It’s a miracle my interest in D&D survived my first play
session—in one of those classic situations that can only happen in fourth or
fifth grade, my DM refused to give me any guidance on equipping my character,
leaving me to face, if I recall correctly, Cerberus and Zeus armed only with a
club. I was not pleased to be handed a
d4 and told I had picked the worst weapon in the game.
But said awful DM was in my Cub Scout troop, and on one of
our first campouts he brought Dragonlance
Adventures. I still remember sitting
in his tent skimming page after page until I came to the chart about tracking
the phases of the moon for your magic-user.
That kind of detail was totally my jam—so much so that I almost forgave
him the club incident. Almost.
So needless to say, I dig Bestiary 5’s moon giant. (In
fact, if anything I wish its waxing and waning lunar auras were dependent on the phases of the moon,
because I’m weird like that.) I like the
idea of notions like a bad moon rising having consequences in how an encounter
plays out. I like the little touches of
theming that went into the stats (control
water tucked in among the spell-like abilities for divination and
communication was a nice touch). And who
doesn’t love an ability like Impact Crater, which is both evocative in itself
and has an actual effect on the terrain?
All in all, a nice marriage of flavor and abilities for an unusual giant
type.
While attempting to
decipher the glyphs of an ancient stone calendar, adventurers inadvertently
wake the magic in the rocks. This opens
a secret door to a cavern complex they can explore…but it also summons three
moon giant cults to conclave. When the
adventurers return to the surface, the moon giants demand that they participate
in the giantmoot—they put out the call, after all. If the adventurers are perceived to be
shirking their duties, the giants attack.
The moon giants of
Imar originated on the moon. They
are the descendants of explorers who became trapped on Imar, their gate magic inexplicably failing them on
the return trip. For the most part they
have accepted their lot, but recently a lunar dragon’s tales of some vague
calamity befalling the moon giants’ ancestral capital has had the tribes
clamoring for some method—any method—to return home. This has led to otherwise peaceable moon
giant clans suddenly consorting with shantaks, witchwyrds, and worse.
Moon giants on worlds
with more than one moon tend to physically favor one particular
satellite—for instance, an individual giants’ skin may be more of a bluish or
reddish cast to reflect the terrain of the particular moon he was born
under. These giants still feel the pull
of all the moons, however. Often this
makes them more gifted in oracular powers than ordinary moon giants, but also
far more likely to fall sway to the influence of a bad moon and other dire
astrological combinations.
—Pathfinder Bestiary 5
122
I now own Dragonlance
Adventures. (I bought it earlier
this year.) I should write a “Books of Magic” installment about it sometime.
Also, I think my Cub Scout DM did let me have a dire wolf
puppy, so he wasn’t all bad.
It’s Tuesday night's radio show! I used Belle and Sebastian's
"Mayfly" as a springboard for a two hours of shimmery twee pop and
other delights. Plus new music, Jagwar
Ma and Cymbals Eat Guitars, and 10 years of Tegan and Sara's The Con. Stream or download it now till Monday,
07/31/17, at midnight.
There is a precedent for fighting Cerberus armed only with a club. https://en.wikipedia.org/wiki/Cerberus#/media/File:Hercules_and_Cerberus_LACMA_65.37.151.jpg
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