Category: 5 Leagues from the Borderlands
Turn 2: 5 Leagues from the Borderlands
With Corben on the mend, the Torchbearers decided to conduct a patrol along the West Road. Slowly moving along the old, worn stonework they came across the remnants of what looked like an old temple. Hissing and barking alerted them. A pack of dust vermin scurried towards the company.
Teller fells one of the beasts while Karl seizes the imitative to rush another group. The creature snarls and snaps its jaws with ferocity and the ponderous swings of Karl’s warhammer result each breaking off the melee. Another closes in and quickly drops Karl. Tamari runs forward in an attempt to drive off the vermin.
Tamari screams a battle cry and slays one beast, only to have another lunge at her. Tamari and the monster circle each other and Druuna joins the fight. However neither of them can land a blow. They face off against each other while Teller and Zane try to strike the creature from afar.
Tamari throws caution to the wind and hurls herself at the dust vermin, killing it. However another unseen monster scurries forward from the woods.
Teller takes careful aim as the breast runs towards his companions and lets a fatal arrow fly. The creature dropped lifeless. The Torchbearers hold the field.
Fortunately Karl appeared to have just been bruised and bloodied,. However his armor was rended and scored, appearing heavily damaged. The company took stock of the situation and decided to press on towards Lake Crest by the end of the following day. The road seemed to grow more dangerous.
Turn 1: 5 Leagues from the Borderlands
The Torchbearers wound their way up to the North Coast, following the West Road. On their way a peasant scrambled from the brush out of breath and frantically asked for their help. Teller, a local villager, said his family’s homestead had been overrun by shambling dead. The company took to the woods to see what aid they could offer. As they approached a clearing, the simple wooden house was surrounded by zombies.
Mumbling under her breath, Druuna closed her eyes and sensed an object which had drawn the rotting undead. She infused Corben, the stalwart follower, with magical energies and told Tamari the likely source of foul energy beckoning the walking dead was within the remains of an old tower.
The Torchbearers moved towards the tower. Teller unslung his simple bow and let an arrow fly, but in his haste the shot went wide. Zane as a more seasoned warrior had better luck with his crossbow. However the bolt lodged into the zombie’s chest with no apparent effect. The dead drew closer…
Corben and Karl the Inquisitor closed ranks and hacked into the undead. Corben struck deep but did not fell his foe, while Karl smashed the skull of another. Teller and Zane both took careful aim and dropped another two zombies.
Meanwhile Tamari under the eye of Druuna scrambled toward the ruined tower, digging through the crumbling masonry. Inside she found a stone tablet with a crude etched semblance of the North Coast. Odd arcane lettering bordered one side of the map, and markings of a ruin beneath the White Cliffs. A likely dungeon to explore and provide answers to the evil plaguing the region.
Corben soon found himself in a pitched melee. As another zombie closed in he panicked, losing his footing, and was quickly dragged down.
Karl the Inquisitor stepped forward bellowing a war cry. Wielding his warhammer he destroyed the head of a zombie, dragging his comrade away from the fray. To the Torchbearer’s horror, another zombie stumbled from the edge of the wood. Tamari whistled once and urged her companions for a hasty retreat.
Both Teller and Zane shot a final volley dropping two more, and the company made haste leaving the doomed homestead. Teller recognized some of his kin shambling haphazardly about as freshly raised walking dead, and the gory remains of others near the overrun farm. Tears welled in his eyes as he saw more undead come towards the house…
Teller gritted his teeth and right there threw his lot in with the Torchbearers, begging to allow him to join and seek vengeance on the evil responsible for his family’s demise. He led the company to a nearby buried cache of grain to add to the company coffers. The group will need it, as Corben appeared feverish with a festering wound.
The Torchbearers, take two: 5 Leagues from the Borderlands
About to jump into another campaign for 5 Leagues from the Borderland and decided to tread over old ground some with rolling up the warband. Loved the idea of a wild barbarian running the show, wrangling up an enigmatic mystic to help her cleanse the land of evil. So I stuck with that idea having Tamari and her mysterious spellcaster Druuna as the founding members of the Torchbearers. They were easily able to convince Karl the Inquisitor to join their company. The fervent zealot knew of a crafty crossbowman, Zane, through past dealings and were able to convince the rogue to join with promises of riches.
The group were charismatic enough to encourage a stout citizen guard, Corben, to accompany them north and he eagerly did so wielding his trusty sword and shield. The Torchbearers set out to the North Coast, set about to reach Lakes Crest first. Along the sparsely traveled West Road they came across a frantic peasant, Teller. His hovel was overrun by shambling dead, and he implored the company to help out his kin.

A New Campaign: 5 Leagues from the Borderlands
My previous 5 Leagues from the Borderlands campaign I set up sort of sputtered out. I did a few campaign turns that I tweeted. However real life encroached, painting work lapsed, and it ended up being put on the back burner. I decided to do a fresh start and try working up a new region map to reinvigorate myself.
While I loved the sparse maps I nabbed using the Nentir Vale, the problem became keeping track of current locations. I loved the idea of general areas, but the game seems to work better if you can define the areas of the region more. So I opted to use a simple hexagonal map.
Rolling up settlements in the area, I ended up with a town, 2 villages, and a hamlet. All the more civilized villages were market towns, while the hamlet was a military outpost. I decided a town would be at the relative region center, bordering a deep lake, rivers running north and south, along with being the nexus of the region’s roads fitting for a trading hub. One border would be laced with an ominous mountain range, along with a coastal region to the north.
Given there was a coast, I had to have a small village on the shoreline as well as an expansive marsh. Not to mention an island nearby. I figured a fortified outpost along the mountain trail would be the best place for the hamlet. And a small village along the road connecting most of the communities would be a good spot. I also liked having a large chunk of the region cordoned off, so it is essentially split by the eastern portion up on an elevated range. The western section being more civilized lands having woods, rivers, and roads, all under a far-reaching series of cliffs that define the region.
Seems as a displaced region on the edge of the empire the Ruin Within will be an apt internal threat, as well as the Gnawing Horde rampaging about the countryside. Not to mention the never ending conflict to the south coming to the region too with the Curse of War. Overall I’m pretty happy with the layout and eager to get a new warband rolled up. However still sticking with the Torchbearers as a name. Gonna be fun!
Review: 5 Leagues from the Borderlands
A long while back I picked up a solo sci-fi wargame, 5 Parsecs from Home. I later found out a new edition of a fantasy version was in the works and scooped it up as soon as I could. 5 Leagues from the Borderlands (5LB) is a solo skirmish wargame with RPG elements from Modiphius. You gather a warband of six adventurers, selecting one as your avatar, and seek to cleanse the land of evil.
The campaign has 3 main threats set at different thresholds, and you are tasked with removing them completely from a region. By gaining adventure points through encounters, you acquire enough to attempt various actions to find their hidden camps and eliminate them. A departure from 5 Parsecs from Home is that you start with an actual region map. You’ll sketch out some features, leave some areas as unexplored wilderness, add a few villages, and finally sprinkle some locations of interest throughout the map. This will define the region you’ll be adventuring in.
The campaign turn follows a sequence starting with preparation, upkeep, travel, and finally a potential encounter with enemies. Generally preparation allows for 2 actions providing opportunities to gather resources, rest up, buy or sell equipment, or seek out quest rumors. The type of actions will be dictated if you are in a village or out at remote home camp in the wilderness. You have to constantly keep money on hand to pay your troops. Skip out paying your hirelings too long, and eventually they will become disgruntled and leave.
You direct your warband to travel, investigating unexplored locations, strike out at an enemy camp, or patrol traveled roads. During your journey, you’ll have various random events with some being boons and others complicating your efforts. These events can also dictate the types of encounters you’ll have when engaging the enemy. While out on patrol, you might encounter a befuddled scholar that seems friendly enough, only to find they were a scout for a band of brigands that ambush you.
The types of encounters are split among a few scenarios, with some having defined defender and attacker positions. The enemies you encounter are determined randomly, rolling on different charts for the types of threats in the region. These threats broadly will align with particular enemy types such as undead, chanting cultists, ravenous beastmen, or even a spearhead of an invading army. Each encounter type will also have defined objectives. While it’s ideal to hold the field, a fair outcome can be to achieve the scenario objective and make a quick retreat. If things turn too sour on the battlefield, you can always call for the warband to retreat but expect more dire outcomes to your hirelings. Encounters can also encompass dungeon delves or attacks on monster lairs.
Scenarios run through several turns first starting with initiative. You will roll a d6 for each warband member, trying to not roll above their Agility score. You assign successful rolls to individual units that can undertake their full allotment of actions for the turn. Then enemy forces act next, and finally have your remaining forces act before the turn ends. A mode’s turn encompasses a movement action combined with an attack, some manner of a task action, or possibly a further dash of movement.
Ranged combat is rolling a d6 and trying to commonly roll over a 6+ or a 5+ (if the target is in the open). If the target is hit, a d6 roll is made to overcome armor and then an additional roll against the target’s toughness. If the total roll exceeds the toughness of the unit, it becomes a casualty. Rolls equal to, or less, result in the unit taking a wound and being stunned, with a second wound taking it out of the fight. Stunned models grant bonuses if in melee and are always treated as defending but the condition is removed at the end of the turn.
Melee combat is a little more involved and is fought over 3 rounds. Each model makes a combat roll trying to roll the highest adding their combat skill. After each round the defender moves back 1” and the attacker has the option to move in to continue the combat, or break off and end it. On ties, the attacker never follows up and the combat ends. If the attacker scores higher, they have a chance to inflict damage (resolved like ranged attacks). If the defender wins, the next round they become the attacker avoiding any damage for that exchange. Unlike ranged attacks, stuns only have an effect during that fight and are removed at the end of the exchange.
The player has as few tactical options when in combat, like whether to fight defensively or throw caution to the wind and fight wildly. Some weapons and positioning (such as being on higher ground) allow a model to counter attack, essentially being able to strike a hit while defending (instead of just being the attacker the following exchange). This special maneuver is avoided by selecting certain fighting tactics. So against particular enemies, or being at a disadvantage in positioning, you can overcome counter attack situations employing defensive tactics. Given you only need to exceed a model’s toughness to make it a casualty (with typical values between 3-4) being the attacker is ideal and combat can be deadly.
Movement is pretty simple, doing so up to a model’s rate in inches, with a second move as a dash action. Most difficult terrain uses 2” of the figure’s movement for every inch on the table. Models cannot pass through each other and there are simple rules for climbing and falling. Terrain is fairly abstract with line of sight based on drawing unimpeded lines of fire from the attacker to the target. Inverveining features, models, or beyond 3” in area cover will block line of sight. At the very least most features will offer some manner of cover to the target.
Your warband is always striving to gain adventure points. If you win an encounter against an enemy you gain d6 adventure points, and some simpler missions like patrols will only earn you one point. Once per campaign turn you can expend them and roll a d6, trying to roll less or equal to the number of spent points. If successful, you complete a major campaign milestone. This can be finding an enemy camp, finding a hidden location, further developing a settlement, or if you are lucky after being victorious in battle, reduce that faction threat to the region. Regardless if you are successful or not, the points are spent. The campaign becomes a balancing act between taking major risks to get high adventure point rewards, to doing more mundane campaign actions gaining resources, heal wounded members, and prepare for more dangerous fights.
Individual members of your warband will also slowly accrue experience. Earn a set number and they can advance, rolling to randomly increase a particular stat allowing them to fight more effectively, shrug off damage more easily, seize the initiative, or cover ground faster. They can also pick up skills that can help with particular campaign actions.
5LB does have magic and one of your heroes can be a mystic. However that model is limited to 3 spells per encounter using a resource called strands, and its entire action is used when casting. The spells are more for hindering your opponent, or providing a temporary boon to your warband, rather than all powerful spells, like hurling bolts of lightning and fireballs. Spells have a target number to cast, rolling 2d6 and expending a strand of energy doing so. Fortunately if you fail, the strands of mystical energy are not lost (and only happens if you make an abysmal roll).
You will find yourself trying to maintain funds to keep your warband together, repair and improve equipment, and do tasks to discover enemy camps during the game. All the while, random events during travel and end of campaign turns will be constantly throwing curveballs at you. Most will put an obstacle or hindrance in your way, but a few events will offer boons to your warband. As mentioned earlier, you are constantly seeking to gain adventure points that are expended to complete major campaign milestones. Given that faction threats commonly have values of 5-6, it can take a long time to eliminate an enemy from the region.
There are quite a few different factions to fight against and also unique foes and monsters that your warband will meet. Encounters fall into five general scenarios and some incorporate some type of combat at a location that requires exploration. While clearing the enemy from the table is always an option, usually you are tasked with completing an objective. Given that combat is deadly, with a chance of casualty becoming a corpse, you find yourself trying to complete what objectives you can and retreating before events on the battlefield become too dire.
At the end of each campaign turn after an encounter, surviving warband members gain experience. After gaining a certain number they can choose to randomly advance a trait or potentially gain a particular skill. Skills crop up when attempting to do certain actions during an encounter, or trying to do a campaign action. So that hero effective at crafting might be able to repair equipment or gain a few marks to ease the burden of upkeep. You’ll find yourself trying to maintain equipment, get better gear, and also purchase items to mitigate obstacles that get in your way during travel and after fights.
The Good – 5LB offers an enjoyable narrative experience that fits within a region, providing an ever evolving story. The melee combat can offer a dynamic swing back and forth, as each side gains advantage after a round of rolls. You have some choices during melee either fighting defensively or maybe go with all out attacks. Positioning can offer advantage and sometimes it’s worthwhile to gain the initiative in a combat round only to break it off so you can extract yourself the next turn. You’ll find yourself looking over a map, choosing to explore locations, and strive to seek out the enemy in hopes of delivering a decisive blow or to gain treasure.
The Bad – Combat is brutal and fast. At times almost too fast. You might find yourself painstakingly setting up a table with gobs of terrain, only to have a fight last a few turns before your warband has to turn tail and run which can veer towards being anti-climatic. It could also be considered there are simply too many random events which can result in detrimental effects for your warband. So much so that you are constantly in a hole of debt, injury, and poor equipment, with the campaign spiraling slowly towards a disastrous end.
Also, the accrue of adventure points can be ponderously slow where you can never seem to make any headway beating a foe. A typical campaign will have one threat with a level of 6 and the others with levels of 5. To lower a single threat by one level, you have to roll a d6 and score under a number of spent adventure points. Meaning to have a reasonable chance of defeating one threat, you’d need to get at about 8 campaign turns in. This can almost seem like an impossible task and is compounded some with outcomes of random events typically throwing even more problems at your warband.
The Verdict – I enjoy 5 Leagues from the Borderlands immensely. The combat is brutal and I do appreciate melee fights being a little more engaging over rounds of exchanges between figures. It can still provide some quick battles once things get going, almost to the point you spend more time setting up the table and combatants than running the fight itself. However the outcomes of travel, random warband events, and the push to achieve objectives in fights tends to offer a narrative tale for your warband. Losing a hero can hurt and there can be serious repercussions to fights. You are ever balancing maintaining enough resources to keep your warband afloat, and still try to make an impact on the region, dispatching enemies.
I’ve stated this before, but 5LB has vibes of the old microgame, Barbarian Prince. You have this goal to remove evil forces from the region and are always trying to explore the lands, take the fight to the enemy, and maintain resources and equipment to keep your warband together. But things happen. You commonly will have random events throw wrenches into your plans, and once in a while maybe get a boon to help. All of this helps weave together this story of your warband over the campaign turns. I really enjoy it. It helps immensely too having a wide variety of foes to fight, from nameless undead, wily fae, viscous goblins, to monsters like wyverns and trolls. Being a miniature agnostic system, you really get a chance to bust out your collection and play with different toys.
So if you fancy a solo wargame with a fantasy theme, and can embrace the occasional dip into light roleplaying, certainly give 5 Leagues from the Borderlands a look. You’ll find a game that’ll offer an epic adventure campaign wrapped around miniature wargaming rules.
Using Floor Tiles for Dungeons
So my 5 Leagues of the Borderlands campaign is ramping up. I’ve got a fair amount of terrain from my Frostgrave stuff, but one type of battle encounter revolves around dungeon delves. I’m sort of kicking myself in the butt as I had a lot of WotC dungeon tiles. However, moving across the world I had to think long and hard on stuff I was going to ship, and felt the boxes of tiles at the time would just be carrying around junk I’d never use. Sigh…
So I set about making up new tiles. I went down to the hardware store and picked up some laminate floor tiles on the cheap. I also bought some non-slip shelf liner to keep the tiles from skidding around. The tiles themselves had an adhesive backing, so it would be a snap to attach the shelf liner to the back.
I cut the tiles, scoring them with a utility knife and breaking them apart. Pretty easy going. The trick was to figure out what size tiles. I ended up having most being oversized at 9×9 inch. I also made a few rectangle rooms. The bigger rooms will allow for more maneuvering and shifting around to accommodate the corridor sections.
The corridors I made a standard 2” wide with sections between 6 and 9 inches long. I had a few smaller pieces I kept to add alcoves to break up some of the sections. Instead of making corridor Tees and angles, I made small 2×2” sections to give me a little more flexibility and will also use a few as stair tiles (writing on them with permanent markers). As the rooms are oversized, I can shift them around to accommodate the corridors. Plus I can use smaller corridor sections overlaid on the room tiles with stair sections to break up the rooms some with different height levels. Overall they look pretty good and weren’t too much of a chore to make up. Now to get some games in!


The Torchbearers: 5 Leagues from the Borderland Campaign
After establishing the threats to the Nentir Vale, the next step was to gather adventurers for my warband. I fully embraced the random generation charts but still ended up with a group of humans. Their backgrounds ranged from townsfolk, sturdy frontiersmen, and even a zealot. I also wanted to dabble in magic and chose one of my heroes to be a mystic.
For gear, I was able to wrangle up a few quality weapons and some simple enchanted items. I loved the idea of a rough and tumble barbarian with just enough charisma to gather a group under their leadership. So I chose Takari to be my warband leader wielding a bastard sword. I definitely wanted some ranged attackers and selected Kester, a tradesman-turned-adventurer, who opted to finally wield the crossbows he diligently made for years in the city. There was also Sigmund, the zealot monk on a mission to drive evil from the land. And lastly, Matilda, the strange mystic from the south was willing to join the company (although no one knows if it is to rid scourge from the region or for her own arcane purposes). To round out the warband, I had two additional human followers. Den, a simple man-at-arms henchman and Nip, an adept bowman, that were both willing to join the group.
Falling under Takari’s oratory spell at a city tavern, she wove an enticing pitch to join under her banner. Rumors abound that the Nentir Vale was under siege from evil cultists and bandits. Howling beastmen were said to have come up from the coastal marshes. And the decades-long war to the west was drawing ever closer. The vale was ripe with opportunities of fame and fortune for those steely enough to take it. Takari’s Torchbearers were heroes of such mettle to grasp it.
The Threats: 5 Leagues from the Borderland Campaign
I had decided to map out my 5 Leagues campaign in the Nentir Vale. The campaign will have you trying to stave off 3 threats to the region determined randomly, two from within human realms and one external threat. I got to rolling and ended up with Whispers from Beyond and the Gnawing Horde. Feels like cultists and beastmen would be likely models for them. From the Foes Without, I rolled up the Curse of War. Seems the drums of war from the west has brought armies of a long conflict to the vale.
I sketched out some locations and added a few camps for the different threats. While not written on the map, I ended up having a marsh near the Downs and a towering mountain on the King’s Road East as unexplored locations. There is still plenty of unnamed wilderness to fill in as the campaign goes along. I also ended up with another unexplored location of note, the Sword Barrows. A likely delve to adventure in soon.
I also decided to push for a shorter campaign with threat levels being 5, 4, and 3 instead of the default values. Expect this will be more attainable getting a final conclusion to the campaign instead of dragging it out too long. Hee. I’m not that hopeful I will be able to complete it anyways, but will give it the college try.
Next time, onto my warband.
5 Leagues from the Borderland Campaign: The Nentir Vale
While I’ve had the PDF version for a while, I finally got my mitts on the book version of 5 Leagues from the Borderland. Some time back I gushed over its sci-fi sibling, 5 Parsecs from Home. At some point of time I’ll get a review up, but for now documenting my campaign sounds like a bit of blogging fun. One departure from 5 Parsecs is that 5 Leagues from the Borderland (5 Leagues) has a defined map that encompasses the entire region my warband will adventure in.
I thought the Nentir Vale from 4E would be appropriate. Even better, I was able to dig up a sparse map from D&D Doodle, a favorite blog of mine. What I love about the map is it’s rather sparse with names and locations, but has a wonderful depiction of large terrain features, and will be a perfect start for filling in details.

I’m going to leave much of it unlabeled for now and likely deviate from the proper Nentir Vale location names in the future. Luckily enough I rolled the perfect amount of starting settlements with 1 hamlet, 2 villages, and one town. The town serving with the market town characteristic will certainly be Fallcrest. Another village is also a market town, so I’m making that Hammerfast. The last village is supposed to be a small community that surrounds an extensive manor, which will be ideal for Harkenwold. The last settlement was determined to be a nomadic camp, which at first got me stumped some, but realized that Winterhaven would be a perfect name. I could completely see it being a camp that arises from wandering tribes on the periphery of the vale, seeking respite from the brutal winter season.
Expect more posts in the future as I go through the campaign. Gathering my warband will be my next task. Can’t wait!


















