More information on the unnamed campaign which I suggested to the GM should be named at some point. Notes about mechanics added to the writeup in italics
The party had regrouped at the Maze and Tower inn, where they were resting and relaxing. The animal trainer had remembered he actually had money, and was willing to spend it, so he was allowed in. The monk, with his vow of poverty, has no money. However, the Madame has taken a liking to him, and is allowing him to do manual labour in exchange for meals. She has found no shortage of hay and stones that need to be moved, and other tasks to get him all hot and sweaty, and have to take his shirt off.
The dwarven smith had spent some time communing with his god on how to craft the monk's symbol. He receives visions of hammers slamming on anvils, hot coals and forges, and other images worthy of the Conan intro scene. He doesn't however, get anything especially useful from this; the gods work in mysterious, and sometimes dickish ways.
Use of miracle: Augury
The warrior woman is spending the time doing her very best to convert all of her money into drunkenness. She is doing an excellent job.
The elf has heard a rumour about a small town a weeks travel thataway that is having a problem with demon worshipers. He's pretty sure this is the best way to get XP, and thinks that is what the party should deal with next. The animal trainer believes that he has heard barking coming from the maze. Convinced that it must be poodles, he is trying to gather up people to go in with him to capture one. The two had a ... discussion on how to proceed. Voices were raised, things got heated, the elf drew a knife. The bouncer convinced the elf to put the knife away, and the trainer left in a huff. It has become apparent that the elf is doing entirely too much drugs. Or not enough drugs. None of the other characters are familiar with elves, so they aren't sure what normal is. I guess nothing has become clear, other than the elf is more than willing to cut you so bad you wished he hadn't cut you so bad.
Social Conflict ending in stubborn refusal, XP source for the trainer.
The trainer decides that he must go into the maze RIGHT NOW, by himself, and find the poodles. The elf apparently is still feeling a bit vindictive, and immediately casts a wall of thorns on the maze opening after the trainer goes through.The elf then grabs the dwarf, and the two head off thataway to the supposed demon-infested town. The monk and the warrior woman are well aware that the maze is far from safe and go to get a ladder and other tools to try to get the trainer out. He is completely focused on finding a poodle, and heads forth rather boldly. Unlike the rest of the party who had spied out the maze from the tower and had a map, the trainer has no idea where he is going in the maze. He is, however, a rather skilled tracker, and has a pretty good idea where the poodle sounds are coming from. At one point he is ambushed by a small group of maze goblins. There is bad luck on their attacks, and good luck on behalf of the trainers, and two of them are left dead while the rest run away. Seeing as the first ambush went so poorly, the goblins conclude that he must be a mighty warrior and they have no chance of defeating him. The possibility that they are just incompetent doesn't cross their minds. After a time wandering through the maze, he comes across a dog eating a goblin. With some amazing charisma, helped with a handful of snacks, he is able get the dog to come to him. With many more handfuls of snacks the dog and him their way back to the entrance of the maze. In the mean time the warrior and monk had hacked a suitable new entrance, and make their way out. It is now fairly late in the day, and the three leave for thataway in the morning. None of them had actually seen a poodle before, so none of them can say what the animal from the maze actually is. The warrior woman is familiar with hunting dogs, and this does have the build of one.So it could be a poodle.
A spell to seal in the trainer by the elf, followed by a series of stealth conflicts and combat until the trainer finds the 'poodle', followed by a successful social conflict.
The elf and dwarf arrive at the town. It is a fairly small farming community. I can't remember what it was called, so it is now Shitsburg. There is a blacksmith, an inn, and a very impressive looking church. Most of the buildings are modest, and built of wood. The church, however, is made of sturdy stone, and even has stained glass windows. Stained glass! That place is fancy! They make their way to the inn, and make arrangements for a place to sleep, and care for the car. The elf pays the barman a rather considerable amount of money to tell anybody who asks what is happening in town, that they just missed a travelling poodle show. He was to say that there was nobody in town interested in such a show, so they just moved on. The barman has no idea what a poodle or poodle show is, but for that amount of money he'll play along. He also pumps the barman for information about the town and people in it, and gets what he needs. The barman has heard the rumours about demon worshipers in the woods, but doesn't know if it's true or not. The panic is being spread by the priest at the church. He is young man, and seems taken to flights of fancy, but probably believes what he is saying. Having gotten the information he wanted, the elf goes looking for the criminal element in town. And there he is; Flick. Flick is a small, weaselly looking man. The normal pleasantries happen, one simply can't be operating in another man's town without at least saying hello. It is determined that the priest probably isn't a bad man, but he is not being protected. There is also discussion about Flick distributing narcotics for the elf, and a small sample is left.
General roleplaying, a few attribute checks.
Meanwhile the dwarf is checking out the blacksmith's shop. This is the closest he will be able to find in these parts to a shrine for his god. The smith here is young, probably something like 8, or 75. The dwarf isn't really sure how humans age. In any case, he isn't a very good smith. Not to say that he's bad, just inexperienced. He is feeling a bit threatened by the dwarf in a professional sense, and makes sure that his stay is just temporary. He doesn't know if there is anything to story about demon worshipers or not, but he really hopes there is. If they get caught, that will mean manacles and things need to be made, and he could use the business.
General roleplaying, failed attribute checks.
The two meet up, and go talk to the priest. The church is a large stone building, with wooden pews, stained glass windows, and a pulpit at the front. A fairly standard church of the carpenter. The elf and dwarf stride in boldly, letting the priest know that all of his demon troubles are behind him. He is visibly relieved, and enthusiastically greets the pair. He tells them a fantastical story of what he believes is happening, which ranges from feasible to possibly breaking the laws of reality as we know them. What he doesn't have, is any concrete proof, specific details about who is involved, or even where this might be happening. The pair confidently assures the priest that they will take care of everything. They are able to get some holy water from the priest, as ammunition against dark beasts.
Attribute checks and some haggling social conflict.
Later that night, the elf sneaks into the church. He cast's a shadow portal spell, which connects to their room at the inn. They ransack a small closet near the pulpit that contains various items needed for the ceremony, and take a holy item; a golden-headed framing hammer. There isn't anything else of apparent value inside. They find the door to the priest's room, and hear nothing inside. No snoring, nothing. Carefully opening the door, they find the room empty. Where is the priest? They take a few minutes to trash the place, and draw a demonic looking symbol on the wall. The dwarf had cast thrum of magic, and has determined that something below the church is magic. With the assistance of his bat familiar, they find a trap door under a rug behind the pulpit. They descend into the darkness. The elf seems to be going through withdrawal, and is starting to freak out a bit. He's pretty sure they should leave, as there is probably a monster down there. What they do find at the bottom of the stairs is a small rough room. There is a sturdy locked box chained to a large stone (so it can't easily be moved) and a locked writing desk. The elf tries feebly to open the desk until he realizes it is locked, and let's the dwarf smash it open. Inside is a leather scroll, and a leather bound book. There is a passage leading out of this room, and the dwarf is detecting fairly powerful magics down there. The elf, however, is tweaking out pretty bad, and convinces the dwarf to leave with what they have. They close up behind themselves, and return to their room. Joint spell casting and full on stealth conflict, followed by some attribute checks and roleplaying to check for traps.
They meet with the priest for late breakfast (as previously planned), where he tells them about how his room was ransacked and desecrated, while he slept. So not only are the demon worshipers obviously threatened by their actions, but they must have powerful spells at their disposal in order to do what they did without waking him up. The pair press the priest some about him actually being there while it must have happened, and he sticks to his story. It is shortly after this that the rest of the party arrives in town. After asking for local news, the trainer is told the story of the travelling poodle show by the barkeeper. The trainer can't believe that a poodle show wouldn't stop due to people not being interested. How can you not be interested in a poodle show? They can fly, you know. The elf buys the trainer a goose, as a consolation prize.
Now that the goody two-shoes have arrived, the party decides to do more real investigation into what is happening. They head south of town, to the lumber camp. There are fewer people working than one would expect of a camp this size, but it does have the expected buildings and facilities. The foreman/cook, called Cooky, answers their questions. He doesn't know anything demon worshipers in the woods, but some men have reported hearing what sounds like babies crying in the woods. Some of the more superstitions men have been refusing to work, but Cooky is pretty sure that it is nothing more than somebody hearing things after drinking on the job, or at the very most maybe pixies playing tricks on people. He hasn't seen a pixie, but that sounds like something they would do. They carry on further south to the suburb of New South Shitsburg. It is a very small hamlet, consisting a kinda crappy hovels, and one nice looking building. They go to the one nice building, and are greeted by a massive mountain of a man. The elf, apparently feeling overconfident, demands answers from the man. He too has been searching for the devil worshipers in the woods, but hasn't found anything yet. He does tell them about two areas of the woods where he thinks it might be, and mentions a few that he knows where they aren't. General roleplaying, a few more attribute checks.
There is some discussion about if the man was trustworthy or not, with the elf being fairly certain he isn't, but the rest of the party thinks that he is. In the end, they decide to check out one of the places suggested by the man. They find a large clearing in the woods, in the center is a massive dead tree. It is simply evil looking, like from a cartoon where kids are lost in the woods, and the trees have hands and faces that are trying to grab the kids. So, like something from my childhood nightmares. Anyway, around the trees are several obvious fire pits, ready to go, and a large flat stone. On closer inspection the stone appears to be stained with blood, and is fairly fresh. Reasonably certain that this is the place, the group sets up to wait. The elf plants little pieces of brambles around clearing, in case he wants to cast wall of thorns. A cloth is put over the goose's cage (night time, sleep now), and the trainer is ready with a bag of treats to keep the dog quiet when necessary. And now they wait. The brambles were to be used as spell component to spring a trap, they were never used.
After waiting several hours, into late night, it happens. A procession of people approach, bearing torches. At the front is a figure dressed in jet black armour, with a large shield and helmet. Behind him are four people carrying a litter containing what looks like a man wearing a goat's head. They enter the clearing, with 11 people taking up positions around the tree and lighting the fires, and the goat headed man and knight going to the stone. It has become apparent that this isn't a man wearing a costume, but rather a goat man. The body of a man, with the hair, head, and feet of a goat. Their ceremony continues, with the formerly robed figures now naked and dancing around the flames, and knight calling out prayer in some terrible language. As the ceremony comes to a crescendo, a baby is pulled from a sack, and placed on stone altar. As he raises his knife, the monk and warrior woman rush into the clearing and attack the goatman. While the warrior woman distracted the goatman, the monk grabbed the baby and left. The trainer let loose his poodle of war, while shooting into the crowd with his bow. The dwarf runs in, while the elf tosses the goose into the fight. He had learned the spell Dire Goose from the scroll they stole from the church, so there is now a simply massive goose in the middle, attacking indiscriminately. The naked cultists have gone completely fanatical attacking the interlopers, but are largely ineffective. Through some clever tactics and good luck our heroes are able to defeat all of the cultists, incapacitate the black knight and goatman, and cripple the giant goose. They are now left with the various bodies, the evil tree, a baby, and a massive goose. A large sprawling combat dominated by the danger of large creatures and the power of trained warriors to make combat "swingy". Part of the difficulty was trying to capture rather than kill the black knight as he would be 2.5x as much experience captured.
This week I followed up with the GM to both suggest he start his own blog, and to get what mechanics went into what, at the request of Rusty. Notes about mechanics added to the writeup in italics.
"The party had just finished venturing into the maze, and were living off the goodwill from killing a bunch of goblins. The dwarven smith used the tools at the inn to make a full set of plate for one of the warriors. As he was trying to match together from many damaged suits, and the workshop at his disposal is rather basic, the armour isn't pretty. It's functional, but with mismatched pauldrons, arms, and legs. The warrior doesn't quite have the same imposing presence one in plate usually has, more of a garbage knight look. Ah well. The dwarf just had a skill in armoursmithing so the GM made a fiat that with a force and looted rusted armour a suit could be made.
The animal trainer had finished chasing wild geese, and had caught up with the party. He had made a rather poor impression last time he was here. As nobody would vouch for him, and he still had no money, they didn't let him in. He wasn't able to check if the pig was still wearing pants or not.
The party continued on to the dwarven ruin, still intent on forging the monks something into something. Still working on back story. On the way the animal trainer was able to catch a fox eating some roadkill. He captured it in his tiny net, and threw it into a cage that he just now happened to have. The rest of the trip to the ruin was uneventful. The bard made an attack roll on the fox with a throwing net, which has the "entangling" tag to effectively grapple it remotely.
Peering down the main hall from the entrance, the party can clearly see that one of the two doors has been smashed down, and the other is very badly damaged. The burnt corpse is still burnt and dead. The sneak up to the open door and see two spheres still in place. The wizard is able to erect a magical stone wall in front of both of the doorways, sealing in the automatons. You would think that something like this would activate them (if anything was going to), but there was no response. The wizard had a barrier spell from "Hark! A Wizard" that made stone walls slowly form, the wizard expended all of their mana, and then went slightly bonkers by taking stress damage to overcast.
While the wizard stood watch at an intersection, the rest of the group snuck up to forge area. Their sneaking apparently wasn't very good, as the two automatons activate. This is the first time the party has one of these in full battle mode. It's bottom half stays as a ball, but it's top half is humanoid, with a torso, head, and two arms. It's kinda like the ball droids from the Star Wars prequels. Or like the dwarven spheres from Skyrim. In fact, it's exactly like the ones from Skyrim. The party took enough suspicion to trigger a random encounter.
The metal warriors are very tough and strong, but the two of them do not stand up to the four people beating on them. The animal trainer even threw his tiny net on one. The tiny net was less than effective, however. As the two automatons were being destroyed, two more rolled in from the hallway the wizard was watching, and another from the other side. Things were looking good for the automaton guards. Then, the wizard threw up a wall of thorns blocking the incoming pair, and the two in the forge were defeated. That left the one coming up hall, that was very quickly defeated. This left the party all the time they needed to set up for for the last two as soon as they broke through the thorns. This seemed to be standard fighting, with the wizard using a different variant of the barrier spell to throw up walls of thorns much quicker. Still out of mana the wizard used up piety as they had the Mysticism ability
As there didn't appear to be anything else interesting on this level, they made their way down to the second floor. They remembered the gas leak, and sent a lit torch down the elevator. The explosion was quite impressive. The party then descended, and took the time to check out the cave. They didn't have a good plan for dealing with the massive robot/golem thing, and may have been stalling. In the cave, they found whomever left the second bedroll in the ruin's entrance. Well, they found half of that someone. The other half was either eaten by a troll (according to the dwarf), or a deep canary (according to the animal tamer). They set up a rather clever ambush for the troll, while the animal tamer went looking for the deep canary. He was also the bait for the ambush. It turns out to actually a troll, which tried it's best to eat the animal tamer. As he quickly fled through the ambush, the rest of the party leapt on the poor, defenseless troll, and killed it. Poor troll. Combat and some stealth conflict to ambush the troll, also a social conflict to taunt the troll.
The party then collected the troll, as well as all of the automaton parts they could carry, with the intent on reverse-engineering the various spells, and returned back to the tower. The monk did not get his thing forged, unfortunately. He was not pleased. The Dwarf has the sage wizard ability and wants to dissect/disassemble the troll and automatons to learn new spells from them."
Here is another play report from the ongoing campaign of one of the blog's readers:
"The mighty halfling barbarian is gone, having returned to his own lands. Or maybe he was just lost in a crowd. Either way he is gone, and has been replaced with an unbelievably old elven mage. He is, like, so old. He sometimes tells rambling, slightly incoherent stories that would have taken place before man came to these lands, and he seems like he might actually be that old.
The party was also joined by a mystical kung-fu monk from far away lands. He speaks excellent English, though his clothing and mannerisms seem very foreign.
Badger had a job about recovering naughty portrait of a local noble's daughter, but that sounded like a lot of creeping around people's back stairs and didn't interest the party.
Instead they intended to travel back to the dwarven ruin, so that they can re-forge the broken symbol of the monk's monastery. Or forge a new challenge symbol out of some meteoric iron. Or something involving the monk needing something forged, it wasn't quite clear yet but it was something that required the monk to work with the dwarven smith priest.
They stopped at the Maze and Tower inn again. The ancient elf has a platinum level membership at the brothel, and this week the party didn't bring the dumb-ass that killed their chickens, so there are no problems getting in. The elf claims to have known the wizard who originally had the tower built, and states that he's going to move in. None of the workers at the inn are bold enough to tell him no, but do make him promise not to break anything. Having a wizard nearby is always handy, and he has always paid his bills. Besides, the matron isn't convinced the Giuseppe (the name of the wizard who owns the tower) is ever coming back, it's been a long time. She still pines for him, remembers his soft hands, his delicate touch. She went on to an uncomfortable level of detail on the subject.
The front door of the tower is singed, but still very sturdy.The heavy padlock does not stand up to the dwarven smith's skillful hands, and the door is quickly opened. Inside is dark and covered with a thick layer of dust. There is a spiraling staircase going up to the next floor, some tables, chairs, and other furniture, and a fireplace. Sitting on a chair against the far wall is a massive teddy bear. Sitting there, looking quite out of place. The noblewoman (which is apparently what the backstory was settled on) decides that the teddy bear is the best thing ever, and gives it a big hug. The elven wizard is oddly wary of it, and the other two party members don't seem to care about it at all, and make their way up the stairs. The next floor is a well appointed bedroom. There is a large 4 poster bed, dresser, wardrobe, and bookshelf. There is a painting on the wall. It is very well done, but extremely pornographic. The books on the shelf include such classics as "The busty farmer's daughter", "Fifty shades of light black", and "The washer-woman's sapphic secret". The third floor is a kitchen and eating area, and the fourth appears to be some sort of work area, but it appears to have been recently ransacked, and is missing all equipment. While the rest of the party goes up the stairs the Elf stays behind and slashes open the teddy bear. Thrusting his hands deep in into the stuffing he searches. He knows that Guiseppe must have a hidden stash somewhere. A small backup, backup stash of snuff is eventually found in a teacup in the kitchen.
The party decided that the maze would be interesting to investigate, if for no other reason than they will be setting up in the tower and don't want anything sneaking out at night. The one window in the tower overlooked the maze, and one of the party had the brilliant idea of making a map. From this vantage point they were easily able to see all of the points of interest in the maze, and path a route to the center of the maze. Which is good, as none of them thought to bring a magical ball of thread to get them back out.
Venturing in, it quickly becomes apparent that the maze is infested with goblins. The first two points of interest in the maze turn out to be nothing but middens, piled high with broken pieces of armour, goblin shells, and other garbage. At one point the party is ambushed from behind by a trio of goblin archers. Their initial attack was even more pitiful than normal, as it's hard to make a good bow when you can't find any straight wood. The wizard was able to summon another wall of thorns to block the goblin's retreat, and the warriors made quick work of the would-be assassins. One of the goblins was captured, and interrogated for all that he knew. He quickly spill the little information that he had. He does tell of the monster at the center of the maze, though he has no details. With that the party is able to quickly get to the center clearing, no more goblins dare to attack them. The clearing is littered with fallen bodies, and crushed suits of armour. Across the way is a figure in plate mail, sitting on a throne, with a large hammer at it's side. As the figure slowly stands, the wizard encircles it with ring of thorns. How long with the brambles hold up against that mighty hammer? At this point, almost a dozen goblins pop out of their various hiding spots and attack. Unfortunately for goblins, without the armoured figure they are quite outmatched, and are quickly slaughtered. As the figure emerges from the wizard's brambles, the party is now waiting for it. The monk deftly plucks it's massive hammer from from hands, and the armoured dwarf is impervious to it's clumsy punches. A surprisingly deft stab from the elf sneaks through a crack in the figure's plate, piercing a vital spot. The figure collapses, revealed to be nothing more that group of goblins.
The lead goblin had a necklace made of gold coins and a handful of more coins are found in a chest. The haft of the figure's large hammer was made from flying rowan, a material with magical properties. The elf makes a necklace of goblins ears, and the party retires to the inn to celebrate. The matron throws them a small party to thank them for killing some of the goblins, a common nuisance for them. The dwarf sets up a lab on the top floor of the tower and inspects the blue powder that was previously recovered from the dwarven ruin. He is able to determine that it is indeed a magical material, but hasn't yet determined what it can be used for.
The party then debates what to do next as the evening concludes. Is there anything more in the labyrinth? Will they go it back to the dwarven ruin? If so what terrors did they awaken in their previous delve?"
Here is a play report from the campaign of one of the blog's readers:
"Our game started in a large walled city-state. Being fairly large, it had both nice areas and slums. The streets are cobblestone and clean, like a movie around rich people. People are dirty, but it's obviously painted on dirt; they were still able to do their make-up and blow dry their hair in the morning. The dominant race is human, but elves, dwarves, halflings of all sorts, and probably any other race a player whines about playing exists. Sticking to most common stereotypes; the dwarves in the city are generally craftsman, while the elves are nobility or rich merchants mostly.
The party consists of a dwarven mage-priest to some kind of smithing god, a half-sized barbarian priest (riding a hunting goat), a bard who is trying to get more animals for his travelling show, and one player is playing lady warrior of some sort in-between extensive doodling. She hasn't figured out exactly who she is yet.
The party accepted a job contract from a direct copy of Badger (still named Badger). In short, their mission is to go to an ancient Dwarven ruin and retrieve some aetherium that is rumoured to be there. Badger doesn't know how much is there, or really what it is. He will pay its weight in gold, and has a map to where the ruin is.
The party asks for him to cover travelling expenses, he refuses, but gives them an old mare and crappy wagon to shut them up, and get them out.
The ruins were a 6 day trip away, mostly over well-traveled roads. The Bard is attempting to catch whatever small animals he sees on the side of the road, and fails. He got pretty close to catching a racoon one night, but the skunks just briskly walked away from him.
Two days out of town they came across the Maze and Tower Inn. It is so named because of the abandoned wizard's tower and the nearby hedge-maze of thorn walls. They learn in the inn that the maze contains a mighty undead dwarven warrior who guards his treasure. The inn is oddly busy, with a few mixed travellers, and at least 20 women working at the inn. The women are profoundly ugly. All of them. Like, supernaturally ugly, yet very friendly. The party either has no money, or is unwilling to spend any, and is unable to stay at the inn. The bard is spending his time trying to get the chickens to fly, and get the pigs to wear pants and walk on two legs. He does manage to kill a chicken in his attempts (angering the bartender), but does get pants onto the pig. The barbarian tries to convince the rest of the party that the women in inn must be some manner of monster as they are so ugly, and that they should burn down the inn. The rest of the party is slightly less psychotic, and decline to murder everyone in the inn. After that fails, he sneaks off alone to climb the tower. He finds the tower is indeed abandoned (at least the top level) where he steals some lab equipment, and a loose piece of paper with a spell (wall of thorns). He throws some lit candles around, then climbs back down and sets a fire in front of the wooden doors of the tower. Meanwhile the dwarf is chatting up a woman working at the stable. She hasn't had a dwarf before, and takes him inside to show him how a brothel works. She isn't impressed. The barbarian has just finished setting the fire, and convinces the rest of the party to leave now. The bard is unable to steal a pig as he has accumulated a crowd with his antics.
A few more days of travel, and the party arrives at the ruin. There is a path leading to an entrance in a cliffside, the large doors have long since been hauled away or otherwise lost. Right inside the door is foyer/staging area, with a camp with two bedrolls. They have been here for at least a couple of months. The immediate halls are well lit by gaslights, on the top level the party discovers two rooms labelled 'Security', each containing 7 large metal spheres, about 5' in diameter. The spheres are ornately carved in geometric patterns, and are not solid. The party spikes the opening mechanism for those doors. Also found on the first floor are several rooms with stone beds and shelves, and forge room, well stocked with all sorts of tools, and various bits of metals. They load their cart with everything they can move. In one of the hallways was a charred corpse - the party deduces that there was a gas leak that was ignited by a torch. There is an elevator at the end of the main hall on the first floor, which the party has quickly identified, because the players have figured out that this is a Skyrim Dwemer ruin ripoff.
The next floor is unlit, but the dwarven wizard priest casts the light miracle on his armour. The party encounters a natural cave, where the raw aetherium was mined. They do not explore the cave. The next room is a processing area where material is extracted; the party gets some traces and takes some more lab equipment. Further on they encounter a barred entrance. Oddly, the bars are too widely space to stop a normal sized person. Beyond the bars is a large shape, almost like a squatting giant. The dwarf wizard's bat familiar scouts around, and finds there is another room beyond this, with shelves. The wizard removes his armour to better cast a wall of thorns around the figure, and rest of the party sprints into room with shelves, and grab three metal canisters, each about the size of a mason jar. The spell seems to have awoken the figure in the room, but it is not able to break through the wall of thorns before the party is able to retreat back past the bars. They make it back up the elevator, deciding not abandon the dwarf who is refusing to follow until he carefully puts his armour back on . They quickly leave the ruin, the spiked doors are able to contain whatever the spheres in the security room turned into.
Since the player of the Dwarf Wizard Priest had to take his kids home the party fast-travelled back to Badger, where they turned in two of the three canisters for payment, the wizard keeping one. The party is back in town where they have a cart full of scrap metal and tools, as well as a horse and cart that they need to store or sell."
So this is a long dormant (not that I am dormant in my tinkering) type of post where I discuss naming stats.
It all started in D&D with (in some order) Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
NGR currently has its own attributes Strength, Agility, Health, Intelligence, Awareness, Social, Spirit, and Luck.
One thing neither has, is a unique starting letter for each attribute. IF there were unique starting letters I could simplify character sheets and adventure descriptions by just using a single letter. My current thought for NGR stats goes as follows:
the benefits are listed above, the downsides are more nuanced. I do like the mental distinction between charisma and social. One implies charm, the other the ability to read. With the presence modifier that isn't really key though. Perception/Awareness is fine with me, it would just take getting used to. Will(power) and Spirit also have some differences in connotation. Defining it as spirit (to me) gives it a slightly supernatural connotation that willpower does not.