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Frontier Justice

“Laws aren’t made to be broken, bones are.”

F
rontier Justice is a four-hour
game for six Oruskan player
characters in Desolation, the
post-apocalyptic fantasy roleplaying
game. The playable Oruskan races
include kobolds, goblins and orcs.
In this adventure, expected sup-
plies have not arrived and the orc
chief of the Burning Shoulder tribe is
angry. He has sent a group made up of
orcs, goblins and kobolds to bring back
the supplies or find out what happened to
them. During this adventure, players will
have a chance to view the world from an
Oruskan’s point of view and discover that they
aren’t the only monsters in the northern wil-
derness. Combat, investigation, diplomacy and
tough decisions await the player.

Act I
The group is gathered in the early morning by Carr’ook,
chief of the Burning Shoulder tribes. He is agitated. He has
been expecting a goblin merchant who is now several days
overdue. Deber’vail was supposed to bring some medicines Cast of Characters
and news from the human lands. Carr’ook is especially upset Player characters:
n Arsh’val, the Orc Blood Rune Carver
because he was expecting a tonic to alleviate some rashes.
n E’klaan, the Kobold Spider Primalist
Carr’ook is slightly drunk when he sends the group
n Gath’terra, the Goblin Archer
south and is sketchy with details or assignments. He will
n Mer’mi Lack, the Roguish Goblin Merchant
be shouting angrily about “needing the shipment” and for n O’klaan, the Kobold Hunter
the group to “just get it back,” even if they “have to travel n Wrunk’ha’mak, the Orc Warrior
to ends of Scondera.” They are not to come back without it,
and he doesn’t care what they have to do to get it. He does Non-player characters
not mention leadership or tactics — if asked he will respond n Carr’ook, chief of the Burning Shoulder tribes
will, “Why are you still here? Get me my shipment!” n Deber’vail, the missing merchant
Others in the village were also awaiting the mer- n Grop, the goblin leader of Grop’s Hill
chant, which was supposed to have some seeds and n Harild Mar, the ex-legionnaire in search of his niece
other implements for a new farming initiative. The main n Fritz, the trader, and his family: Tilly, Big Bosh
trading route runs through Grop’s Hill, which is logical and Little Bosh
place to start the search.
Copyright 2010, Greymalkin Designs, LLC
1
Scenario

Gamemaster note: The Burning Shoulder tribe is comprised Gamemaster note: The outpost was attacked by a group led
of mostly orcs and goblins, although a few kobolds are also by Harild Mar. He was in search of his niece who was taken by
members. Formed during the Long Winter, the tribe has carved Oruskans a year before the Night of Fire. He has relentlessly
a simple village in the wilderness. CarrTown is named after the searched for her and believed she was in Grop’s Hill.
chieftain of the tribe, Carr’ook, who is a powerful orc warrior with The sudden attack began when a Primalist companion of
ambition. The tribe has has even expanded with two outposts — Mar summoned a tree-sized wood warp that crushed the outer
one south (Grop’s Hill) and one northwest (May’awm’s Roost). wall. Along with it were other fire-breathing wood warps. Be-
The trip from CarrTown is uneventful and takes about tween the magical tree creatures and 10 men, the Oruskans were
eight hours. Let the players make a Survival check to no- all destroyed.
tice the tracks of a very large bear. Once they get about Once everyone was killed, the humans looted the outpost.
an hour’s ride away from Grop’s Hill, they will see dark They found a little human girl, but she was not his niece. They
smoke rising over the horizon. returned south, leaving the wood warps behind to deal with next
Gamemaster note: Named for the goblin that runs it, Grop’s Oruskans to arrive.
Hill is an outpost with a wooden palisade that contains six Once the group has made their investigation rolls or
buildings. The most important is a small tavern that also go to try and get a closer look, it is time to spring the am-
serves as a trading post. Between 15 and 20 goblins and orcs bush. The tree across the western wall is the giant wood
typically occupy the outpost. Grop’s Hill has a well and few warp, the two crucifixes are wood warps and there are
other amenities. Most of the players will have been there and also two other smaller wood warps behind the group.
will know it is run by a surly goblin who serves very bitter ale. The group can make a Perception check to try to avoid
the ambush. They need 5 successes to avoid being surprised.

Act II Those who rolled 3 or more successes earlier can roll 1 bo-
nus dice. Those who fail the Perception check do not get to
The group will arrive at the outpost about a day after it act in the first round, but retain their full defense.
was attacked. The walls and buildings are no longer on Despite their fire-breathing nature, wood warps are
fire, but some are still warm to the touch and smoking. made of wood and will burn. Torches and comparable
The outer wall has several holes in it, and the gates hang fire sources will initially cause 2L damage and have a 50%
from their hinges — both look like they were torn down by
something immensely powerful, such as a beast or magic.
A large tree lies across the western wall, smashing it.
Once inside, the grounds are littered with orc and goblin
corpses. These bodies are all charred. Some show the signs
of other violence (arrows, wounds, crushed skulls, etc.).
There are several goblins impaled on twisted and charred
crucifixes next to the western wall. Other bodies have been
tossed in the well, scalped or are missing ears.
The scene can be investigated using Investigation,
Survival or Perception (player’s choice). If using Percep-
tion, reduce the success by one when looking at the fol-
lowing table of investigation results:
Successes Outcome
Even women and children were killed — some
1
through violence.
The attack was sudden and was concentrated at the
2 western wall. Grop and the merchant are the two
goblins crucified.
The fires started from several different points, but the
3 outpost was untouched. The wagons are missing — as
are many supplies.
The combat involved about 30 people and some kind
4+
of large beast. There are no non-Oruskan bodies.

Copyright 2010, Greymalkin Designs, LLC


2
Scenario

Wood Warps
Giant
Large, Small, Act III
Fire-breathing Fire-breathing As they travel southward, a hard rain begins to fall. They
Health 14 5 3 will eventually make it to a fork in the road that is several
Defense 7 5 5 hours south of Grop’s Hill.
Body 7 3 2 Gamemaster note: The fork in the road was a resting spot for
Dexterity 3 2 2 Harild Mar and his companions after they attacked Grop’s Hill.
Strength 8 3 2 It was here that they tried to tend to some of their wounded and
Charisma 0 0 0 eventually buried them. While here, they met traders who were
Intelligence 0 0 0 heading for Grop’s Hill. Harild warned them away, but allowed
Willpower 4 2 2 them to join his camp for the night.
Size 3 0 -1 Wagon tracks lead to this fork, and it obviously stopped
Move 11 5 4 here overnight. The road continues both southeast and south-
Perception 4 2 2 west, and there are tracks that lead either way. Some investiga-
Initiative 3 2 2 tion (a Survival or Investigation roll) uncovers the following:
Stun 7 3 1
Successes Outcome
Slam 12N 6N 6N
Finds campsite, which was big enough for about 10
Fire Breath n/a 7N (cone) every 6N (cone) every 1
men.
other round other round
Uncovers the shallow graves of two human men who
See Desolation core book, page 245, for more information. 2
were wounded with Oruskan arrows.
Finds a human doll outside of the campsite in the
3
woods.
chance of catching, causing 1L every round after. These are
There are two sets of wagons. They left in opposite
living creatures and can be affected by blood runes. As an 4+
directions.
option, allow players who grab chopping implements a +1
damage bonus. It doesn’t matter which direction the group goes, have
If things are going badly for the group, secretly reduce it lead to Fritz the Trader. No matter how good their Track-
the Health on the wood warps, and let it slip that they look ing roll, the recent rain has erased other information.
wounded from the previous battle.
Once the battle is over, let the group continue their in-
vestigation of the outpost. In addition to the details above,
Act IV
make sure the group discovers the following: Following the trail will lead the group to eventually catch
n There were no survivors. up with a couple of wagons rumbling down the road.
n There are no wagons in the remains. The wagons are each drawn by a single horse, but they
n Just about everything of value has been looted. A are moving at a slow pace due to the heavy wagons and
Hard (4) Scavenge roll must be made to find more. muddy roads. The group will be able to overcome the
n Wagon trails head southward. wagons after several hours.
n Some goblins made it out and were tracked and Trader Fitz hails from farther south, but somehow heard
killed in the forest, left to die. of Grop’s Hill. He has a wagon filled with miscellaneous
The group should feel the need to head south in pur- items; the most interesting being scavenged metal goods,
suit of the wagons. Heading back north should not be op- medicine (salve to heal Non-lethal wounds or turn Lethal
tion. Remind people of the chieftain’s words about not re- wounds Non-lethal) and dried fruits. He has the look of man
turning without the shipment. Also encourage those with who was once fat, but is now lean. He has some scars on his
motivations of power and glory that there is much more hands and arms that indicate he has seen hard times. He acts
to be gained from finding and defeating the attackers than pleasant and calm, and clearly values his life above his wares.
returning home and letting Carr’ook deal with it. If the An Empathy roll will show that he is quite frightened.
group is badly hurt, let those with the appropriate skill He travels with his “woman-wife,” a lanky, unattract-
find some herbs in the area that gives them a +2 bonus to ive and dirty woman named Tilly. She is an accomplished
Medicine. Also let them hear the loud roars of a bear to the scavenger who seldom speaks because she has no tongue.
north further dissuade travel in that direction. This will become evident when Fitz makes a joke about her
Copyright 2010, Greymalkin Designs, LLC
3
Scenario

being the best wife/traveling companion and she laughs If the encounter turns to combat, you can use stats in
with a disturbing high-pitched gurgle. the Survivors supplement for these characters, but they are
Fritz and his wife are accompanied by a burly man and listed here for convenience. The group will be able to easily
his 9-year-old son: Big Bosh and Little Bosh. They drive the defeat these people. If attacked they will all flee.
second wagon and help to load and unload. Big Bosh also
acts as protection with his mace. Little Bosh helps Tilly, as
Traders
he is able to fit into small spaces while scavenging. Fritz Tilly Big Bosh Li’l Bosh
Fritz is comfortable around the goblin, but is scared of Health 3 3 4 3

the orcs. Little Bosh is fascinated by the kobolds. Big Bosh Defense 3 4 4 4

doesn’t want a fight and is quick to point out they are out- Body 1 2 2 2
numbered. Tilly just chews her red tobacco. Dexterity 2 2 2 2
If the group takes the time to speak with the traders, Strength 2 2 4 2
they can easily find out that they met a group of about 10 Charisma 3 2 1 2
men at the fork. The men looked like they came from a fight, Intelligence 2 3 1 3
with several wounded — two of them pretty badly. Other Willpower 2 1 2 1
information the traders will freely share: Size 0 0 0 0
n The men had a tent they didn’t let anyone near. Move 4 4 6 4
n They asked if Fritz had medicine and traded Perception 4 6 3 6
weapons for it: 1 goblin-crafted bow and 1 orc cleaver. Initiative 4 5 3 5
n This was all they traded. They had no interest in Stun 3 2 2 2
Fritz’ other wares. Attack n/a Spear 6L Cestus 9L Knife 5L
n They were still at the fork in the road when the
merchant left. The group will realize that the people they are search-
n They warned them against heading north, saying, ing for took the other fork in the road. They will have to
“It’s not safe for our kind up there.” retrace their steps or cut across the forest to catch up with
n There were a total of 10 men, four of whom were them. Once they have decided how to proceed, have the
wounded, two badly. rain stop and take a break.
n The leader was unharmed, broad and strong. He Gamemaster note: This is a good spot to let the group stretch
had blond hair, a scraggly beard and carried a spear their legs for 10 or 15 minutes. You should be about 2 hours and
like he knew how to use it. At least one other man called 15 minutes into the game. If the game is running long, ignore
him Harild. the encounters in Act VI and drive the group straight toward
n They had a mongrel with them that looked all Act VII.
weird, like a tree.
n They had people on watch.
n The only horses they had were for pulling the
Act VI
wagons. If the group decides to cut across the forest, they will need
n The men were friendly enough. They even shared to navigate the dense woods and will come across a strange
some stew and bitter ale. obstacle. About halfway across the delta, the trees grow
n They didn’t say where they were from or where closer and closer together until they form a solid wall about
they were headed. 20 ft. thick and 50 ft. tall. As they grow closer, they also grow
softer and darker, eventually becoming a black fungus. This
Let the group make an Intelligence roll in regards to fungus wall stretches about 2 miles north and south.
Harild Mar. The group can:
Successes Outcome n Go over it.
Heard of a Harild Mar — might be a trapper or guide Climbing it can be done with a Tough (3) Athletics
2
or something. check. The pliable fungus can be grabbed and stepped
3 He was an ex-legionnaire. in to gain purchase. Disrupting it releases spores, which
He sometime led orc cullings. He helped the legion require a Tough (3) Health check to avoid. If failed, the
4+
find threatening orcs. subject becomes paralyzed for about an hour (which could
Copyright 2010, Greymalkin Designs, LLC
4
Scenario

prove to be inconvenient when 50 ft. up). Have each play- skill to detect, but only Tough (3) to disarm. If triggered,
er make 3 rolls: one at 25 ft. up, one at the top and one 25 everyone on the road must make a Hard (4) Agility check
ft. down. to avoid taking Damage. Those who fail must make a Pas-
n Go through it. sive Defense roll against 3 plus the amount failed in the
With time and effort, someone could smash/slash Agility roll. This is the amount of Damage taken.
their way through. It takes 30 minutes to cut through 5 ft. Regardless of which method the party uses, they will
The same spores are released but are more pervasive, re- eventually pick up the correct trail and follow it to within
quiring a Hard (4) Health check to avoid. This check must sight of the village called The Mudds.
be made every 5 ft.
n Go around it.
If they hike around it, they will be attacked by three
Act VII
Fern Spiders, which are accustomed to attacking animals If the party was traveling southeast, The Mudds is located
that are circumventing the wall. A Very Hard (5) Percep- at end of the road next to a newly formed river. If heading
tion check is required to notice them. southwest, the village will be located downstream on the
edge of a river. Regardless, a Tough (3) Survival check will
Fern Spiders let the group find a hidden trail where the wagon left the
Health 4
road and started traveling through “wilderness.”
Defense 7
For parties that bother to scout, let them find a lone
Body 3
sentry along the path. He will be easily caught or killed. He
Dexterity 5
can give the party information that could also be gleaned
Strength 2 from some scouting. Consult the sidebar on The Mudds
Charisma 0 for the information that can be gathered.
Intelligence 0 Time the travel so that the group comes within hear-
Willpower 2 ing range of the village just as the sun is setting. Give them
Size -1 a Tough (3) Perception check to hear the strains of a cel-
Move 7 ebration.
Perception 2 Gamemaster note: An ex-legionnaire, Harild Mar worked the
Initiative 5 frontiers and borders for years before hanging up his spear and
Stun 3 shield to go into business for himself. He worked as a trapper,
Attack Bite 8L (Toxin 3L Paralysis); prospector, hunter and guide. He even led troops to orc tribes in
Web 10N Touch Attack; 4 to break free
need of culling.
See Desolation core book, page 227, for more information.
Several years ago, his brother’s homestead was attacked by
If the group retraces their steps back to the clearing Oruskans and his nieces were kidnapped. He is still trying to track
and back down the opposite path, they will be faced with down those responsible and retrieve his remaining niece (he found
several traps left behind by Harild and his men. The first the other raped and murdered). He is consumed by his search, and
will involve a wooden bridge that is rigged to collapse has developed an intense hatred for Oruskans. He knows they will
when a certain amount of weight is placed on the center. only grow stronger and bolder after the Apocalypse.
Only someone with the Larceny skill can “easily” detect He lied to the people of The Mudds, using his military and
this. If actively looking, it is a Tough (3) Perception check. frontier knowledge to convince them it was necessary to attack
Others can see it with a Very Hard (5) Perception check. Grop’s Hill. Although the girl rescued was not his niece, he still
Once located, it will take a Hard (4) Larceny check to dis- considers the attack to be worthwhile and just.
arm it. Ignoring the bridge and climbing down into the At this point, the groups actions will be fairly unpredict-
ravine is Tough (3) Athletics check. able, although they will almost certainly involve sneaking
If not disarmed, the bridge drops out from under any in to get more information, sneaking in to kill people, or at-
weight greater than 250 pounds and the characters will tempting to call out Harild Mar (either to parlay or fight in
fall 30 ft. for 3N. They then need to make a Tough (3) Ath- the open). Be aware of time and move things along here. If
letics check to climb out. the group is taking too long to decide what to do, have them
Another trap is a large spiked branch attached to a be discovered by a sentry. This will lead to Harild bringing a
trip wire. This is Hard (4) for someone with the Larceny group of men out of the village to take care of the party.
Copyright 2010, Greymalkin Designs, LLC
5
Scenario

The village of The Mudds is celebrating Mar’s victory The Humans


over Grop Hill (see below). With the celebration going Harild Mar Primalist Archers Villagers
on, it will easier than normal to sneak in and around the Health 8 5 4 4
village. An Average (2) Stealth roll is all that is needed to Defense 8 (leather) 7 (bark skin) 5 4
get in. A Tough (3) Stealth roll is needed to move freely
Style Points 3 2 0 0
around the village. The first failed result will cause a me-
Body 4 3 2 2
lee to break out.
Dexterity 3 2 3 2
The mayor of the village is drunk, so Harild will assume
Strength 4 3 2 2
control and speaks for the village if the group attempts to par-
Charisma 2 2 2 2
lay. He is unbending in his venom toward the Oruskans and
Intelligence 3 4 2 2
will quickly decide to attack the group.
Willpower 2 2 2 2
In addition to Harild and his Primalist companion, the
Size 0 0 0 0
group will face three archers and three villagers. The rest will
Move 7 5 5 4
either be too drunk to fight or hiding with their families.
Perception 5 6 4 4
Spells that the Primalist might cast:
Initiative 6 6 5 4
n Claws: Each success above 1 adds one point of
Stun 4 3 2 2
Lethal Damage to claws, which grow like wooden
Important Combat Magic 9 n/a n/a
stakes from the caster’s fingers. Talents/ Aptitude: Burn
n Entangle: Base Difficulty of 3 for one person; 3+ Skills Swap def/ Reduction
extra successes vs. Agility to avoid; 3+ extra successes attck dice
vs. Strength to break free. Attack Long Sword Claws 7L Bow 8L Club 6N
15L Spear 6L
n Impale: Damage spell. Base Difficulty of 2 does 6L
Damage
After the fight, it is up to the group to decide what
The Dirt on The Mudds they want to do with the rest of the villagers. They could
The Mudds is a fledging village that was formed by leave them untouched, as most are unworthy adversaries.
some frontier survivors. They have kept the village They may decide to take them as captives in the hope that
small and hidden, trying to keep out of trouble and Carr’ook will find them valuable. If they decide to kill the
avoid conflict. Although slightly larger than Grop’s villagers, this can be hand waved because the villagers
Hill, it is surrounded by a wooden palisade and will be no match for them.
designed similar to Oruskan outpost If time permits, the group can loot the village and
The people of The Mudds have managed to live make their way back to CarrTown for their glory and
off the land and nearby river very well, and are other rewards. Hopefully they picked up some medicine
accustomed to struggling in the frontier. from the traders to bring back to Chief Carr’ook.
Not long ago, Harild Mar came into The Mudds
with several men (and one mongrel). He convinced
the village mayor that the Burning Shoulder tribe
was making plans to raid The Mudds. He offered to
lead a group of men on a pre-emptive strike against
the Oruskans.
The village already knew about Carr’ook and his
empire, but had hoped to co-exist peacefully with
them. With the information from Mar — who was well
known by the frontiersmen — the village decided to
join him.
Mar returned yesterday with two wagons of goods,
some orc and goblin scalps, and a rescued human
girl. The village is having a feast in celebration of his
success when the player characters arrive.

Copyright 2010, Greymalkin Designs, LLC


6
Index

Frontier Justice Player Characters watching. You were in a human village when the Night
of Fire hit and still have vivid dreams of all the residents
Wrunk’ha’mak bursting into green flame. The new world isn’t too different
(Orc Warrior) than the old one for you, although you find yourself one
Your father was a great of the few people in the Burning Shoulder tribe who has
chieftain who died dealt with non-Oruskans.
before his time; a victim
of the Legion’s culling. O’klaan (Kobold Hunter)
His tribe fell apart and You are the twin brother of E’klaan, identical to him
you travelled to the except you have jet black fur. You respect the ways of your
Warlands where you people and have strived to be the perfect kobold. You
served as a mercenary were considered the best hunter of your tribe and often
for several years. Just travelled with your brother on adventures to see what lies
before the Apocalypse, over the next hill. You owe the Burning Shoulders a debt
you returned home to of gratitude for giving you a home, but you grow weary of
the Oruskan Wilderness, non-kobolds. Only your devotion to E’klaan has kept you
ready to form a new from returning to the ice fields. You hope after the next
tribe. But the Night of Fire left everything in ruins and you mission he will come with you.
were forced to join the Burning Shoulders. You are biding
your time and waiting for perfect opportunity to challenge Gath’terra (Goblin Archer)
the current chieftain. You are what some call a Green Blood — a goblin who
reveres nature and lives in harmony with her. When the
Arsh’val (Orc Blood Rune Caster) Night of Fire came, you
Considered a runt among your kind at only 6 ft. tall, heard her screams as
you still garner respect because of your magicks. You loudly as those made by
had a place of influence in the Before, guiding your your fellow goblins. When
tribe to dominance. But the Night of Fire destroyed most the Long Winter came,
of it and left you to guide the few that remained. You you used your skills to
quickly joined up with the Burning Shoulders and are help other who couldn’t
now climbing the ranks of the integrated tribe. You survive. You found the
blame the humans for the Apocalypse and resent the Burning Shoulder tribe and
need to prove yourself again. appreciated the unified
tribe for the way it worked
E’klaan (Kobold Spider Primalist) together to live in the After.
You are the twin brother of O’klaan, except you have You were lucky enough to
the pure white fur and blue eyes of the ice spider. You survive the Apocalypse
adopted the spider as your totem and served your tribe and have seen enough
for years in the Before, never truly happy in the cold death to last a lifetime —
isolation. Unlike others of your kind, you wanted to still you do what you
explore and understand the world around you. The must to protect the
Apocalypse has made this possible. You are currently at tribe and help forge a
odds with your brother because he wants to return to the new world.
ice fields and find your tribe.

Mer’mi Lack (Goblin Merchant/Rogue)


You lived on the fringes of society, traveling among
Oruskans, mongrels and even some frontier humans. You
made your way as a trader and a thief, skilled at finding
what people needed and taking things they weren’t
Copyright 2010, Greymalkin Designs, LLC
7
Index

Regional Map

Copyright 2010, Greymalkin Designs, LLC


8
Wrunk’ha’mak,  the  Orc  Warrior

Archetype: Warrior Motivation: Glory


Race: Orc Style: 3 Health: 7
Primary Attributes
Body: 3 Dexterity: 3 Strength: 5
Charisma: 1 Intelligence: 2 Willpower: 2
Primary Attributes
Size: 0 Move: 8 Stun: 3
Perception: 4 Initiative: 5 Defense: 7
Skills Base Level Rating (Avg)
Athletics 5 2 7 (3+)
Brawl 5 3 8 (4)
Medicine 2 4 6 (3)
Melee 5 4 9 (5+)
Warfare 2 2 4 (2)
Talents/Traits/Languages
Flurry: Attack twice per round at a -2 penalty
Robust: +2 to Health
Strong: +1 to Strength

Brute: Gain 1 extra die when spending Style points on Strength rolls
Darkvision: Ignore Perception penalties caused by darkness
Natural Weapon: +1 lethal damage with claws or teeth
Ascondean, Oruskan
Flaws
Overconfident: Foolhardy and sometimes gets in over his head. Gain a Style point whenever this gets you or your
companions into trouble.

Blind Spot: -1 to Perception rolls vs. Stealth


Killer Instinct: Must make a Willpower vs. Damage taken to leave a fight once wounded
Weapon Rating Size Attack (Avg)
Long Sword 3L 0 12L (6)L
Claw/Bite 1L 0 9L (4+)L
Armor Def Str Dex
Leather +1 1 --

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O’klaan,  the  Kobold  Hunter

Archetype: Outdoorsman Motivation: Duty


Race: Kobold Style: 3 Health: 4
Primary Attributes
Body: 3 Dexterity: 4 Strength: 2
Charisma: 1 Intelligence: 3 Willpower: 2
Primary Attributes
Size: -1 Move: 6 Stun: 3
Perception: 5 Initiative: 9 Defense: 8
Skills Base Level Rating (Avg)
Athletics 2 2 4 (2)
Melee 4 5 9 (4+)
~Daggers~ -- -- 10 (5)
Stealth 4 3 8 (4)
Survival 3 4 7 (3+)
~Tracking~ -- -- 8 (4)
Talents/Traits/Languages
Advanced Dual Wield: Can attack twice per round at -2 per attack (once with each hand)
Finesse Attack: Use Dexterity instead of Strength for Melee skill
Total Defense: Retains full Defense when making Total Attacks

Acclimated: -1 Damage from exposure to cold


Dual Wield: Ignore off hand penalty, can attack twice per round at -4 per attack (once with each hand)
Quick Witted: +2 to Initiative
Ascondean, Oruskan
Flaws
Condescending: You think you are better than everyone else. You earn a Style point whenever you prove someone
else wrong or establish your own superiority.

Coldborne: -2 to all skills in climates over 90 degrees


Flight Response: If injured and does not have overwhelming odds, must make a Willpower check vs. amount of
damage taken or flee
Small: -1 to Size
Weapon Rating Size Attack (Avg)
Tusk Dagger 1L 1 12L (6)L
Tusk Dagger (dual) 1L 1 10L (5)L

© 2009 Greymalkin Designs, LLC • www.desolationrpg.com • info@greymalkindesigns.com


Mer’mi  Lack,  the  Goblin  Merchant

Archetype: Merchant Motivation: Greed


Race: Goblin Style: 3 Health: 4
Primary Attributes
Body: 2 Dexterity: 3 Strength: 2
Charisma: 3 Intelligence: 3 Willpower: 2
Primary Attributes
Size: 0 Move: 5 Stun: 2
Perception: 5 Initiative: 6 Defense: 5
Skills Base Level Rating (Avg)
Empathy 3 2 5 (2+)
Larceny 3 3 6 (3)
Melee 2 3 5 (2+)
Merchant 3 2 5 (2+)
Scavenge 3 2 5 (2+)
Stealth 3 3 6 (3)
Talents/Traits/Languages
Guardian: Grant +2 Defense bonus to allies within 10’
Subtle Strike: Attack using Stealth skill vs. Passive Defense
Seller’s Diplomacy: +2 to Empathy rolls to known when things are about to get hostile

Innate Balance: +2 to Balance; reduce Breakfall difficulty by 1


Natural: +1 vs. plants and animals
Ascondean, Oruskan
Flaws
Haunted: You cannot forget the Night of Fire. You gain a Style point whenever these memories surface and cause
you or companions trouble.

Gangly: Starting Strength cannot be above 3


Distinct: -2 to Disguise due to shape and voice
Scary Visage: -2 to rolls dealing with non-oruskans when appearance is a factor
Weapon Rating Size Attack (Avg)

Axe 2L 0 7L (4+)L
Axe (subtle) 2L 0 8L (4)L

© 2009 Greymalkin Designs, LLC • www.desolationrpg.com • info@greymalkindesigns.com


Gath’terra,  the  Goblin  Archer

Archetype: Warrior Motivation: Faith


Race: Goblin Style: 3 Health: 6
Primary Attributes
Body: 3 Dexterity: 4 Strength: 2
Charisma: 1 Intelligence: 2 Willpower: 3
Primary Attributes
Size: 0 Move: 6 Stun: 3
Perception: 5 Initiative: 6 Defense: 7
Skills Base Level Rating (Avg)
Archery 4 5 9 (4+)
Athletics 2 2 4 (2)
Melee 2 3 5 (2+)
Stealth 4 3 7 (3+)
Survival 2 2 4 (2)
Talents/Traits/Languages
Accuracy: Ignore up to a -2 penalty when targeting a specific location
Natural Path: Suffers no movement penalties in forested terrain
Rapid Shot: Can attack twice in one round at -2 per shot

Innate Balance: +2 to Balance; reduce Breakfall difficulty by 1


Natural: +1 vs. plants and animals
Ascondean, Oruskan
Flaws
Charitable: You put the needs of others before yourself. Gain a Style point when your charity gets you or your
companions into trouble.

Gangly: Starting Strength cannot be above 3


Distinct: -2 to Disguise due to shape and voice
Scary Visage: -2 to rolls dealing with non-oruskans when appearance is a factor
Weapon Rating Size Attack (Avg)

Spear 2L 0 7L (3+)L
Long Bow 3L 0 12L (6)L

© 2009 Greymalkin Designs, LLC • www.desolationrpg.com • info@greymalkindesigns.com


E’klaan,  the  Kobold  Spider  Primalist

Archetype: Spell Caster Motivation: Knowledge


Race: Kobold Style: 3 Health: 4
Primary Attributes
Body: 2 Dexterity: 2 Strength: 2
Charisma: 1 Intelligence: 5 Willpower: 3
Primary Attributes
Size: -1 Move: 4 Stun: 2
Perception: 8 Initiative: 9 Defense: 6
Skills Base Level Rating (Avg)
Acrobatics 2 2 4 (2)
Athletics 2 2 4 (2)
Brawl 2 4 6 (3)
Investigation 5 2 7 (3+)
Magic 5 5 10 (5)
Talents/Traits/Languages
Burn Reduction: Ignore 1 point of Burn when you cast a spell
Magic Affinity: Primalism: Can cast spells from the Primalist tradition
Natural Weapon: +1 lethal damage with claws/fangs

Acclimated: -1 Damage from exposure to cold


Dual Wield: Ignore off hand penalty, can attack twice per round at -4 per attack (once with each hand)
Quick Witted: +2 to Initiative
Ascondean, Oruskan
Flaws
Curious: Gain a Style point whenever your curiosity gets you or your companions into trouble.

Coldborne: -2 to all skills in climates over 90 degrees


Flight Response: Make a Willpower check vs. amount of damage taken or flee when overwhelmed
Small: -1 to Size
Weapon Rating Size Attack (Avg)
Fist 0N 1 6N (3)L
Claws 1L 1 7L (3+)L
Armor Def Str Dex
Furs +1 1 --

© 2009 Greymalkin Designs, LLC • www.desolationrpg.com • info@greymalkindesigns.com


Arsh’val,  the  Orcish  Blood  Rune  Mage  

Archetype: Spell Caster Motivation: Power


Race: Orc Style: 3 Health: 5
Primary Attributes
Body: 3 Dexterity: 2 Strength: 3
Charisma: 1 Intelligence: 4 Willpower: 2
Primary Attributes
Size: 0 Move: 5 Stun: 3
Perception: 6 Initiative: 6 Defense: 6
Skills Base Level Rating (Avg)
Athletics 3 2 5 (2+)
Brawl 3 3 6 (3)
Investigation 4 2 6 (3)
Magic 4 5 9 (4+)
Melee 3 3 6 (3)
Talents/Traits/Languages
Burn Reduction: Ignore 1 point of Burn every time you cast a spell
Combat Aptitude: Take up to a -4 penalty on your Defense rating to add an equal amount of bonus dice
to your attack rating, or vice versa.
Magical Aptitude: Blood Rune Magic: You can cast spells from the Blood Rune Magic tradition

Brute: Gain 1 extra die when spending Style points on Strength rolls
Darkvision: Ignore Perception penalties caused by darkness
Natural Weapon: +1 lethal damage with claws or teeth
Ascondean, Oruskan
Flaws
Vengeful: Gain a Style point whenever your thirst for vengeance gets you or your companions into trouble.

Blind Spot: -1 to Perception rolls vs. Stealth


Killer Instinct: Must make a Willpower vs. Damage taken to leave a fight once wounded
Weapon Rating Size Attack (Avg)
Small Pick Axe 2L 0 8L (4)L
Claw/Bite 1L 0 7L (3+)L
Armor Def Str Dex
Leather +1 1 --

© 2009 Greymalkin Designs, LLC • www.desolationrpg.com • info@greymalkindesigns.com

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