Tuesday 14 November 2017

Gigaku Demons [Work in Progress]

These evil spirits manifest themselves as pitch black, semi-corporeal figures who move with an unusual dance-like grace and wear face masks which are distinctly corporeal - one might say hypercorporeal - in the vividness of their colours and the way those colours seem to burn themselves into the retina like lights. Through the eye holes stare very human-looking eyes.

If the mask is ever removed the spirit is banished; this can be done by making a successful grappling attack with both hands and then winning a straight STR check against STR 16. The spirit is instantly extinguished from this world, never to return.

If a human being wears one of the masks then they gain the ability to invoke the relevant magical abilities of the spirit owner, but the mask cannot be then removed - doing so results in the wearer's instant death. The wearer's speech, vision and hearing are restricted and he is at a permanent -4 penalty to initiative rolls, DEX checks, reaction dice, and any dice roll requiring clear sight, speech or hearing.

Some of the gigaku demons also carry additional corporeal paraphernalia with magical or non-magical effects. Their use does not have the same drawbacks as wearing the masks.

The gigaku demons are as follows:

Governor of the Way: A male figure wearing a mask with a tall black head dress and long silk sheets flowing down the back like a cape. He can open and close portals at will, and force up to 15 HD of enemies to dance uncontrollably in a procession in any direction for 400 yards, 3 times per day. Victims are allowed saving throws if this would force them off cliffs or into water or other clearly life-threatening scenarios. He also carries a war fan which can be used to send messages over long distances; the user whispers his message and then flips the fan around back-to-front, and this sends the message to the desired target as long as he or she is in eye-shot.

HD 7, AB +8, AC 16, #ATT 2 (War fan 1d4+2, Tetsubo 1d6+2), Move 120 

Lion with Tamers: One of these figures wears a big, bright red lion mask with staring eyes and a grinning snarl. From the back of the mask flows a vivid blue cape which swirls behind the Lion as he dances and capers. His two companions wear brown head masks with ruddy red cheeks and carry poles with hoops on the ends; they attempt to capture the Lion but never succeed. The Lion can bestow curses three times per day, and the Tamers can remove them and all other maledictions, likewise three times per day. The Tamers' weapons protect them from any attack by a wild beast, making them impervious to harm from teeth and claws; they function as lassos. 

If encountered, both Lion and Tamers will plead for aid in defeating the other. Each will immediately betray the PCs as soon as they make a choice, attacking from behind when combat is joined.

Lion: HD 4, AB +5, AC 14, #ATT 2 (Bagh nakh 1d4+1 x 2), Move 120
Tamers: HD 2+2, AB +3, AC 14, #ATT 1 (Lassoo), Move 120

Duke of Wu: A mask portraying a stylized vision of a Chinese nobleman, with a black cap, placid features, and a supercilious beatific smile. The shade-like figure wearing it walks serenely back and forth with folded arms, taking small graceful steps and gazing about itself with an arrogant air. 

The Duke of Wu can cast charm person once a day, hold person three times a day, confusion three times a day, suggestion three times a day, and feeblemind three times a day.

HD 7, AB +3, AC 14, #ATT 1 (Cane, 1d4), Move 120

Wrestler and Strongman: Two figures who are always seen together, guarding the Duke of Wu. Their semi-corporeal forms are big and somehow hulking; the first wears a top-knotted mask with jowls, the second a brutish bald visage. The Duke of Wu may amuse himself by offering gold, magic items and so on to anyone who can beat either of his guards in a grappling bout; beforehand the challenger must also put forward a valuable item as a "stake". The Duke of Wu's stakes are:

1 - A random magic item
2 - A random 'special' treasure
3 - A random gem stone
4 - A random item of jewelry

The Wrestler and Strongman both have STR 18.

HD 5, AB +6, AC 15, #ATT 1 (Sumo rush 1d6+2), Move 120

Old Widower and Old Widower's Child: the former is a bent, warped shade wearing a narrow-faced head mask from which are draped long, frail-looking wisps of grey hair and moustaches. The latter is thin, as though an adolescent; his mask is smooth, red-cheeked, and has a bowl-like shock of shortish black hair. 

These spirits claim their wife/mother was stolen from them by the Duke of Wu, who forced her to suicide when he tired of her. They will say that they seek help in gaining revenge, in return for the granting of a boon which they will bestow on the most powerful of their future helpers. But the "boon" in fact binds the recipient to the Old Widower and his Child in perpetual service; it is a geas which they cast on the recipient as he bows before them, binding him in perpetual servitude and causing him to die if his new master is destroyed. The Old Widower and Child will use their new servant to amass wealth, sending him out into the world to bring them gold and silver. This geas can only be undone by a powerful magician using a remove curse spell.

The Old Widower can also cast Command, Glyph of Warding, Sticks to Snakes, and Insect Plague three times a day.

Old Widower: HD 3, AB +2, AC 12, #ATT 1 (Stick 1d4), Move 90
Old Widower's Child: HD 2, AB +1, AC 12, #ATT 1 (Tanto 1d4) Move 120

Garuda: a lithe humanoid figure wearing a mask depicting the divine bird-man of legend - a sharp yellow hooked beak, like a scimitar, and a vast semi-circular head-dress of colourful foot-long feathers extending all around the top of the skull. In each hand it carries a Karambit of Sharpness. It acts like a predatory bird - rapacious, intelligent, perceptive, implacable.

The Garuda is only interested in hunting, stalking and killing.

HD 7+3, AB +9, AC 16, #ATT 2 (Karambit 1d6+2 x 2 [special]), Move 120

Chinese Maiden: a diminutive, sylph-like form maintaining her elegant movements despite her tiny crushed feet. Her mask's features are thin, expressionless, and cold; a long braid of hair hangs down from the back almost reaching to the ground.

The Chinese Maiden is pursued everywhere by the Drunken Persian King and his Followers (see below); she is almost never seen without them being within earshot. The Drunken Persian King longs for her hand in marriage; she will never give it, but will call on him for aid without compunction.

The Chinese Maiden undertakes to marry anybody who can bring her a blue rose. She can cast ESP, Audible Glamer, Phantasmal Force, Stinking Cloud, Confusion, Fear and Passwall, all once per day.

HD 3+3, AB +1, AC 12, #ATT 0, Move 120

Drunken Persian King with Followers: A corpulent figure with exaggerated movements demonstrating the strange agility intoxication can bring. His mask has a long beard of horse hair and a tall gaudy brass hat. He carries a gourd from which he occasionally takes a swig; it never runs out of its contents and instantly intoxicates anybody drinking from it (-4 to all dice rolls) for 12 hours. The Drunken Persian King is accompanied everywhere by 12 followers, all of whom wear crude masks with incompetently-carved features.

The Drunken Persian King is a suitor of the Chinese Maiden. He and his followers are always loitering near her so that if she looks their way they can demonstrate the King's virtues as a husband. This might involve showing he can knock his followers over, lift them above his head, leap over them, and so on. 

Drunken Persian King: HD 5, AB +6, AC 14, #ATT 1 (Sabre 1d8), Move 120
Followers: HD 2, AB +3, AC 14, #ATT 1 (Halberd 1d8), Move 120

Monk: A small stooped figure carrying a gnarled cane and a begging bowl. His mask is bald, and lined with deep exaggerated wrinkles cut into the wooden "flesh".

The Monk begs for money for sustenance, holding out his bowl. Nobody he asks for money can resist giving him all of the coinage which they have about their person. This they deposit in his apparently bottomless bowl. The money is transported to the Monk's grotto, where he retreats each evening; there is always 2d1000 gold pieces' worth of random coinage in this cave.

If the Monk is attacked or his bowl stolen, it is revealed to be empty.

The Monk's cane can be used to cast Teleport three times per day.

HD 2+1, AB +1, AC 12, ATT 1 (Cane 1d3), Moe 90

3 comments:

  1. I just want you to know you are my favorite blogger. The fantasy you weave clicks with me.

    ReplyDelete
  2. That's some very good stuff. One of the characters in my Yoon Suin Campaign is from Xian, I could import some of this as a foe from back home...

    Ancalagon

    ReplyDelete