Five Leagues from the Borderlands 2E.pdf

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TABLE OF CONTENTS
Intro
Expansion content
The world of Five Leagues
What does the game look like?
Unused content?
The stars of the story
Challenge settings
Character types
The game turn
Movement
Enemy movements
Terrain types
Non Combat Actions
Combat
Injuries
Will
Running away
Problem solving
Unusual situations
Game reference
Weapons
Armor
Assorted items
Character creation
3
8
10
11
12
13
14
16
19
21
23
24
27
28
34
36
37
39
40
43
44
47
50
55
Unusual backgrounds
The Avatar in the campaign
Story Points
Starting the campaign
The campaign turn
Trade tables
Village events
Encounters
Encounter tables
Encounter terrain
Oddities
The aftermath
Experience points
Loot
Victory
The wheel turns
New game plus
Creatures most vile
Second edition designer notes
First edition designer notes
War band roster
Version notes
59
62
63
65
69
75
76
78
87
94
96
103
108
110
119
120
137
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147
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INTRO
Five Leagues from the Borderlands
is a fantasy adventure game aimed specifically at solo-
players, though it can certainly be enjoyed with friends as well.
Create a band of adventurers and strike out for fame and fortune.
The borderlands are rife with bandits, monsters and potential treasure.
We have tried to make the game as print-friendly as possible.
A single-column layout is used in most cases for ease of screen reading, particularly due to the
popularity of tablets as gaming tools.
Wherever possible, we have tried to make sure each rules section references any Skill or piece
of equipment that influence it.
This can make the rules seem a bit scarier than they actually are, but we believe it’ll help cut
down on page flipping in the long run.
Rules are laid out in the sequence you will need them as you play the game:
Explaining the core game rules first, then explaining how to create a war band, then helping
you set up encounters and finally the post-battle sequence.
All feedback, questions and suggestions can be directed to the author at
nordicweaselgames@icloud.com
Second edition
This is the second incarnation of the game system.
The core game systems have not been dramatically changed, though almost everything has
been tweaked and improved in some manner.
If you played the original game, read through the new rules carefully.
Many tiny things have changed and there’s a LOT of new content, including many options to
consider for a given game.
If you spot a mistake that slipped through or feel one of the new rules isn’t sufficiently well
explained, please get in touch so we can improve the game.
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Norms
The rules assume that the player (or players) are fighting opponents controlled by the game
system.
We refer to these “system controlled” figures as “The Enemy”.
We use the terms “model”, “figure” and “character” interchangeably in the game to refer to a
single model soldier.
Each such figure represents a single soldier, brigand, character or hero.
We do not define a specific ground scale other than “what worked well when playing”.
Game distances are given in inches.
Multiply by 2.5 for centimeters.
Many players prefer to multiply by 2 and play on a slightly smaller table. This works particularly
well with 15mm figures.
The game can be used with any figures from 6mm up to 1/35 scale, without modifying
distances though note in the largest scales missile ranges may look a little short.
You will need to be able to tell your figures apart of course.
Players in smaller scales often use a mark or decoration at the edge.
When the rules refer to a “figure” or “character” making a roll or deciding something, we of
course mean you, the player. It just reads easier to refer to the character.
What do you need to play?
You will need miniatures (or suitable tokens to replace them), measuring tape and some way to
mark interesting features on the table (such as terrain).
You can easily play on game mats and floor tiles intended for role playing games if you like.
You will need dice: Six sided (D6) are used for all combat purposes.
Campaign play and character creation will require both ten sided (D10), twenty sided (D20) and
the ability to make percentile rolls (D100).
Scrap paper or a stack of index cards always comes in handy.
Battles and campaigns
While you can certainly set up a one-off battle, the game is intended to be played in a
campaign setting where you retain your group between battles.
As you play games, your characters will develop and prosper… or die horribly in the attempt.
Either way, we strongly encourage you to try out the campaign game.
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A note on tone and being a weirdo
Five Leagues is a “dark” fantasy game but we still intend the game to be in good taste.
You may object that “realistic” encounter tables should present you with the children of slain
enemies in their camp, the ability to deal with captives of defeated enemies in horrifying
manners and any number of other such “morally grey” situations.
Ultimately, we’re just playing a game with toy soldiers so chill out.
Concerns may be directed to pleasestopbeingaweirdo@iwillneverreadthis.com
Customizing the game
Throughout the rules you will find a number of options.
These usually offer ways to add more detail to the game.
As you read through the rules, evaluate these options carefully.
You may prefer playing for a while before you use any of them or you may want the “full hog”
as the cool kids no doubt say.
Narrative gaming
Solo gaming can be strictly mechanical: Follow what the rules say, do the things, roll on the
tables and see where the game takes you.
This is the default approach of
Five Leagues
and you will be well served by this.
Some players prefer more of a story-oriented approach.
Some of the events and encounters you will have will primarily be there to foster a feeling of
on-going narrative, but you should feel free to come up with your own ideas.
Whether it’s just filling in the blanks with a bit of blogging, a side quest of your own invention or
a bit of role playing to figure out what happens next, it’s all up to you.
Contained within the rules you will find a system of
Story Points
to help you thicken the soup a
bit, so to speak.
Game balance as an ongoing project
Balancing a game is a never-ending struggle, occasionally opined to be futile.
I don’t think it is, but with as many moving (and random) parts as this game has, it is certainly a
difficult task.
Our goal isn’t perfect balance:
Some options are better than others, some loot is more valuable and some bad guys should be
terrifying.
Rather, the goal is that the game is tough but winnable most of the time.
Over time, it’s expected that a long-term campaign gets easier: Experienced characters with
better gear should be able to tackle threats that they would have feared in the beginning.
If you come across something that feels broken, believe a table should be adjusted, a skill or
item made better / worse etc. please get in touch and let me know so it can be considered.
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