Cliff giant culture seems to owe inspiration to the various
pictogram-painting and petroglyph-carving tribes of the American Southwest. (If that wasn’t already clear from the
description, check out Roberto Pitturru’s art in the Bestiary 4.) So PCs
will likely be aware of cliff giants
in the general sense from a great way off. Actually encountering the giants themselves will take more
work, because while they are benevolent in nature (neutral good, in game
terms), cliff giants prefer their solitude and live in difficult-to-reach
terrain.
Still, if an adventuring party’s luck goes bad in the
badlands, a cliff giant family capable of casting cure moderate wounds might be a godsend. And a cliff giant’s other abilities make them the consummate
guides, able to handle animals, know
direction, speak with animals, commune with nature, stone shape away rock falls, and even detect poison in the local watering holes. Got a bulette or purple worm
problem? Thirty feet of tremorsense
will at least give you a split-second of warning.
That’s assuming PCs recruit cliff giants as allies. Just because they’re neutral good, that
doesn’t make cliff giants automatically friendly. On the contrary, they can be quite enthusiastic defenders of
their solitude, and the territory they demarcate as off-limits can cover a wide
swath indeed.
Shapeshifters move
among the pueblo folk of Fire Canyon—strange aberrations resembling an
Advanced, desert variety of faceless stalker. Tales tell of a cliff giant family who used to guard the
canyon from such evils, and village elders discreetly send adventurers to find
them. Detecting their approach,
the cliff giants rig traps along the route and send animals to harry them. Their intent is not malicious, but they
are determined to prove the adventurers are humanoid by judging their
reactions—and by what color they bleed.
A cliff giant shaman
has fallen to evil, listening to fell whispers on the wind that would drive
even a yeti mad. Already the
glyphs he paints along the cliffs seem to writhe in agony and bloodlust. Members of his clan feel they cannot do
anything about him—to harm a shaman is taboo, and besides, he is related to all
of them by blood—but outsiders may.
Ending the threat he poses will be no easy task, however. In addition to being an oracle, like
all his kind he is a savvy mountaineer.
Worse still, the powers he now worships have sent two rift drakes to aid
him.
Adventurers traverse
the badlands in a mammoth-like clockwork walker when cliff giants attack
them. If parley can established,
the reason for the assault becomes clear: The adventurers’ walker too closely
resembles the machines poised to destroy the cliff giants’ home. The giants’ home range is being bored
through by great smoke-belching tunneling machines, clearing the way for
something called an “arcanomotive.”
—Pathfinder Bestiary 4
126
There’s going to be a lot of clockwork happening for the next
two weeks, so I thought I’d get started early.
Meanwhile…we’re back!
Thank you again for your patience.
Not having to blog gave me some much-needed breathing room during a
really stressful week and a half.
I’m excited to be back, though (and yes, I will get to any delayed
entries as soon as I can). Thanks
also to everyone who subscribed or reblogged in the meantime—you really kept
the blog’s momentum going.
Since this is a Pathfinder-centric page, I'd be remiss if I
didn’t mention that at time of writing Paizo has a pretty major sale on right
now. Since I buy role-playing game books the way most people by food, if you’re
looking to get the most bang for your buck I put some recommendations up over on Reddit for you to peruse.
Monster blogger spins songs from Monster! That’s almost a palindrome right there.
I was back on the air this week, playing new music, training
new DJs, and celebrating the 20th anniversaries of R.E.M.’s Monster and the Cranberries’ No Need to Argue. Listen!
(Link good till Friday, 10/10, at midnight. If the feed
skips, Save As an mp3 and enjoy in iTunes.)
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