Strolen\s Citadel content. 
30 Quick NPC Personalities
NPCs  (Extras)   (Travelers)
Nuchiha101's comment on 2010-08-20 04:13 PM
38. Gullible - Always believes others, may they be PC or NPC, he's even believed the thought to be impossible.

39. Do - It - Yourself - Believes everything must be done by others no matter what profession they may have.

40. Do - It Him / Herself - Believes everything must be done by him / herself or else it won't be done right, when you want something done right you must do it yourself right?

41. Energetic - Always doing something, never seen sitting down, even at night he's doing things, he / she regularly drinks foods or drinks with a lot of energy to stay awake.

42. The Good Thief - Always has the urge to steal, he usually does steal, and when caught immediately gives it back, he never steals from the poor or single parents, for some reason he has Morales despite being a thief.

43. The Bad Thief - Like The Good Thief, always as the urge to steal, but doesn't care if your a single parent or poor or both, and he / she won't give back items if caught.

44. Macho - Macho, always needs to be flexing his muscles or displaying his large amount of Strength, he's also seen working out a lot because he believes that muscles can never be maxed out.

45. Wimp - Always away from others he considers scary or out to get him, which is nearly everyone. And unlike Macho, he doesn't work out, he doesn't at all, he's tall, but is scrawny. Go to Comment
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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       By: Alexia

A group of individuals* gather up and search for, "The rod of Lordly Might." Here's the catch, no just any individual is welcomed. There will be a meeting on sundown* in an old bar. As it is, a war is going on between the Eastern Front, and the Western Front. The bar/tavern is in the middle of both lands.
On the same night of the meeting, there's another meeting with the Red Rose (Eastern) and the Black rose (Western).

Once on the mission, there will be other individuals met and given information... there will not be an easy destiny, but nonetheless and adventure to remember.

***
I used INDIVIDUALS for the fact that you can be any species (just keep away from the elemental and supernatural creatures.). Here are some suggestions: Vampire/ress, Adhiel (Elf), Half-Adhiel (Half-Elf), Orc, Human, Half-Human...
Please do not be: Orc, Troll, Frost/Forest/Urban/Dessert Monsters, Giants, and Titans. Note that you can still be one, just preferably not one.

I used SUNDOWN for a realistic reason (Vamps, Giants, and others meet at night). You don't meet someone who works for the Eastern/Western Kings during the day. I expect some drunks, bar fights, and bloodshed in the story. Mild or no Language is acceptable (unless unexceptable by the MODS).

Ideas  ( Plots ) | March 31, 2005 | View | UpVote 0xp