thank you very kindly - I had better get my mental image of The Heroes of Gryphon Hill properly worked out so that I can do them credit!
(After all why should the VILLAINS get all the character development? - besides the 'Draco in Leather Pants/Dracula' effect, more unique storytelling opportunities than those offered by ANOTHER band of unlikely Heroes, the success of some rather classic works of genre fiction, a successful Setting built on their Awe-Inspiring EVIL … I'll stop there before something tempts me into ignoring these already frequently-ignored Heroes).
For the record I'm not entirely sure WHY I have taken such an interest in the Sample PCs (surely the most redundant addition to the model), although I confess that digging up obscure heroes, then trying to make them cool or even just interesting and a bit more useful seems to be a hobby of mine: oddly it has only just struck me that my attempts at character resurrection fit me for the Land of Mists!
(After all why should the VILLAINS get all the character development? - besides the 'Draco in Leather Pants/Dracula' effect, more unique storytelling opportunities than those offered by ANOTHER band of unlikely Heroes, the success of some rather classic works of genre fiction, a successful Setting built on their Awe-Inspiring EVIL … I'll stop there before something tempts me into ignoring these already frequently-ignored Heroes).
For the record I'm not entirely sure WHY I have taken such an interest in the Sample PCs (surely the most redundant addition to the model), although I confess that digging up obscure heroes, then trying to make them cool or even just interesting and a bit more useful seems to be a hobby of mine: oddly it has only just struck me that my attempts at character resurrection fit me for the Land of Mists!
- Joël of the FoS
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- Location: St-Damien, Québec
Re: Pathfinder in the Mists
You didn't base your Malbus on the one found on Mordent Cartography site, or on one in the RL wiki entry for Malbus.
But given his fiendish heritage, I believe you are the closest to what we know of him.
Found a copy of The History of Caliph Vathek, didn't know this one, so I will read it and get back with comments.
Joël
But given his fiendish heritage, I believe you are the closest to what we know of him.
Found a copy of The History of Caliph Vathek, didn't know this one, so I will read it and get back with comments.
Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
- The Giamarga
- Evil Genius

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- Joined: Wed Jan 19, 2005 7:11 pm
- Location: wandering
Re: Pathfinder in the Mists
Are you aware of the Rog6/Wiz8 stats for Inza in the Dragon #351 article by Jim Lowder ?Ryan Naylor wrote:Inza Magdova Kulchevich (Sithicus)
Female Vistani (Vatraska) Rogue 4/Witch 6
[It is missing in the Drawing room Dragon index for Ravenloft articles btw...]Ravenloft: The Shadows of Sithicus, by James Lowder - The World Serpent Inn does open in Ravenloft, though always randomly, and only for a night (and even then, darklords can never enter). This article covers Sithicus in the wake of Lord Soth, covering the various locations in the domain, as well as the Guilt of Sithicus effect. Three adventure ideas are given, and are followed by full stats for the new darklord of the domain, Inza. Sidebars cover a random domain table to determine where the World Serpent Inn appears for a night (oddly, the Burning Peaks are listed here), the Blessed Knight (the idealized good Lord Soth who remains in Sithicus), and a lesser artifact: the memory mirror.
--from a thread on ENWorld
