A two session, two team HeroQuest (kinda) module by John Hughes and friends, in the spirit of Terry Pratchett and Indlas Somer, first commissioned for Scotscon, and perhaps coming soon to a convention near you! A sort of beer-and-pretzels affair, though distinctly lacking in pretzels. Play fweedom-loving Heortling ducks! Play Imperious Lunar baboons! Match one band against the other (shudder) in a ruthless battle where only the Narrators walk tall! For ten players and two narrators, with live action bits, tabletop bits, and all the gwubs you can eat. This page contains basic information for players and some sample character sheets. If you'd like an electronic copy of the module, for either convention play or your own amusement, drop a me an email at this address. With full colour PDF character sheets and handouts, the complete package comes to around 5 Meg zipped. |

ARMED & DANGEROUSThe First Pavis Ballista, five superbly trained, dedicated baboon heroes pledged to make the Far Place safe for personkind, if not for horses. |
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Name: H'eer.
Download H'eer character sheet (419 K Adobe Acrobat (PDF) file).
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Name: S'eah.
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Name: Sp'eek.
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Name: Mooner.
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Name: Utta Rutta.
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And not forgetting Tequilla Mockingbird-Moonrise, fearless unit commander regrettably and permanently detained in Alda Chur; Sh'Kann, ever-eager Sable Rider NCO, a recent convert to the Lunar Way; Sparky, her fearsome riding sable; and Stretch, spirit of the ballista. |
Ballista Baboons - Matriarchy in Action
S’eah, H’eer, Sp’eek, Mooner and Utta Rutta are members of an ancient race that once ruled all the berry bushes from Shadows Dance to the sea. Their horrible war cry - 'Fruit and Horseflesh! Horseflesh and Fruit!' - once instilled fear and terror in all the peoples of Prax. In the Third Age, however, they survive as a relatively small and insular tribe of hunter-gathers, content to instill terror only in fruitbats and small furry animals of the Praxian hinterland. Baboons are quadrupeds. They are quick and dangerous with powerful teeth and claws. They can use weapons, but find it difficult to balance on only two legs for any great length of time. When threatened, they form a defensive circle that can be near impregnable to enemies. Omnivorous, baboons survive mainly on roots, berries, insects and small animals. The flesh of larger beings is often sought, but rarely obtained. They are Animists, and most adults worship either Grandmother or Grandfather Baboon, the First Ancestors, two similar, overlapping, but totally independent traditions. An extremely musical race, their ecstatic ceremonies resound with weird though beautiful multi-scale harmonies. Baboon culture is a hierarchical matriarchy. Female baboons care for their young in an all-female social group (a shrewdness) led by the strongest (and usually oldest) woman. They allow only a single ‘dominant’ male to reside with them, and may grudgingly follow his suggestions. All other males are scattered to the edge of the clan’s range, where they serve as border guards, scouts, and broo fodder. Female baboons all consider this a wonderful arrangement.
The baboons of the First Pavis Ballista continue to live by clan principles. H'eer is the strongest woman, and therefore leader of the baboons. S’eah is next, then Sp’eek. Mooner is young enough to get away with pre-adult status most of the time. The women work together with harmony, discipline, and sense of place and purpose. Utta Rutta wants to be alpha male and leader of the pack, but has had little success to date in charming H'eer or indeed any of the squad. While they have been taught to salute a military superior, the five recruits often confuse such salutes with traditional baboon gestures of subservience. In the presence of a superior, it is customary to bend over and raise one’s tail, exposing your ischial callosities. The superior must then take a polite sniff. Grooming (searching each other for fleas) may then commence. As baboonish culture is communal, the squad members also have trouble with the concept of personal possessions. However, as taught by their aunties, they have learned to mark everything with their own scent. This practice continues to wreak havoc with uptight Yelmie Quartermasters, who harbour an increasing hatred of the baboon unit and all that it stands for. Female baboons consider males of any species the lowest form of life. They are not entirely familiar with sexual differences among other species, but use standard baboon principles in judging strangers. If its big and ugly and violent, its probably male. Being your typical male baboon, Utta Rutta knows that effective courtship largely entails beating up other males while the ladies look on, and engaging in lots of chest beating and other epigamic displays, the details of which we can't really discuss in a family module. While this has led to discipline problems with male NCOs, Utta is relieved that the local Orlanthi humans seem to practice courtship in the same way. After that little incident of the baby white rhino and the Red Emperor's birthday (as recounted in Seven Mothers Do 'Ave 'Em, a previous module), Duke Raus decided that the Great Bog isn't quite far enough away for the intrepid baboons of the First Pavis Ballista. If the innovative multi-species Army recruitment experiment - no doubt dreamed up by some mushroom-addled priestess in distant Peloria - must continue, let it be among the hillbilly Orlanthi, where there's a good chance a rebel band will solve the problem terminally. Raus has enough enemies (most of them within Imperial Command) without having to babysit a wayward troupe of lunatic baboons.
The local townsfolk all seem to hate the baboons, as do the local human elements of the Lunar Army. As Earth Season progresses, Ironspike is becoming even more cold and wet and muddy, and both Sh'Kann and the baboons are feeling increasingly homesick. Past experience has made them realise that desertion is not an option, but Sh'kann has sworn she will get them all home to Prax for Sacred Time. In the meantime, the baboons are continually amazed at the generosity of Red Moon Grandmother in keeping them close to so much horseflesh. Since Tequila’s departure, there’s been a constant flurry of messages (alas, no longer by messenger pigeon) between Tequila and Sh’Kann. The content of these messages has remained secret, but Sh'Kann has become increasingly agitated. Yesterday she rode off in a right huff, hoping to pass her latest scroll to a messenger. She has not returned, which means Acting-Bombardier S’eah is in control of the ballista encampment. Oh Happy happy, joy joy!
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DWEAD & DESPERWATEThe Pinfeather Gang - desperwate duck bandits, sometime Sartarite freedom fighters. Mercy is not in their vocabulary. Neither is competence. |
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Name: Quackbeth.
Download Quackbeth character sheet (520 K Adobe Acrobat (PDF) file).
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Name: RedCrest.
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Name: Pondzilla.
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Name: Hobbs.
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Name: Dodger.
These dwead desperates are led by Pinfeather, the legendawy bandit leader and fweedom fighter with a heavy price on his tailfeathers. |
Duck Bandits - A Fewocious Fighting Farce
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The duck character art on this page is by Stewart Stansfield. Stewart's stirling contribution to this module has really helped bring the Pinfeather Gang to life. ('Cept for Pinfeather himself of course, poor sod). The Storm Bill header art is by Japanese artist Makoto Hokura. On his Duckland page you'll find dozens of Uz (chilling! hulking! dark!), Ducks (wooden-legged bandits, storm bills, and others) and a selection of Gloranthan heroes. As some of the links do not appear to be current, also check out the directory listing at http://folklore.srvf.org/runequest/. My special thanks go to Terra Incognito for his invaluable assistance in reaching Hokura-san. |