Blending AD&D2E and Five Leagues from the Borderlands - The Adventure Begins
Prelude - The Adventure Begins
What is this?
This is an amalgamation of the campaign rules from Five
Leagues from the Borderlands (3rd edition) blended with the combat,
character, and roleplaying rules from Advanced Dungeons and Dragons 2nd
Edition (AD&D2E).
Almost all the games* (just so I don’t rule myself out from
ever playing this with my minis) will be played and managed in Tabletop
Simulator for ease and convenience. Right now this is a solo-gaming project but
I may be able to rope some friends into it in future for guest appearances.
I’m going to make some house-rule tweaks to AD&D for
this, especially around movement – movement rates will be used straight as a
number of inches, with the same applying to ranges for missile weapons. This
will work well with the wargaming focused approach. I’ve also allowed Roland
the paladin to specialise in a single weapon. Any fighters will be able to take
weapon specialisation in multiple weapons.
The Setting
I’ve created a ‘homebrew’ setting this campaign – the characters
follow gods from the Forgotten Realms setting, but the map has been procedurally
generated using Perilous
Shores by watabou (itch.io). This generator is fantastic, but has limited
editing and saving controls right now – I’m glad I exported my map when I did.
My inspirations and ideas are, admittedly, derivative. I’m a big fan of Forgotten
Realms post-apocalyptic-fantasy background and have recently been listening to
the Conan short stories by R. E. Howard which have so much ‘flavour’ to
them I couldn’t help but absorb some of it.
Like Howard’s Hyborean Age setting, I imagine this will grow
over time for as long as the project goes on, gaining detail as it is needed
for the story of the party.
So, to the setting itself: this is the Vantage Coast – an
independent city state. To the north-east beyond the Bloodridge mountains I
imagine there is some Conan-esque waste land that breeds barbarians. To the
north-west, west, and east are other kingdoms or small duchies.
Much of the duchy’s economy is driven by trade – from the
sea going inland, and from inland to the sea. I picture it as something of a
melting pot of merchants and traders who risk the danger for the easy protected
access to the sea in the large bay. Of course, a large volume of trade wealth
flowing through the region attracts the attention of ne’er-do-wells. One of the
threats for our campaign is ‘The Ruin Within’ – bandits, brigands, and monsters
in other words. Another is the aforementioned barbarians (‘Duskling Warbands’
in Five Leagues’ speak) who come from the sea and across the mountains to the
north-east looking to pillage and take the region’s wealth for their own.
Vantage Coast is ruled over by (still developing in my mind)
Grand Duke Viscatti, from the capital of Port Vantage. The village of Shoryhill
is a fortified fishing community with a motte-and-bailey castle, garrisoned by
Viscatti’s men against sea-raiders.
All of this is built on the ruins of an ancient seafaring
kingdom – Pashant – in the same spirit as Howard’s idea of civilisations rising
and falling. Perhaps some ancient calamity befell them, or a barbarian invasion
in that time scattered the kingdom à la the ‘fall’ of the Roman Empire. The
ruins of Ancient Pashant will provide our third threat of the campaign – ‘The
Whispers From Beyond’ – undead and cultists in Five League’s definition. Perhaps
the party will learn more of what fate befell the Pashantis during the
campaign?
Introducing the Party
Following Five Leagues’ rules for creating a warband, we
have one avatar (representing the main character/’me’ in the campaign), three
heroes, and two followers.
As follows, our party members and their overall motivations are:
- 1. Avatar - Roland, a Paladin of Torm, who looks to grow his career and reputation as a knight in service to the god of duty.
- 2. Hero - Argwyllem, a Cleric of Torm and Roland’s personal priest and confessor.
- 3. Hero - Garagrim Hammercrag, a dwarfen mercenary in service to the order. He has a particular interest in exploring the mountains and hills of the region.
- 4. Hero - Eleonora, a wizard who seeks the knowledge of ancient Pashant to further her own studies.
- 5. Follower (Five Leagues: Wily Thief) – Alucia ‘Quickfingers’, an opportunistic but good-at-heart thief looking to make her fortune. Provided a trap doesn’t kill her.
- 6. Follower (Five Leagues: Brave Villager) – Brun, squire to Roland. He is loyal to Roland having travelled with him for some time (this was rolled on Roland’s background table).
All of them have been generated following the AD&D2E
player’s handbook. Stats were generated using the 4d6 drop lowest rolling
method. I’ll make character sheets available with each post so people can
follow their growth. As follower’s, Brun and Alucia will only gain 50% of the
experience from each adventure following the AD&D rules for henchmen.
Premise – The Narrative Hook
Grand Duke Viscatti has put out a call for adventurers to
help fight against the various threats to his realm - especially the threat of
barbarian invasion. The invasion and raiders threaten trade in the region which
would strangle Vantage's economy and destroy the state, leaving it easy
pickings for nearby kingdoms.
Roland, the junior paladin leading the expedition brings his
entourage with him - Argwyllem his personal priest, Garagrim a dwarf mercenary
eager to explore the mountains, and Eleonora the wizard who seeks out ancient
knowledge from the ruins of Pashant. Accompanying them are Alucia the thief who
wants to make their fortune, and Brun who aspires to knighthood and hopes to
achieve it by serving as Roland's squire.
Roland has been sent to the region by his order with a
mission in hand: give aid to the embattled people of the coast, slay evil
wherever he might find it, and put an end to the rising threat of the undead.
Their first objective is to reach Port Vantage and to report
to a representative of the Order of Torm; from there they can plan expeditions
into the wilderness. Roland hopes to gain an audience, or at the very least,
the notice of Viscatti as well – taking work directly from the grand duke would
be a significant step in advancing his career as a paladin.
Roland’s band arrives in the region from the south-east and
are taking the direct road to Port Vantage when they are ambushed whilst
travelling through the marshy river lands.
The party’s
location, marked by the blue token.
The location of the
ambush, on the road to Port Vantage.
As they travel through a stretch of marshy woodland, the
party’s attention is drawn by a great stone arch, flanked by ancient statues
and once part of a larger aqueduct. In the shadow of the trees and the arch
they come across a terrible sight. By the side of the road a merchant lies
murdered by his ruined wagon. His wounds are ragged – of a kind only made by
goblin blades. The cooking fire of his makeshift camp still smoulders. The attack
must have taken place only a few hours before dawn.
The party
investigates the site of the murder – Argwyllem gives the merchant his last
rites.
The statues of the
great stone arch watch over the party – silent witnesses of this wild land
across the centuries.
“Goblins, coming through yonder trees beyond the arch. Be
ready – the foul ones return to pick through the wreckage once more.”
Readying their weapons, Alucia leaps atop a small outcrop of
rock to give better vantage for her bowshot. The wild lands of the Vantage
Coast are about to test the party for the first time.
The goblin war party
returns to search for any loot they missed during the night attack on the
merchant.
The Starter Scenario
This initial engagement uses the setup given for the Starter
Scenario in Five Leagues 3rd edition (pp.54-55 in my PDF version)
with a few modifications to the rules for the outcome to better suit my story.
My board, courtesy of TTS and having few limitations on
space, is larger than the suggested 2’ x 2’ square. This will also help accommodate
the large move distances allowed in AD&D. Any casualties the party suffers
here will apply to reflect the chance for them to gain a little bit of loot
(albeit not much from a mere 7 goblins) using AD&D’s treasure tables.
The starter scenario pits a newly created warband (or a
stock one provided in the book for players to learn the rules with) against
either 4 or 7 opponents – the latter for a created warband ready to take on a
campaign.
For the first round, I’ll give a lot more detail on the
maths that’s going on behind the rolls, then cut things down to just the
action.
The board is set up as follows:
The goblin war party of seven – two archers, and five armed
with melee weapons (short swords in the AD&D rules) approach from the top
edge.
Roland’s party is gathered around the ruined wagon, with
Alucia the thief taking post on the small outcrop to provide a bonus to ranged
fire.
Battle Round 1
Battle round 1 sees the goblins win the initiative – they can
move and act first. AD&D asks the party to declare their actions (and for
the GM to decide the actions of the monsters) before both sides roll a d10,
with the lowest number winning. With solo play, we’re skipping the actions
declaration part. More complex initiative rules exist, but for now these will
do well.
In line with Five Leagues, the goblin archers move first,
using their 6” move, seeking out positions of cover on the left of the ruined
aqueduct.
Only the first of the goblins reaches a position to shoot,
but had to move his full distance to get there. AD&D allows shooting on the
move at half a weapon’s rate of fire only if half a move was made. No shot this
turn, much to Alucia’s relief.
The rest of the goblins jog (doubling their movement rate to
12”), forming a battle line beneath the arch.
With the goblins advancing, initiative turns to the group. Garagrim
moves first, making a charge attack (+50% movement, +2 to hit, but giving him
an AC penalty of +1 unless the party wins initiative next turn).
He makes contact with the goblin battleline and makes the
first of his two attacks (as a weapon specialist with his battleaxe, he can
attack 3 times over 2 rounds) – +1 from weapon specialisation, the +2 from the
charge, and +1 from Garagrim’s dwarfen hatred of goblins to hit gives an
effective THAC0 of 16 vs. the goblin’s AC of 6 (18-6 = 10 to hit). A roll of 17
does it. For damage, he rolls a 7, for 11 total (+3 - +1 for his high strength,
+2 for weapon specialisation). The goblin is slain!
The second attack doesn’t go quite as well – with a roll of
9, Garagrim just misses the second goblin.
Alucia goes next – staying stationary she can make two shots
with her short bow. From her high ground, she gets a +1 to hit, giving an
effective THAC0 of 19. A hit with a roll of 19 on one of the goblin warriors,
and a damage roll of 4 kills the goblin outright. Her second attack misses as
well – this one aimed at the goblin archer poking out from behind the arch.
Roland is next to go – he charges as well, surely with a
battle cry to Torm. Barrelling into the centre of the group, he makes his first
attack with an effective THAC0 of 17 (charging + weapon specialisation). A natural
1! A terrible miss, and no better on his next attack, missing with a 10. (17-6
= 11 to hit). In the midst of all the goblins, he’s surely in for a bad time
next round.
Argwyllem the cleric also joins the melee, to equally little
effect rolling a 3 to hit. Eleonora goes next, casting her Armour spell (her
only memorised one) to improve her armour class to 6 from 10.
Finally it’s Brun the squire – unarmoured, he moves to the
cover of a dead tree, ready to flank around the goblins next turn and attack
their archers in melee.
Our tally then, at the end of round 1, is this:
·
Garagrim slays a goblin – bonus XP for him at
the end as a fighter.
·
Alucia slays a goblin with her bow.
·
None of the party injured or slain.
Two is above the 25% needed for the goblins to need to make
their first morale check (following AD&D’s ‘Dice for morale’ system in the
DMG). Rolling for the group (rather than
individually) we roll 2d10 – the goblins need equal or lower than their morale
number of 10. The monster manual tells us goblins hate humanoids, especially dwarves,
so we give them a +4 bonus to their morale score, but a -2 for no enemy slain.
A roll of 12 means they keep fighting – just!
Battle Round 2
This time initiative is a tie – both groups roll a 7. This
means all actions take place simultaneously, with the results taking place at
the end of the round.
The second goblin archer uses his full move to join his
comrade by the arch. The other looses an arrow at Alucia over the heads of
those in melee on the road. With an 18 he easily hits her, and rolls a 4 for
damage – with only 4 hit points, Alucia will be slain at the end of the round!
Not before loosing her own arrows however – and rolling two
3s in a row means she doesn’t even get to avenge herself. A sad end for the plucky
thief.
Next we’ll handle Brun – he rushes around the side of the
dead tree and strikes at a goblin archer with his quarterstaff. Low rolls all
around so far for the party as he gets a 4, missing as well.
Next the road goblins. Two of them make attacks at Roland
but neither a 10 or 3 are enough to hit the armoured warrior. The third goblin
swings at Garagrim, the hated dwarf – a 16 is a good roll, but not good enough
for the THAC0 20 goblin to strike AC3 Garagrim. The melee fighters hold on.
Garagrim strikes back, but misses with a 10. Argwyllem next,
who also misses with a roll of 7! The party is seemingly cursed by the ominous
arch, as Roland too rolls a 7 for his attack. Eleonora advances up to the battleline,
and makes a short range sling attack against a goblin – also rolling a 7. That
number might be lucky for some, but not for this party.
At the end of round 2, the result are then:
·
Alucia the thief is slain!
·
Not a single point of damage is done to the
goblins.
Battle Round 3
After the disaster that was round 2, round 3 might look a
little more promising for the party. They win initiative with a 2 vs. the
goblins’ 3.
Brun starts the show, rolling an 11 and missing the goblin archer.
Garagrim misses with the first of attacks, but finally something lands – a 19! No
matter what he rolls, a 1d8+3 is more than enough to slay a goblin and his
opponent finally goes down in a heap on the road.
Next is Roland – he follows Garagrim’s example, two swings:
a miss, and a hit. His 2d4+2 damage (using a Lucerne Hammer) is enough to slay
another goblin outright. Two down!
Freed up by Garagrim’s victory, Argwyllem advances and
strikes at the remaining goblin on the road with a single attack from his Morningstar
mace. A roll of a 2 isn’t going to do it.
Eleonora’s turn now, and she makes a sling attack against
one of the ranged goblins, hoping to reduce the hurt they might do to Brun. No
such luck, with her rolling a 7. The sling bullet whizzes past the goblin’s
head and off into the swampy woods.
Now to the goblins. The archer engaged with Brun drops his
short bow, and draws a dagger. His roll of a 6 isn’t enough to hit even the
unarmoured Brun, who escapes unscathed. The next archer fires his short bow at
the hated dwarf – with a roll of 17 he just scrapes the hit. A roll of 2 for
damage barely scratches the bulky dwarf; a much better result than when the
same goblin shot poor Alucia down.
Finally the goblin on the road makes a pitiful attack
against Roland with a measly 5 – a miss.
With a much better round for the party, the end of round 3
looks like:
·
Two goblins slain – one by Garagrim, one by
Roland.
·
The goblins must make another two morale checks –
one for 50% of the group having fallen and one for ‘facing an obviously
superior force’*.
*This is given as a DM discretion thing – with 50% of their
number killed, and only one casualty for the heroes, it perhaps feels fair at
this point.
With no enemy slain (-2), making two checks (-1 for the one
additional check), but fighting a hated enemy (+4), their morale number is 11. A
roll of 13 isn’t it, and the goblins turn and flee!
Opportunity Attacks
AD&D doesn’t include attacks of opportunity in its core
rules, but they did come later in one of the many supplements (Combat Options I
believe), so I’ll use them here. Every character in melee with a goblin may
make one.
Neither Roland nor Argwyllem make their hits against the
goblin on the road, so he breaks away scott-free, fleeing into the forest. Brun
doesn’t succeed either with a roll of a 9, so the goblin archers too make their
escape.
Final Results
The battle is over, and Roland’s party have certainly been
blooded in the wilderness of the Vantage Coast. Their party is down a useful
follower, but they have gained some experience of combat and can arrive in Port
Vantage with reports of marauding goblins on the southern road. Perhaps they
might receive a quest to find the source of them and destroy them utterly.
Let’s tally what the party earns:
·
For defeating* 7 goblins, the party earns 105
experience points, split between the survivors (21xp each).
·
For personally slaying 2 goblins, Garagrim earns
an additional 20xp (10xp per monster hit die per character level)
·
Searching the pockets of the goblins, the party
finds 48 silver pieces (worth 4.8 gold pieces).
·
Alucia’s equipment is salvaged from her body before
burial, equipping Brun with her leather armour, short bow, and broad sword.
·
A Five Leagues Story Point is earned, which can
be spent to make things happen in the story, or as a way to re-roll something
particularly disastrous during a combat encounter.
*AD&D gives fairly loose guidance on this – a defeat can
include forcing opponents to retreat, as long as it took some level of
challenge to do so.
For characters less motivated by their faith and duty, that
might seem like a paltry sum and not worth the loss but for Roland and
Argwyllem, the loss suffered to such evil creatures before entering the land
proper will only galvanise them to greater adventure.
Onwards, to the Next Adventure
With Alucia and the dead merchant buried, it is time for the
party to move on. Next time, their journey will continue with a Five Leagues travel
roll to see if they encounter difficulties and danger on their way to the city
of Port Vantage.
I hope you, dear reader, have enjoyed this post. Any feedback, rules suggestions I should incorporate into the campaign, or directions you’d like to see the story go would be greatly appreciated in the comments.
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