Bayou Bourne A MicroQuest module for 2 (experienced) to 4 (beginner) figures by droll@playhob.com. Underway The party has signed on as guards accompanying a freight wagon train rolling east through the backwoods into bayou country, there to be offloaded onto flatboats at a riverine elves' landing site and shipped out to a Nor'lands demesne. The overland trek figures to take three days of a reasonably dry midsummer. On day one, `clans at feud, running through a bare patch after a barefoot girl in a ragged shift Kinfolk/ Beater/ Thrall (vs Zombie) Human Rustic (There's a 2 in 6 chance of one being female) adjST 8-11, DX 8-12, IQ 8-9, MA 10 Weapons: Quarterstaff (ready), Belt Knife (slung) One's quarterstaff disarm attempt is made on the higher of ST or DX, optionally as an Aimed shot at the Weapon Arm of an unshielded opponent That night's camp `ancestral ghost, arisen from the mire, and Thrall On day two, `baying after Bre'r Fox/ Rabbit Hoarhound Bear- legged Choleric ST 16, DX 12, IQ 5, MA 10 Attack and Damage: Mauling fury (the lower 2d of a 3d roll; or the higher 2d in HTH) Special Ability: Every other turn it heals 1 physical damage from wounds not caused by silver weapons Armor: Shag stops 2 hits/attack It prepares for a pounce, waiting to see the results of the riders' Panic checks. Pressing on to the night's camp, . `Igor (Beater) and Revenuer Bushwhacker/ Revenuer/ Buccaneer Human Predatory Cuss (There's a 1 in 6 chance of one being female) ST 10-12, DX 11-14, IQ 8-9, MA 10 Talents: One with IQ 9 will have a Missile Weapons skill bonus of +1 to +3 Weapons: Small Ax (ready), Bow per ST (slung) Equipment: $(1d) in coin Special note: A favorable RR in negotiations with one may lead to gaining info on the situation in town, mostly phrased as a veiled threat. On day three, Bushwhackers. In camp overnight, . Hoodoo Donkey- headed Caustic ST 11, DX 14 (15), IQ 9, MA 12 Attacks and Damage: Hooves, hornpipe & horn stubs (1d+2) Its attacking capability is as though it were wielding a pair of Nunchuks Special Ability: Its DX won't be reduced by wounds Equipment: Hornpipe Magic Items: Shoulder- slung pouch holding 1d-3 (minimum of 1) time-delayed, While the party . Onsite Close by the tower, . Siren (feminine) Bird- legged Exotic ST 10, DX 13, IQ 10, MA 8 Attack and Damage: Taloned Feet (2d-2) Special Ability: Once a day The attendant women . Fakir (obscure cultist figurehead) Half-Elf Zealot Charlatan ST 10, DX 14, IQ 9, MA 12 (his basic DX 13, IQ 11 have been revised by the Siren's song fx, so he can't presently use spells of IQ 10 or 11) Talents: Priest (2) Has immunity to Fires cast by himself Spells: Far Vision, Fire, Great Voice, Image, Look Your Best, Minor Medicament, Persuasiveness, Rope, Staff Equipment: Physicker’s kit Magic Items: Staff as charred stave Chief (illicit gambling ringleader) Human Underworld Boss ST 12, DX 13, IQ 10, MA 10 Talents: Literacy, Quick-Draw (Sword), Shield Expertise, Streetwise, Thief Weapons: Sword Cane (as Main-Gauche, ready), Shortsword (belt scabbard) Equipment: Prince's IOU for $(4dx100) An ex- pirate who heads the local moneylending Thieves' Guild. Treasure: . Players’ Actions Lose a horse: -10 XP.