Yo I'll add what I've gathered about the night hags'n hordlings so far, to help speed things along smoothly. At a later date as unfortunatly I am very sleepy and must go find a nice quiet spot to slip into revery.
Old school info!
Ookay here goes, .
Hordlings according to Faces if Evil:The fiends
(Regnus Roy)
The Gray Wastes got more hordlings than Ysgards got warriors- and anybody who's been to Ysgard knows just how many that means. The teeming masses swarm over the Waste and spill onto the neighboring Lower Planes, where they provide amusement, entertainment, and sometimes panic for the berks there. Graybeards say no two hordlings are alike, that their forms are endlessly varied. From what I've seen and heard, thats a power's own truth. Here the chant: Hordling's are formed from petitioners, folk who devoted their mortal lives to the pursuit of neutral evil. When these sods pass into the dead-bookm they're consigned to the gray waste to live out eternity as larvae (unless they're later molded into new fiends or simply absorbed into the essence of the plane). Every basher knows that the waste drains the body of emotion, desire, and purpose. Some petitioners, though, can toss off the despair of the plane, just like a regular strong-willed cutter, and keep their fierce desire for individuality. They nurture the hate or envy that brought'em to the waste in the first place, and their emotions twist'em into new shapes : hordelings. There's no telling what horrid new form they'll settle in or what weird powers they'll have once all's said and done. Every hatred is different, and every petty jealousy and deep seated resentment has its own unique influence. The shapes of the hordelings are truly aweful, and they all reflect the inner torment of the brain-box inside the shell. What's worse, hordlings don't get promoted into new forms like the other fiends; they're stuck with whatever they get. 'Course all the shapes're well-suited to rending, snapping, and tearing. Fighting and eating are about the only things the miserable hordlings do well.
Physiology
How can a body make general comments about a race when every single member's different form every other? Gender? Well, some hordlings have one or the other, some have neither, and some have both. Do the ugly little things breed? Who knows? Chant is that hordling-descended tieflings lurk about in remote places of the waste, but there's really no way to tell. If these tieflings do exist, they're most likely exceedingly rare, 'cause hordlings take their greatest pleasure in killing and devouring any berk that stands in their way- even other hordelings. As for their powers and weaknesses well, its doubtful a building the size of Sigil's Civic Festhall could hold all the books it'd take to describe 'em. Some hordlings, no doubt, would fall over from a good strong sneeze. Others regenerate even if they lose their heads. Some spit fire or toxic dust or streams of caustic acid (Some even turn into caustic acid for powers sake!) Some burn at the merest touch of light while others glow with an inner radiance. No, the only similarity the hordelings have is that they're all so sodding different.
Society and Culture
Though they travel in huge packs across the Gray Waste, the hordelings have no culture to speak of. They produce nothing of value, though sometimes an over eager baatezu or tanar'ri tries to press a group of 'em into a blood war army. But the hordelings're harder to control than manes, and thats saying a lot. They're far too undisciplined to take any sort of commands, and they don't seem to be afraid of anything, so they just do whatever they please. Chant is theres' a village someplace on the gray waste where a few dozen hordlings have managed to overcome their hatreds. Supposedly, they've built up some sort of defence against the despair of the plane and're slowly purging themselves of evil. Will they keep their shapes, or will they turn back into larvae- or even their original mortal forms? 'Course, it probably ain't true, but just some hag's way of luring curious sods down to the waste.
Meeting a Hordling.
There ain't much to a hordelings personality. They're ravening beasts, bent only on destruction and devouring. They can be as clever as a human or as pox brained as a lemur, but they generally recognize weakness- and they fall on a berk who shows it first chance they get. Hordlings are totally unruly, in other words, and a body shouldn't expect to deal with one unless he's got protective magic and a powerful blade. 'Course, whats it mean to deal with a hordling? Theres no standard hordling tongue, so unless cutters lucky enough to find one that can speak an understandable language, any exchange'll be short. A blood who uses some sort of mental communication like telepathy finds a hordlings mind cluttered with persistent anger and burning hatred. As with a Bodak, the best way to deal with a hordling is to avoid it.
Hordlings according to (Planescape Monstrous Compendium)
Climate/Terrain: Gray Waste
Frequency: Commen(Prime, rare)
Organisation: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Semi-to average(2-10)
Treasure: Nil
Alignment: Neutral Evil
No. Appearing: 1-6(Prime 1)
Armor Class: 3,2,1 or 0
Movement: 6,9,12 or 15(D with wings)
Hit Dice: 6+3,7+2. 8+1 or 9
THAC0: 6+3 HD:15
7+2 and 8+1 HD:13;9 HD:11
No of Attacks: By hordling type
Damage/Attack:See below
Special Attacks:See below
Special Defences:See below
Magic Resistence:0%,5%,15% or 30%
Size: S,M or L
Moral: Unsteady(5-7)
XP value: Varies by hordling
Hordlings are the uncounted hordes of the Gray Wastes. They form the majority of the population of that plane. They vary widely in size and appearance. Some are large, some small; some humanoid, some animal-like, some amorphous; some have wings or tentacles. No two look exactly alike, and they have no standard means of communication.
Combat: Choose each hordling's characteristics as the situation requires. These tables present traits that pertain to combat and flight. Other tables(below) give the appearance of individual hordlings. Choose AC, movement rate, Hit Dice, magic resistance, and size from this table, or roll 1d4 for each characteristic:
Roll AC MV HD MR SZ
1 3 6 6+3 0% S
2 2 9 7+2 5% M
3 1 12 8+1 15%L
4 0 15 9 30%H
Choose physical attributes as desired; lists below suggest typical attributes. Some attributes enhance combat ability, and are labeled with a parenthetical lower case letter, further explained in the combat section.
Arms 1(1). 2(2-5). 4(6)
1 multi-jointed
2 telescoping
(double reach)
3 short, thick
4 long, thin
5 trunk-like
6 tentacles
Legs 2(1-4) 3(5) 4(6)
1 long, thin
2 short, bowed
3 short, massive
4 springing (20' range)
5 hopping (10' any direction)
6 telescoping (can add 50% to height)
Hands/Extremities
1 large, thick-fingered(g)
2 clawed(h)
3 taloned (i)
4 pincered (j)
5 barbed (k)
6 knobbed (l)
Feet/extremities
1 prehensile toes, long
2 full hoofed (m)
3 splayed hoofed (n)
4 clawed (o)
5 suckered
6 full webbed
(swim at normal speed)
Back
1 humped
2 hunched
3 knobbed mane
4 bristle-maned
5 fan-winged
6 bat-winged
Tail
1 long, prehensile
2 short
3 long
4 long, stubbed (j)
5 long, barbed (k)
6 none
Fan-winged hordlings fly 18(maximum ground speed 9).
Bat-winged hordlings fly 12(maximum ground speed 12)
Hordlings with hands, tentacles, or prehensile toes or tail can use weapons.
Strength
1 17 (+1/+1)
2 18 (+1/+2)
3 18/50 (+1/+3)
4 18/75 (+2/+3)
5 18/00 (+3/+6)
6 19 (+3/+7)
Mouth (large (1-4), Huge (5-6)
protruding tusks (a)
many small fangs (b)
long canines (c)
small tusks (d)
crushing teeth (e)
saw-toothed (f)
Having created a hordling, assign its attack according to its mouth, arm, tail, and leg attributes. The following table provides examples.
Attack Table - Damage
a tusks:small 1d4;large 2d4;huge 2d6
b fangs:small 1d6;large 1d8
c long canines:large 1-6; huge 1-8
d small tusks: large 1-8; huge 1-10
e crushing teeth: large 1d4+2; huge 1d4+3
f saw-toothed: large 1d3(1d4 per round thereafter) huge 1d4(1d6 per round there after)
g blow: one hit 1-4 + strength; two hits strangle for 2d4 + strength
h claw: 1d4+1
i talon: 1-6
j pincer: 1d4
k barb: 1 per round and stuck fast (strength check to escape)
l knob or club tail: 1d3
m full hoof: 1d2
n splayed hoof: 1d3
For example, a hordling with two claws, crushing teeth, and a strength of 18/00 would attack at +3 and do 2-5+6/2-5+6/3-6+6
A hordling may also have special attacks (10% chance) or defences(20% chance).
These tables list the abilities; roll randomly or choose:
Special attacks table
1 Breath works as a small stinking cloud vs. one opponent in 5' range
2 Gaze works as a ray of enfeeblement vs. one opponent in 5' range
3 legs can trip one opponent in melee as a trip spell
4 Sound emanation works as a fumble spell against one opponent in a 5' range.
5 Double attacks for 1 round once per turn.
6 Acidic spittle missiles once per turn (10' range, 2d4 damage)
Special Defences Table
1 Hit only by +2 or better magical weapons
2 Immune to fire and acid attacks
3 Immune to cold, gas and poison attacks
4 Immune to electrical and magic missile attacks
5 Unaffected by illusions and mental attacks (charm, etc)
6 Regenerates 1d4+1 hp per turn
Hordlngs have infravision up to 120'. Treat hordlings as having 5 hit dice for purposes of clerical turning of undead.
Habitat/Society: There are an infinite number of hordelings on the infinite layers of the abyss. They have no purpose or organisation.
Hordlings are petty and vile. They roam the Gray Waste, attacking those weaker than themselves. They sometimes serve under strong leaders, but few leaders maintain hordlings for long, for they are unruly, untrustworthy, and chaotic.
Occasionally, evil mages summon hordlings to do their bidding. Normal summonings always produce a single hordling. The only know way to summon more than a single hordling into the Prime Matierial Plane is the Bringer of Doom, a Strange device created by arcane magic during the age of Doom.
The Bringer of Doom: So distant in the past is the Age of Doom that it cannot even be conceived of by mortals. This was a time of great lamenting, for the beings of that age had discovered magic and sciences too powerful to handle. Their positions overcame their sense and in a wave of power, the race destroyed itself, leaving behind no remnant, save one.
The bringer of doom is a small box with a strange circular red gem set in its lid. If the gem is touched and depressed, the box itself explodes in a blinding flash. So great is the force of the blast that everything within 100' (including the user and the item itself) is destroyed utterly.
The explosion opens a temporary, one-way rift to the Gray Waste from which 100-1000 hordlings pour forth and destroy everything they encounter. Rarely(10% chance) some other, greater fiend comes through the rift as well. The bringer of doom always reforms, to be discovered some time later.
One account of the Bringer comes from a scrap of parchment found in the desert of Yin, near the blasted tower of the evil mage Althabazzerid.
"We have set up magical circles of protection, but we don't know how long we can keep them up. I hope that my observations may be of help to my fellow researchers of the Mages' Guild of MakBran. The assault against the black tower went well, the eleven archers easily destroying Althabazzerid's undead army while we dealt with his dragon allies. We had closed in and were in the midst of magical combat when Althabezzerid himself appeared on the towers battlements, protected by a multi coloured sphere of light. He raised a small box in his left hand, and perhaps pressed a button on it- hard to tell from this vantage point."
"At once there was a deafening blast, and the wizard and his tower were destroyed. A huge hole in space opened, and we could see into the dismal spaces of the Gray Wastes. A great crowd of horrid beings- a more fantastic mix of humans, beasts and fiends cannot be imagined- began moving in our world. Some walked, some hopped, some dragged their deformed bodies along. They gibbered and screamed. Some spat fire, or gas, or acid. Some were horned, others bore tentacles. More and more came, destroying the elves by sheer press of numbers. They attacked without plan or strategy, yet their horrid deformations allowed them many advantages.
"Then a great fiend flew out from the darkened sky of the Gray Wastes. It has assaulted unceasingly since then. Soon our magics will fail, and we will die either at the hands of the fiend or the press of the horde of darkness...."
Ecology: Hordlings devour whatever they destroy, usually other hordlings. That there is otherwise no readily available food supply on the lower planes makes the endless, relatively weak hordlings commen prey for more powerful beings.
The physical appearance of a hordling may become important in play. The following list offers typical features, but many others are possible.
Colour
1 black-brown
2 russet-red
3 orange-yellow
4 olive-green
5 blue-purple
6 gray-white
Head
1 wedge-shaped
2 conical
3 discoid
4 spherical
5 cubical
6 ovoid
Head adornment
1 bald
2 mane
3 frills
4 lumps
5 spikes(2-8)
6 horns(1-4)
Neck
1 thick
2 thin
3 long
4 thrust forward
5 snaky
6 none apparent
Nose
1 wide, protruding
2 slits only
3 hanging snout
4 long, pointed
5 large, many warts
6 beaked
Ears
1 large, pointed
2 small, pointed
3 drooping
4 large, fanlike
5 huge, humanoid
6 none
Overall Visage
1 gibbering, drooling
2 glaring, menacing
3 twitching, crawling
4 wrinkled, seamed
5 langing, flaccid
6 rotting, tattered
see encyclopedia for illustrations..
Well thats all for hordlings now on to Night Hags!
I remember reading that somewhere before. I guess I have the book it's from. Anyway, if we actually want people to use hordelings in their games, they need to be much more easily created.
I'd recommend including in the book a "Clean Slate" hordeling of 1, 3, 5, 8, 12, 14, and 18 HD, fully statted, but with no descriptions, so special powers, no nothing except I suppose generic outsider triats and a NE alignment. Afterwards, I'd say just adapt those tables directly into 3.5 with whatever alterations are necessary. Even with the tables as is, a DM could just roll 8d6, assign them in order, and have a working Hordeling without too much fuss.
This way, you keep the bizarre and unpredictable nature of the Hordelings' appearance while making it a whole heck of a lot easier on the DM. If you want a special Hordeling or two, make them up ahead of time, craft their appearance and abilities as you see fit, and make an interesting encounter. Or, if you just want to throw a dozen hordelings the PCs way, drop in a dozen 3HD 'generic hordelings' and roll once or twice each to give them some quirks.
Just a random suggestion, and I wasn't sure where else to post it
I'd like to see someone whip together an online hordling generator. You just feed in the HD and it rolls the body parts and stats.
Is there anyone with the leet web skillz that can make something like that for Planewalker?
-420
Night Hags according to Faces of Evil:The fiends.
(Telson Splithorn)
Of all the creatures of the Lower Planes, the night hag're probably one of the most underrated and overlooked. And the why of it's completelt dark to me. As suppliers and herders of the Larvae across the gray waste, hags're one of the great "economic" powers of the Lower Planes. But the fiends often dismiss 'em as simple merchants. Nothing could be further from the truth. Sure, maybe the machinations of night hags don't reach as far as, say the plots of the yugoloths, but hags're some of the most influential bloods of the Lower Planes. They're the top of the pecking order of the natives of the Gray Waste, thats for sure. ('Course, thats mainly because the yugoloths all moved to Gehenna, and any other tougher bashers keep out of sight.) See the hags don't forget slights easily, and they've no compunction about wasting years hunting a berk down for any wrong done to 'em, no matter how slight. Small wonder, then, that they've risen to their current status as the real merchants of the lower planes - they've done their level best to destroy the competition.
Physiology
Horrid creatures whose features vaguely resemble the mose wizened(and ugly) of mortal crones, night hags stand about five feet tall. Their skin's a nauseating purple-blue in colour, their hair darkest ebony, and their eyes a bitter, glowing red. Their claws protrude like hooks, and their fanged teeth rock loosely in their gums. Don't misunderstand, berk-hags might look frail, but they're powerful opponents, both magically and physically. After all, they've got enough might to earn the respect of Pit fiends, balors, and liches. That alone should be a telltale sign for most bashers to deal with 'em carefully, if at all.
Gender and Birth: All night hags are female. They occasionally take a powerful fiend high-up (of any race, as long as it has some kind of noble status) as a husband. The children of this mating are invariably female, invariably hags. Its said that, now and againm night hags take a more seductive guise than their usual and trick mortals into helping 'em propagate the hag race. Where did the first hags come from? No one knows. The latest theory making the rounds of Sigil says they arose from larvae, that they were mortals with too much hatred to become mere hordlings. If that tales true, that'd maje the hags real fiends. It'd also make a body wonder why the crones sell larvae rather than turn 'em into new hags themselves. Do they have some method of raising and controlling a young hag that doesn't work on one that comes from a larva? Or is just that mortals today don't have the capacity for hatred they did in the old days? (Any planar alive'll tell you what he thinks of that idea)
Rest and Nourishment: No ones ever caught a night hag sleeping. But the crones withdraw, certainly, and perhaps they go through a period where they lie vulnerable. But if so, they protect themselves so well that they're basically unapproachable. Unfortunately, what night hags eat ain't so much of a mystery; they're seen snacking on fresh larvae plucked from their herds. But chant says they also devour dreams and hopes. As creatures of the Gray Waste that would seem likely.
Powers and Weaknesses: The night hags ain't the toughest bashers on the Gray Waste, but they're among the most stubborn. They refuse to let insults drop, if they deal with someone who's weaker than they are, they usually track the berk down later and turn him into a larva. Fact is, they can even ride a mortal sod's dreams and drain his health away until he's just a part of a wriggling herd on the waste. Hags're too smart to let their brain-boxes be addled. Magic like charm, sleep, and fear won't even slow 'em down. They're also immune to fire and cold, thought a good smack with a weapon'll usually make a hag sit up and take notice. 'Course not just any weapon'll do- its got to be highly enchanted, or at least make of silver or cold wrought iron.
Death: Its thought that a dead night hag simply dies. If something special happens, on one knows what it is. 'Course with all the power night hags have, its far easier to talk about killing 'em than to actually do it.
Society and Culture
There's precious little society for night hags to be a part of. They compete against each other as well as outsiders, and they don't feel any particular loyalty to any race- not even their own. It seems even hags're somehow afflicted by the apathy of the Waste. Still, they do worship Cegilune, the greatest hag of 'em all. Chant has it she's just a night hag whos far more powerful than the rest of 'em, but she certainly holds her own as a power. Night hags're an important link in the chain of the Lower Planes. They had vast armies of larvae across the planes, culling the worst and selling the choicest to fiends, liches, and other creatures that require life forces. Fact is, hags're somehow able to tell the good larvae from the bad, quick as a wink; thats why their customers depend of 'em. And one reason they harvest mostly on the Gray Waste is that the planes larvae are all nuetral evil, which are easily adapted by both Baatezu and Tanar'ri. (If the hags sold larvae that already leaned toward law or chaos, they'd be cutting off half their bussiness- fiends find it too hard to evolve larvae that have "unworkable" alignments.) The hags often ride nightmares, summon lesser fiends as servants, and hire mercenaries(evil ones, of course; hags attack any good folks they think they can kill.) as guards on the more dangerous treks. Thats about the extent of their involvement with society.
Meeting a Night Hag
Most hag're good to their word, if a body can get 'em to give it in the first place. They don't keep their pacts out of honor; they do it because their livelihood depends on it. Not even a fiend'd trust a nighthag know to sell bad larvae or back out of deals. 'Course trying to conduct bussiness with a night hag's a sodding bad idea for anyone. They're petty, vicious, cruel. and sceming. They're always got a peel running somehow, and they seek harsh revenge if they're peeled in turn. So don't try to trick 'em. If you can't put a hag in the dead-book, try to buy her off with magic, knowledge, or larvae - hags prize those things above all else.
Night Hags according to Planescape Monstrous Compendium
Climate/Terrain: Lower Planes
Frequency: Very rare
Organisation: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Exceptional (15-16)
Treasure: Nil
Alignment: Neutral Evil
No. Appearing: 1
Armor class: 0
Movement: 9
Hit Dice: 8
THAC0: 13
No. of Attacks: 1
Damage/Attack: 2d6
Special Attacks: Cause disease
Secial Defences: Spell Immunity. +3 weapons to hit.
Magic Resistance: 65%
Size: M(5' tall)
Morale: Average(8-10)
XP Value: 12,000
Night hags inhabit the Gray Waste and, practically speaking, rule it. They are wretched females with hideous dark blue-violet skin, jet black hair, and glowing red eyes; long, wicked claws on their hands and feet; and foul rotting fangs protruding from their dry festering lips. Night hags speak multiple languages, preferring those that help them in their dealings with evil beings.
Combat: Night hags, thoroughly evil, attack any good creature without cause if they feel they have a reasonable chance of victory. A night hag can bite(3d6 damage and save vs. poison or contract a disease. Night hags also have a bewildering variety of spell-like abilities they can use one at a time, once per turn, at will: know alignment, magic missile(4 missiles, 5 times per day), polymorph self, ray of enfeeblement(3 times per day), and sleep. A night hag's powerful sleep spell affects selfishly evil monsters or characters up to 12 Hit Dice or 12th level unless the victem saves vs. spells. The hag strangles her sleeping victim and takes its spirit to the Gray Waste as a Larva, where it becomes a macabre form of currency. If the sleep spell fails, the night hag visits the evil victim nightly in etherial form, which it can assum at will, intruding on the victim's dreams and riding on the victims back until dawn. In this way the night hag hopes to drive the victim mad. The victim cannot remove the night hag, and each nightly ride permanently drains 1 form the victims constitution. When the victim's constitution reaches zero, the victim dies and the night hag returns to the Waste with the larval life force. The only way to defeat a riding night hag is to destroy it either in its normal or etherial form. Both the sleep and dream intrusion work only against a mortal who displays selfish evil. Night hags are immune to the effects of charm, sleep, fear, fire, and cold-based attacks. A silver, cold iron, or +3 or better weapon is needed to harm them.
Habitat/Society: Night hags rule the Waste by Default. They round up and herd larvae for barter with fiends of all types, Tanar'ri and baatezu alike require larvae for their quasits and imps, and some liches use larvae to maintain the undead condition. Night hags are said to see the multiverse as a place of eternal conflict. They believe it is unwise to form permanent alliances, for those who rule today are apt to be slaves tommorrow. Nevertheless, their keen minds and perfect memories cause many to seek the hags for wisdom and counsel. Night hags are always willing to trade for knowledge, magical items, and spirits. However, if those trading with them do not match or exceed the hag in strength, the hags later track them down and make them into larvae. Some lords of the Lower Planes take night hags for wives. From such unions are only born more night hags, equal to others of their race and not partaking of the characteristics of their sire. It is said that occasionally hags travel to other planes, assume the forms of beautiful women and become wives of powerful wizards, that they might thereby gain further secrets of the multiverse. Hags have no particular hatred for any one race or type of beings, even their own. The inability to form permanent alliances is probably the only thing that has kept them from wielding greater power on the Lower Planes. Like wise the only thing that keeps a hag's cruelty in check is her burning desire to know all things. Certain human collages were founded by night hags, and some research projects- even those carried out by the most moral of wizards have been ultimately found to be financed by hag gold. Very few beings have even outwitted a hag. In such cases the hags spend years coming up with an intricate plot to out-trick the trickster. Night hags do remember any kindness shown to them, as well, but they appear less motivated to repay it.
Ecology: Nighthags are the only Lower-planar inhabitants that actually sekk out humans and kill them for their spirits. They destroy them any life form they can overpower. Nighthags are mercilessly wicked. Night hags carry a special periapt called the charm of blackness. Created by hags deep in the pits of the waste, they instantly cure any disease the possessor contracts and gives a +2 bonus to all saving throws. If any good creature gains a charm, it functions but shatters after ten uses. Night hags lose their ability to become etherial without the periapt, but the ability does not transfer to others. Hags go to great pains to retrieve lost periapts: it takes one month and 100 larvae to create another.
Thats that hope this is as helpful as it was difficult to write.
I agree with 420. But leave the technicle PnP Jargen to someone else.
Not my area of expertise or my forte.
Is there anyone with the leet web skillz that can make something like that for Planewalker?
-420
.... *twitch* *twitch* *adds something to the end of the currently long To Do list* (it'll be awhile but the request is noted)
Why not just create a series of feats that can be given to Hordlings, kind of like the Chaos Gift system in one of the older versions of Warhammer (haven't played it since my mid-teens so I have no idea how they treat this now-days)
You can use the blank 'template' hordlings of various HD and add extra characteristics by adding feats. That way game balance is maintained and DM's can give bonus feats if they want to go for a certain look or give standard feats to high HD Hordlings if they don't want them looking too weird.
"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer
Another very cheap option would be to just grab a random monster table, roll up some monsters of the necessary ECL, then swat them all with the Outsider subtype and call 'em Hordelings.
That's really low-down and dirty, but it could work in a pinch.
I like all those ideas, and I think we should combine them
I might find the time for a Hordling generator myself, soon. Can't promise anything yet, but I'll try my best.
Maybe as a second step we can even make a Horde generator...
@Zeniel: Thousand thanks to you for all the work! This is a great help for everybody!
Personally, although I've never tried it myself, I think the hordling trait table is a great way of coming up with some interesting ideas for illustrations if your stuck coming up with new ideas. Otherwise just do what I'm doing and just draw. I'll add some pictures once I've done a few maybe.
This would be a great reminder for everyone on what's what so far.
Cheers mate.