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 Post subject: Lead for the Hound of Heirot
PostPosted: Mon Nov 05, 2012 3:25 pm 
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Cold-Blooded Diabolist

Joined: Mon Feb 09, 2009 11:14 am
Posts: 467
Location: Cube Farm of Alien Geometry
I just bought this lead to represent the hound. Any suggestions on color scheme or modding it? I think it looks good as it is even if it doesn't exactly match the cover of the module.

Image


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 Post subject: Re: Lead for the Hound of Heirot
PostPosted: Mon Nov 05, 2012 9:19 pm 
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Joined: Wed Sep 15, 2004 6:02 am
Posts: 1787
Location: On the run.
Oh .... NICE! Great mini.

//H

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DCC Resource thread: character sheets, judge tools, and the world's fastest 0-level party creator.


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 Post subject: Re: Lead for the Hound of Heirot
PostPosted: Tue Nov 06, 2012 8:20 am 
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Cold-Blooded Diabolist

Joined: Mon Feb 09, 2009 11:14 am
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Location: Cube Farm of Alien Geometry
Harley Stroh wrote:
Oh .... NICE! Great mini.

//H


Great module Harley! Even given the obvious leanings on Beowulf.


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 Post subject: Re: Lead for the Hound of Heirot
PostPosted: Tue Nov 06, 2012 8:46 am 
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Joined: Fri Mar 10, 2006 3:46 pm
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I totally read that as "lead" (rhymes with "plead"), instead of "lead" (rhymes with "dead").

As in "Well, chaps, what sort of leash would be best for the Hound...? Any suggestions?"

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: Lead for the Hound of Heirot
PostPosted: Tue Nov 06, 2012 10:14 am 
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Joined: Sat Jan 15, 2011 6:05 pm
Posts: 671
Location: Devon, England
I'd paint it like the hound on the cover of the module (not that I could paint a mini if I wanted to, thanks to my Essential Tremor).

Colin


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 Post subject: Re: Lead for the Hound of Heirot
PostPosted: Tue Nov 06, 2012 12:51 pm 
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Cold-Hearted Immortal

Joined: Wed Sep 15, 2004 6:02 am
Posts: 1787
Location: On the run.
cthulhudarren wrote:
Even given the obvious leanings on Beowulf.


:twisted: Leanings? I outright stole, sir!

//H

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DCC Resource thread: character sheets, judge tools, and the world's fastest 0-level party creator.


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 Post subject: Re: Lead for the Hound of Heirot
PostPosted: Tue Nov 06, 2012 11:55 pm 
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Wild-Eyed Zealot

Joined: Sat Apr 14, 2012 6:17 pm
Posts: 96
To really steal, Harley, you could have a sequel module, "Return to Herot" where the heroes must put down Grendel's mother *cough* the hound's witch.

I'd buy that.


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 Post subject: Re: Lead for the Hound of Heirot
PostPosted: Wed Nov 07, 2012 6:02 am 
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Steely-Eyed Heathen-Slayer
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Joined: Sun Jun 03, 2007 8:23 am
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GnomeBoy wrote:
I totally read that as "lead" (rhymes with "plead"), instead of "lead" (rhymes with "dead").

As in "Well, chaps, what sort of leash would be best for the Hound...? Any suggestions?"

:lol: Me 2

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