Strolen\s Citadel content. 
30 Quick NPC Personalities
NPCs  (Extras)   (Travelers)
Dossta's comment on 2010-11-01 04:13 PM


46.  The Militant -- Speaks in short, clipped military tones.  Clothes are crisply ironed, boots (if any) polished to a military shine.  If faced with a problem, will suggest solutions in terms of tactics and strategy, even for mundane situations ("If the first line of persuasion fails, you may want to employ intimidation maneuvers").



47.  The Pacifist -- Hand-wringer.  Always squirms at the mention of violence and will attempt to suggest an alternative.  ("Oh dear, you don't really want to kill him . . . do you?").  If intimidated or confronted with a harsh manner, this NPC has a tendency to flutter their hands impotently while looking towards others for help.

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30 Quick NPC Personalities
NPCs  (Extras)   (Travelers)
Dossta's comment on 2015-12-28 03:06 PM
48. The Silent -- speaks rarely, often in monosyllabic grunts. Will never use a word when a look or a gesture will do. Could be actually mute, or may have taken a vow of silence.

49. TheTalker -- Won't. Shut. Up. They are a constant assault on the ears, moving from topic to topic while barely pausing for breath, much less for outside comment. Will continue talking to themselves, the cat, or even inanimate objects if left alone. Go to Comment
30 Quick NPC Personalities
NPCs  (Extras)   (Travelers)
Dossta's comment on 2015-12-28 03:08 PM
Pretty good, could definitely use one two on a single NPC to make them feel more rounded.

Commented on for the Commenting Challenge

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Living Stones
Lifeforms  (Intelligent Species)   (City/ Ruin)
manfred's comment on 2007-10-01 03:03 PM
Removed the rn's (might be an interface error), still it could handle a couple more newlines. But back to the submission itself:

A wizard's tower, that is a hive mind is a nice piece of chrome in itself, and you just have to wonder what happens, if something goes wrong - if the hive starts to dislike a visitor without an apparent reason, or even its master; or it could love its master too much and hinder him from leaving. Or what if it accidentally picks up the master's nightmare, and obeys. And what if he dies?

(Oh, and don't forget to link this to your dungeon post, via 'Suggest a submission'.) Go to Comment
Living Stones
Lifeforms  (Intelligent Species)   (City/ Ruin)
Maggot's comment on 2007-10-04 11:23 PM
Only voted Go to Comment
Living Stones
Lifeforms  (Intelligent Species)   (City/ Ruin)
Murometz's comment on 2007-10-02 09:52 PM
This is interesting. Its almost like an amalgamation of certain creatures and 'magic rocks' of yesteryore, rather than a 'new' unique critter, but its clever, and offers interesting possibilities. Thumb up. I like the creation process; slugs, bees, etc.

Nice. Go to Comment
Living Stones
Lifeforms  (Intelligent Species)   (City/ Ruin)
valadaar's comment on 2007-10-01 01:35 PM
The concept is interesting, though a bit rough in places.

You mention in Defences that they have feathers, but main description early on indicates they look like stone blocks. There are a couple of rn errors as well that spellcheck should pick up. In addition, apostrophes are missing in a lot of places. Go to Comment
Living Stones
Lifeforms  (Intelligent Species)   (City/ Ruin)
Thewizard63's comment on 2007-10-01 04:25 PM
Updated: I've changed some of the wording in attempts to make it clearer. (there were never any feathers, i was just trying to evoke the image of ruffling of feathers.) Thank you for the feedback. I hope this improves the submission Go to Comment
Living Stones
Lifeforms  (Intelligent Species)   (City/ Ruin)
herrozerro's comment on 2010-11-14 09:08 AM


Only Voted


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St. Nathanial - Harbinger of Doom
Dungeons  (Swamp)   (Rooms/ Halls)
manfred's comment on 2007-09-27 05:04 PM
(Yes it is quite rushed, but there is still time to improve it. Note: the first room is not finished at all, that should be definitely fixed.) Go to Comment
St. Nathanial - Harbinger of Doom
Dungeons  (Swamp)   (Rooms/ Halls)
valadaar's comment on 2007-10-30 02:45 PM
Planning on fixing this up? Go to Comment
St. Nathanial - Harbinger of Doom
Dungeons  (Swamp)   (Rooms/ Halls)
valadaar's comment on 2008-04-21 08:51 PM
This still needs a lot of polish. This really should be put in work. Go to Comment
St. Nathanial - Harbinger of Doom
Dungeons  (Swamp)   (Rooms/ Halls)
valadaar's comment on 2009-05-28 08:56 AM
All that being said, this sub is better then many that have been voted upon, so I think we can put this one back into the main stream.

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St. Nathanial - Harbinger of Doom
Dungeons  (Swamp)   (Rooms/ Halls)
Thewizard63's comment on 2007-09-27 10:20 PM
Updated: flushed out the first encounter with some details Go to Comment
Wizard's Challenge
Dungeons  (Any)   (Puzzles)
manfred's comment on 2007-09-27 04:56 PM
Yep, the wizard tower is a cliche, but exactly because it works - so thanks for adding it. Other than that, it's an okay scenario, with a few interesting touches (the hive mind stones were nice; and the apprentice mimicking his master was a funny bit). The punctuation is still quite bad, I'm afraid. Go to Comment
Wizard's Challenge
Dungeons  (Any)   (Puzzles)
manfred's comment on 2007-09-28 01:38 PM
I don't mind that genre really, and the submission itself is okay. What's more, you have inspired me to another post of the classical type. So thanks for that. :) Go to Comment
Wizard's Challenge
Dungeons  (Any)   (Puzzles)
Cheka Man's comment on 2007-09-27 12:30 PM
I like it. Go to Comment
Wizard's Challenge
Dungeons  (Any)   (Puzzles)
axlerowes's comment on 2009-07-24 01:57 PM
I used half of this, last week

I gave them the first three rooms. The first challenge was resolved with some difficulty because one character could not easily answer the question (a nice roleplaying moment though)-"what does she want?". This lead to a brief fractioning of the party.

The second room went just as you had layed out and went over well.

The third room, I changed the walls of the maze to be "undead" walls made from stone and corpses. The walls would attack anyone who got within their reach...it fit the undead theme of this tower better. But the shifting maze confused half the party for a good ten minutes. When you ran this did you show them the maps or just describe the surroundings? Some of the PCs had a hard to time visualizing the quickly shifting enviornment, how did you handle the mechanics of this? The shift walls also split the party again. The one half the party used a run, scout and shout method which worked well until they encountered the minotaurs. The other half the party moved as close to the ladder as possible each time and then waited for shifts. One character tried to climb the walls. Climbing the walls didn't work but both of the other methods allowed the PCs to work the maze out. I used a grid system to keeps track of the PCs between map. Go to Comment
Wizard's Challenge
Dungeons  (Any)   (Puzzles)
valadaar's comment on 2014-03-26 10:17 AM
This is neat, though the only piece which wrankled a little is the automatic infliction of disease - it assumes the PCs will pull the handle without the benefit of gloves and the like.

The living wall is certainly an interesting idea.


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Wizard's Challenge
Dungeons  (Any)   (Puzzles)
dark_dragon's comment on 2007-09-26 08:00 PM
I like this.

The idea of using the adventure to reveal character hooks is very smart ("what do you truly desire?"). Kudos for that.

well deserved 4/5 Go to Comment
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Cold Comfort

       By: Murometz

Cold Comfort is a long-sword of star-steel, its blade giving off a wan, blueish light. Its grip is wrapped tightly in snow-serpent hide, and its pommel bears a single opalescent gemstone.

This blade is enchanted in such a way, that whoever wields it, begins to fall completely and irrevocably "in love" with the weapon. This love does not manifest itself as the expected reverence and bond formed between any warrior and his weapon, but as a deeper, truer love, one has for a soul-mate of the same species! The longer the wielder carries Cold Comfort the stronger and more disturbing this love becomes, and only the most powerful of magicks can potentially break the sword's insidious spell. The blade's owner will even speak to and coo to the weapon, convinced that the sword understands and returns this epic love.

If the blade's wielder somehow loses the weapon or has it taken away, they will become inconsolable, and will predictably go to "ends of the earth and back" to retrieve it at any cost. Such is the weapon's curse that even separation from it does not damper the feelings the owner has for the sword. Legends tell of several distraught and mind-addled knights who even years after losing the blade, still wander the country-side searching for their lost love. And woe be to the "new lover" if and when they find him or her.

Ideas  ( Items ) | October 18, 2013 | View | UpVote 6xp