Showing posts with label philosopher. Show all posts
Showing posts with label philosopher. Show all posts

Monday, December 4, 2017

Greyhame Mountain Dungeon 12.5

During the same week that Kord ventured forth alone to the Howling Tower, Blackleaf sought out Lailith, high-level cleric of St. Ursula, and the two were seen rising from the grounds of the Shrine of St. Ursula on the back of a flying broomstick and set out toward the east where looms the silhouette of the Greyhame Mountain ... but even as they set out, the sky darkened ominously with the beginnings of a summer storm ...


28 November's Roster:
Blackleaf (Elf 3)
Lailith (cleric 8)


A number of people in town, especially fellow adventurers at the Black Dragon's Meed regaled by Mizer with the tale of his adventure with Blackleaf, have heard that Blackleaf was confused and somewhat distressed by the reactions of others to the news that she had beaten and robbed the philosopher turtle; and moreover, for several days, she was seen speaking at length with Lailith at the Shrine of St. Ursula, especially concerning the nature of goodness, and how an Elf might acquire a soul.

So it was generally presumed that this setting-out of Lailith and Blackleaf together had something to do with seeking restitution for the turtle.

As they flew off, people noted the ominously storm-yellow skies which gradually darkened until the afternoon seemed evening, and the evening was pregnant with darkness until ultimately lightning flashed, thunder rolled, and heavy summer rains were unleashed below. This seemed to bode ill for a pair riding the back of a broomstick, but nothing was seen of the twain straggling back to town--where they killed by a stray thunderbolt? Pressing on regardless?

The rains continued for the rest of the week--and four days after first setting out, Lailith, wild-haired and weather-beaten returned to Brakeridge, supporting a badly drained and injured Blackleaf on the back of her broomstick. The twain descended to the grounds of the Shrine of St. Ursula; a few of the devoted congregants who have been won over by Lailith's constant ministrations of healing and curing of diseases saw the pair enter into the shrine, and Lailith make room for Blackleaf to rest in Lailith's own humble cell.

Some few rumors were learned by these devoted at this time, which of course spread through town after being spread to the local watering holes (though nothing like the boisterous regalings of adventurers returning to town flush and ready to spend and drink and boast all night long).

The pair did indeed seek the turtle-philosopher in the pool of the Brokenbrand Falls, and they found him, and Lailith cured him of his last hurts. They learned that his name is Khelonius, and that he was brought to the falls by Caliburn, third of the five Bronding Kings, and bedizened in recompense for his excellent learning and playing of chess with Caliburn and his sons.

Moreover, they seem to have won a truce at least, and perhaps a chance at forgiveness for Blackleaf, if she can bedizen him with new jewels ("Not that I'm vain," Lailith quotes Khelonius, rolling her eyes slightly, "but they were gifts of some sentimental value ...")

No, Blackleaf was not slain by the turtle; rather, she and Lailith disturbed the crown of the skeleton throned above the pool, and a party of misty-ghostly knights rose up and challenged for possession of the crown. Blackleaf was slain by their cold misty swords, but fortunately, Lailith was able to raise her. Now Blackleaf requires one full week of rest before she can do any further adventuring, and so she will likely miss the next expedition to the Greyhame Mountain Dungeon.

That's all the devotees can gather before they're shooed away. Blackleaf needs her rest, Lailith admonishes them, and shuts the door behind her to let Blackleaf rest while she herself goes forth to lead the evening round of prayers in her shrine.

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Remembrance for the Fallen
Hot Dog (mastiff), Cross (mastiff), Orion II (lion dog), Bacon (boar hound), Tore (half-orc fighter 1/cleric 1), Jimmy the Snitch (dog), Orion (lion dog), Harambe (man-ape 1)

And for those Enchanted Away
Dol (fyrdman hireling)


Friday, November 3, 2017

Turtle Philosophers



Morla, alas, came to the ultimate conclusion that
nihilism is the only true philosophy

(thanks to Arnold K. at Goblin Punch with his Tortoise Tsardoms for some inspiration here)

Turtles can live for quite a long time (or more particularly tortoises, I suppose, but whatever), and the longest lived can survive for many centuries, especially those in fey or magical environments. Those that live for such a time have a penchant for long, deep thinking, and ancient memories, and put together can become philosophers of the highest order.

No particular turtle species necessarily produces such philosophers--ancient snapping turtles in the swamps, thousand-year-old tortoises on a desert island, sea turtles grown so old and large that they resemble islands, perhaps even dragon turtles! can all become philosophers--but those grown from the lesser species of turtle have the following stats:

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Turtle Philosopher

HD 6
AC 2
THAC0 14 (for those who use it)
Attack 2-8
Morale 6 (they don't generally like violence)


Philosophize -- Turtle Philosophers obviously have a deep and abstruse understanding of the world and of philosophy, and to make their particular systems of thought even more esoteric, they often inherit or invent recondite terminologies for the various phenomena of philosophy (from long-remembered conversations with errant magic-users and Elves, perhaps). By making a great speech of these arcane understandings, a Turtle Philosopher may choose to confuse, put to sleep, or even charm characters (according to the rules for those spells, confuse, sleep, or charm person).

This ability may be used 3/day, OR without limit so long as the referee continues to spout semi-coherent philosophical arguments, explanations, or minutiae. Characters save against petrification (of thought--so a wisdom or will save for later systems), and must save at -2 if the referee manages to scrounge up something of an actual philosophical oration. But IF a player/character responds by actually engaging with the diatribe, perhaps nitpicking terms or drawing out implications, that character saves automatically, and grants a +2 on his or her comrades' saves.


Sagacity -- Furthermore, if some kind of a rapport can be developed with a Turtle Philosopher (what do they want?--new philosophies to ponder, answers to old philosophical problems, maybe something so mundane as the banishment of a nasty old troll from the local swamp-neighborhood), the Philosopher can act as a kind of sage for the player/characters. That means that for 1-6 questions per favor granted it, the Philosopher can deeply ponder and delve into memories, and produce a reasonable sagacious answer for each within 1-4 weeks. This includes identifying magic items, another thing sages do in my game.

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Alas for some of the swamps inhabited by such a creature, the turtle becomes a Turtle Philosopher-King, obsessed with its own vision of an ideal society, which it attempts to foist onto its fellow citizens of the swamp (or desert island, or what have you). The Philosopher might also have a strange obsession with universal ur-shapes, geometry, or mathematics.

You all know how it ends when Yertle envisions
himself as the philosopher-king of his swamp ...

Turtle Philosopher-Kings have the same stats as their merely philosophizing kin, but they invariably attract some kind of following:

1) a School of 2-12 would-be Turtle Philosophers who are all HD 3, cannot yet spout philosophy, and who follow their Philosopher-King's commands absolutely

2) a Republic, somewhat along the lines laid out by the Philosopher-King, with 1-6 would-be Turtle Philosophers (as above), 4-16 lizardmen or bullywug Guardians, 2-12 Craftsmen, possibly forest gnomes, and 5-30 slaves, likely goblins, gripplis, etc.

3) a Cult of 5-30 lizardmen or bullywugs who worship the Philosopher-King as a reptile god and who offer semi-regular tribute

4) a Circle of 20-200 myconids whose "King" has found a deep rapport and companionship with the Turtle Philosopher-King

5) a Dragon (or Dragon Turtle) who has taken the Philosopher-King on as a kind of "court philosopher" in its lair, and to entertain its own ancient memory

6) an Imp who literally plays "Devil's Advocate" for the Philosopher-King's arguments; their cantankerous rapport is like two old men who regularly argue for argument's sake

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Regardless as to whether it is a mere Philosopher or Philosopher-King, Turtle Philosophers sometimes attract semi-regular petitioners as a kind of oracle--or as a sage, approached by individuals seeking knowledge. Such petitioners might include:

1) peasants come seeking some kind of oracle from the Turtle-Philosopher

2) a magic-user (or an apprentice of some greater wizard-lord) come asking for advice concerning a spell, a magic-item's formula, or a magical component

3) an adventuring party seeking sagacious advice, about a dungeon or a monster, say

4) a troupe of Elves come to pay respects to an old friend, swapping old in-jokes, treading out old gossip, and sharing new rumors

5) a congress of the local animals--baboons, or finches, or a school of trout--come to ask advice about some dispute in their own affairs

6) a cleric looking for old dirt on a rival cult

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Lastly, for the Greyhame Dungeoneers, there is an old legend that the Bronding kings and their naiad friends invited a Turtle-Philosopher to the waters above the Brokenbrand Falls to dwell there as a kind of court philosopher. The legends tell of a gem-and-gold-encrusted shell bequeathed by gracious sovereigns, and quibble about whether Brondr himself or one of his successors brought the dubiously named philosopher "Chelonius" to the falls.

Legends differ as to whether this particular Turtle-Philosopher preferred playing chess against the kings, or expounding on epistemology.