I just destroyed the modules. They weren't modular enough.
I forgot why I stopped this kind of table a few years ago: small scenery elements serve more purpose. Unglued the houses, and added them to the fantasy stock. About thirty printed houses and twenty resin home-made houses. I will make elevation plates, with cobblestone engraved, to break the flatness monotony. Getting rid of the modular concept allow for more "organic" towns, curved and labyrinthine roads.
The jungle modules planned are to be made on smaller bases, usable on different setup (I play fantasy, modern imagi-nation or sci-fi). Already some of them prepared.
@FifteensAway: Over jealous of your naval game
, ashamed of my tiny small boats, I ordered some Constructo ships at 1/100 scale. Not the wooden kind, with real plank to curve with heat (I made a few of them), but the easy kind - plastic hulls. They should look more like yours. Cut the hull at the waterline, repainted the hull (original colour was fluo bright red, like a distress beacon).
Play test of the Pavillon Noir rules. Played as a tabletop game, with extended gameplay. The system is simple, a character have basic stats that will never move (if you are weak, you stay weak), and evolving skills. The stat give a target number, for the dice roll to be equal or under, and the capacity is the number of die to roll. Ten sided dice are used for known skill, twelve or twenty sided for the other skills. Each good roll is a success, the number of success give the overall appreciation of the task. Fight are fun, roll my number of dice against the opponents die, count the success/critical hits and failure. Critical failure with "fencing" skill can be a win. Roll the dice for the location (arms, legs, torso...) and apply damages.
The little solo story.
Three adventurers, a noble, a buccaneer, a merchant on a ship travelling to Isla Muerte archipelago. The winds are not fair, water and food are low. The ships is in land sight, the captain send the adventurers on an island. The merchant spend the game trying to build a fishing line, failing each time. The buccaneer go hunt a peccary, but the musket shot misfire, then succeed but fail to field dress the carcass. The noble is lost in the jungle and face a monkey. His "survival" skills isn't enough to find a small water pond. Cannibals are near, and they fail their "vigilance" test to detect the noble.
The rules are a little Savage Worlds flavored, and smooth to play. For solo, I add the Free Universal RPG system as a game master to add surprises.