Sunday, June 30, 2013
Geomorphic Tile Key
I've added a feature to each 12"x12" geomorphic tile, an identifying key with directional key. Each tile has its own I.D. number, e.g. D2 (dungeon 2), or C3 (Cavern 3). Below the number is a cross, like a compass rose, only numbered 1,2,3,4 instead of N,E,S,W. This way, I can prepare a dungeon with the tiles and make up my own secret key ahead of time. If I write D1--3. It will mean "tile D1, with side 3 in the "up" or "north" position.
Wednesday, June 26, 2013
Truck Models ready for Sunday
I've put together the plastic models of the two trucks. I hadn't smelled model glue for 30 years, and it's super weird how a smell can really take one back (and no, you lamo-jerks, before you say something stupid, I've never huffed anything). The trucks are bigger than the Hot Wheels ones, but are still a bit on the small side, about the size of the cardboard wagons, I'd guess. They should serve.
Sunday, June 23, 2013
New Chairs acheived
I got three new chairs for the basement today. I've hauled out the dining room chair that was on the side near the bathroom--it was broken and was coming apart again. Hopefully, that will hold things for a while.
Saturday, June 22, 2013
Shine
Looking over a few things, I realized that I made a mistake last week concerning moonshine and diesel fuel. I told you that you could get 1 gallon of diesel for each gallon of whiskey you swapped, but it's actually 2 gallons of diesel for each gallon of whiskey.
Wednesday, June 19, 2013
Crab People
Crab People, Crab People, Taste Like Crab, Talk Like People
8 ordered and on the way.
P.S., I also found a generic Old School D&D adventure called "Spawning Ground of the Crab People" in a magazine I have.
Tuesday, June 18, 2013
Next Mission
Since we didn't have time to wrap up all the details on Sunday, I decided that the next Mutants and Muskets mission would be to get a gun-shop up and running. So the goal will be to infiltrate Smileytown and either kidnap or entice away a gunsmith, since you already have gun tools and some good metal.
Friday, June 14, 2013
Securing your stronghold and you...
Basically for resource purposes (ideas of cave complexes left after the slaughter), I rolled up the random lairs for the area that Badaxe Jack was going to secure for his stronghold. With the exception of the first lair, I randomly generated the other five.
1. 9 Griffons-This one monster lair I placed here, because this area is where we were hunting up griffons in the old campaign.
2. 2 Gargoyles-Odd, but okay.
3. 63 Morlocks-chaotic underground cannibals, love white apes and goblins, but hate neanderthals and dwarves. Have 12 trained guard white apes.
4. 42 Neanderthals-Lawful cavemen that love white apes and dwarves, but hate morlocks and goblins. Have 16 trained guard white apes.
5. 6 White Apes-Underground gorillas (and a good excuse for dave to get more monkey figures). Known mostly for being pets to Morlocks and Neanderthals.
6. 405 Goblins-Yeah, a small city's worth of goblins. This village had 9 warbands, with 9 gangs of 5 goblins each. 16 of the gangs are mounted on dire wolves (so 80 dire wolves), plus another 15 dire wolves just guarding the village. Speaking of guarding the village, there's an 8th level goblin shaman there with 6 bugbear bodyguards, in addition to the sundry champions, sub-chiefs, chief, and a shaman with 8th level clerical abilities. This would have been one hell of a gigantic battle.
It...it almost makes sense. Morlocks and Neanderthals fighting for control of the ape breeding grounds, while the goblins try to work out what the hell to do about the gargoyles and griffons snatching stragglers on the surface.
But this brings a question to mind: Suppose there's a monster lair that's generated, and it's not one that's strictly harmful or limiting on you. Do you really need to slaughter all of them, or can you get them to work for you (by threats or promises or an alliance)? Suppose an elf securing his lair, discovered there was a band of centaurs living there. Or a dwarf found a small halfling village.
Regardless of the answers above, Badaxe Hold has plenty of dire wolf cloaks and griffon jerky to go around while it's being built.
1. 9 Griffons-This one monster lair I placed here, because this area is where we were hunting up griffons in the old campaign.
2. 2 Gargoyles-Odd, but okay.
3. 63 Morlocks-chaotic underground cannibals, love white apes and goblins, but hate neanderthals and dwarves. Have 12 trained guard white apes.
4. 42 Neanderthals-Lawful cavemen that love white apes and dwarves, but hate morlocks and goblins. Have 16 trained guard white apes.
5. 6 White Apes-Underground gorillas (and a good excuse for dave to get more monkey figures). Known mostly for being pets to Morlocks and Neanderthals.
6. 405 Goblins-Yeah, a small city's worth of goblins. This village had 9 warbands, with 9 gangs of 5 goblins each. 16 of the gangs are mounted on dire wolves (so 80 dire wolves), plus another 15 dire wolves just guarding the village. Speaking of guarding the village, there's an 8th level goblin shaman there with 6 bugbear bodyguards, in addition to the sundry champions, sub-chiefs, chief, and a shaman with 8th level clerical abilities. This would have been one hell of a gigantic battle.
It...it almost makes sense. Morlocks and Neanderthals fighting for control of the ape breeding grounds, while the goblins try to work out what the hell to do about the gargoyles and griffons snatching stragglers on the surface.
But this brings a question to mind: Suppose there's a monster lair that's generated, and it's not one that's strictly harmful or limiting on you. Do you really need to slaughter all of them, or can you get them to work for you (by threats or promises or an alliance)? Suppose an elf securing his lair, discovered there was a band of centaurs living there. Or a dwarf found a small halfling village.
Regardless of the answers above, Badaxe Hold has plenty of dire wolf cloaks and griffon jerky to go around while it's being built.
It has arrived
I took part in the "Traveller 5th edition" kickstarter last summer. Well, the book finally arrived today (just when I didn't need a distraction). It is a freaking huge tome. I mean, like 600 pages. It's a floggin' bullet proof brick. I also got my kickstarter goodies: a patent of nobility (Knight), a membership card in the Traveller's Aid Society, 2 25-credit coins, the CD ROM copy of the book, and a set of Traveller Dice.
I have my Traveller needs burned out of my system for a long while I imagine, and it seems like it would take a coon's age to actually learn and master the new system (it seems remarkable unshy about math). But, just from a first look, it does have the distinct positive of being printed in black ink on white paper, large and clear.
I have my Traveller needs burned out of my system for a long while I imagine, and it seems like it would take a coon's age to actually learn and master the new system (it seems remarkable unshy about math). But, just from a first look, it does have the distinct positive of being printed in black ink on white paper, large and clear.
Monday, June 10, 2013
Thursday, June 6, 2013
Ape Time
I did order 4 of these guys:
They are "giant apes" from a 15mm line, but said they'd be perfect for rampaging gorillas for 25mm. ACKS has an entry for carnivorous white apes. There you go.
They are "giant apes" from a 15mm line, but said they'd be perfect for rampaging gorillas for 25mm. ACKS has an entry for carnivorous white apes. There you go.
Monday, June 3, 2013
Crab People
Jason pointed out this miniature to me. I'd like to say "Be prepared to be neck-deep in crab-people" but unfortunately, they are $15 a piece. They are labelled "giant crab man" so I don't know exactly how big they are, but I was looking more for something in the 3-4 guys for $15 range for my crab people needs.
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