Five Leagues – Playthrough: Fall of Arnor

“The road goes ever on and on, down from the door where it began. Now far ahead the road has gone, and I must follow, if I can.”
— Bilbo Baggins, The Fellowship of the Ring

Right, let me tell you about this playthrough—it follows a band of survivors in the ruins of Arnor after the Witch-king’s victory in TA 1974. Using Five Leagues from the Borderlands adapted for Middle-earth, we’ll explore how procedural generation can create compelling solo campaigns in Tolkien’s world.

Campaign Setup

The Fall of Arnor

The campaign is set in TA 1974, shortly after the Witch-king’s victory, in the ruins of Arnor now contested by Orcs and Dunlendings. The tone emphasizes grim survival and desperate rearguard actions—this is about the long defeat and endurance in the face of overwhelming odds.

Warband Creation

The warband is led by Captain Elendil (Human Warrior) with companions including Anborn (Human Archer), Damrod (Human Scout), Iorlas (Human Warrior), and Mablung (Human Scout).

Starting Equipment

The warband starts with swords, bows, and spears for weapons, leather and mail for armor, food, water, and healing herbs for supplies, and 50 pieces of gold.

Session 1: The Ruins of Fornost

Setup

The warband has been hiding in the ruins of Fornost, the old capital of Arnor. They’ve been surviving on scavenged supplies and avoiding the Orc patrols that now roam the area. Today, they must venture out to find food and supplies.

Oracle Roll: Journey Event

Roll: 1d20 = 12 Result: “You encounter a group of Dunlendings who are also scavenging in the ruins. They seem hostile but not immediately aggressive.”

What Happened

The warband encountered a group of Dunlendings led by a warrior named Brog. The Dunlendings were also scavenging in the ruins, and they were clearly not happy to see the Arnorians. Brog demanded that the warband leave the area, claiming it belonged to his people now.

Elendil’s Response: He tried to negotiate with Brog, explaining that they were just trying to survive and had no interest in fighting. Brog was initially hostile, but when Elendil offered to share some of their supplies, he agreed to let them pass.

Journey Mechanics

  • Travel Time: 1 day in the ruins
  • Hazards: 1d6 = 4 (No major hazards)
  • Fatigue: Elendil gains 1 level of fatigue
  • Discovery: The Dunlendings share news of increased Orc activity

Reflections

  • Tolkienian Feel: The encounter captures the sense of Middle-earth as a dangerous place where different peoples must work together to survive. The Dunlendings’ hostility feels authentic.
  • Mechanics: The oracle system works well for generating encounters, though the results can feel somewhat random.
  • Emergent Narrative: The growing Orc activity creates a sense of mounting danger that wasn’t planned.
  • House Rules/Adaptations: None yet, but the oracle system might need some refinement.

Next Time

The warband will continue their search for supplies, now with information about increased Orc activity.

Session 2: The Orc Patrol

Setup

The warband is searching for supplies when they spot an Orc patrol heading toward their hiding place. They must either fight the Orcs or find a way to avoid them.

Oracle Roll: Combat Event

Roll: 1d20 = 8 Result: “You are ambushed by a group of Orcs. They outnumber you, but you have the advantage of surprise.”

What Happened

The warband was ambushed by a group of 8 Orcs led by a Captain. The Orcs were clearly searching for survivors, and they were well-armed and organized. The warband had the advantage of surprise, but the Orcs’ superior numbers made the situation desperate.

Combat: Elendil led the charge, engaging the Orc Captain in single combat. Anborn and Damrod used their bows to pick off Orcs from a distance, while Iorlas and Mablung engaged the remaining Orcs in melee. The combat was fierce, but the warband’s superior tactics and the element of surprise told. In the end, all Orcs were dead, but the warband had suffered wounds.

Journey Mechanics

  • Combat: Elendil takes 2 wounds, others take 1 wound each
  • Experience: Elendil gains 2 XP, others gain 1 XP each
  • Loot: 3 gold pieces, 1 healing potion, 1 magic item (Ring of Protection)
  • Discovery: The Orcs were carrying orders from their commander

Reflections

  • Tolkienian Feel: The combat felt authentic to the source material. The Orcs’ superior numbers and organization made sense for a military force, and the warband’s tactics felt appropriate for experienced warriors.
  • Mechanics: The combat system works well, though it can be deadly for solo characters. The experience system provides good progression.
  • Emergent Narrative: The Orc orders create a new mystery that wasn’t planned.
  • House Rules/Adaptations: None yet, but the combat system might need some adjustment for solo play.

Next Time

The warband will examine the Orc orders and plan their next move.

Session 3: The Orc Stronghold

Setup

The warband has learned from the Orc orders that there’s a stronghold nearby where the Orcs are holding prisoners. They must decide whether to attempt a rescue or avoid the area.

Oracle Roll: Investigation Event

Roll: 1d20 = 16 Result: “You discover evidence of recent Orc activity in the area. The tracks suggest they’re searching for something specific.”

What Happened

The warband discovered evidence of recent Orc activity near the stronghold. The tracks suggested the Orcs were searching for something specific, and their movements indicated they were working for someone more intelligent than usual.

Investigation: Elendil used his tracking skills to follow the Orc tracks, which led to a small cave system. Inside, they found evidence that the Orcs were searching for something, but whatever it was, they didn’t find it.

Journey Mechanics

  • Investigation: Elendil gains 1 XP for tracking
  • Information: Discovers Orcs are searching for something specific
  • Fatigue: Elendil gains 1 level of fatigue
  • Discovery: The Orcs’ search suggests they’re working for someone more intelligent

Reflections

  • Tolkienian Feel: The investigation feels authentic to the source material. The Orcs’ search for something specific creates mystery, and the warband’s tracking skills feel appropriate for experienced warriors.
  • Mechanics: The investigation system works well, though it can be deadly for solo characters. The oracle system continues to generate interesting encounters.
  • Emergent Narrative: The Orcs’ search for something specific creates a new mystery that wasn’t planned.
  • House Rules/Adaptations: None yet, but the investigation system might need some adjustment for solo play.

Next Time

The warband will continue their investigation, trying to find what the Orcs are searching for and why.

Session 4: The Dunlending Village

Setup

The warband has been following the Orc tracks when they come across a Dunlending village that has been attacked. They must decide whether to help the survivors or continue their investigation.

Oracle Roll: Social Event

Roll: 1d20 = 14 Result: “You encounter a group of survivors who are trying to rebuild their village. They seem grateful for your help but are also suspicious of your motives.”

What Happened

The warband encountered a group of Dunlending survivors led by a woman named Eowyn. The village had been attacked by Orcs, and many of the inhabitants had been killed or captured. The survivors were trying to rebuild, but they were clearly struggling.

Eowyn’s Response: She was initially suspicious of the Arnorians, but when Elendil offered to help with the rebuilding, she agreed to let them stay. She also shared information about the Orc attacks and their search for something specific.

Journey Mechanics

  • Social Interaction: Elendil gains 1 XP for diplomacy
  • Information: Learns about Orc attacks and their search
  • Rest: The warband recovers from fatigue
  • Discovery: The Orcs are searching for something called the “Palantir”

Reflections

  • Tolkienian Feel: The encounter with Eowyn feels authentic to the source material. The Dunlendings’ suspicion of the Arnorians feels appropriate, and the offer of help creates a sense of cooperation.
  • Mechanics: The social interaction system works well, though it can be deadly for solo characters. The oracle system continues to generate interesting encounters.
  • Emergent Narrative: The revelation about the Palantir creates a much larger story than originally planned.
  • House Rules/Adaptations: None yet, but the social interaction system might need some adjustment for solo play.

Next Time

The warband will work with the Dunlendings to rebuild the village and investigate the Orcs’ search for the Palantir.

Session 5: The Palantir

Setup

The warband has learned that the Orcs are searching for a Palantir, one of the seeing-stones of the Numenoreans. They must decide whether to try to find it first or help the Dunlendings defend against the Orcs.

Oracle Roll: Quest Event

Roll: 1d20 = 20 Result: “You discover the location of the Palantir, but it’s guarded by a powerful enemy. You must decide whether to attempt to retrieve it or leave it hidden.”

What Happened

The warband discovered that the Palantir is hidden in a ruined watchtower on the edge of the village. However, it’s guarded by a powerful Orc Shaman who has been using dark magic to search for it. The Shaman is clearly more intelligent than the other Orcs and seems to be working for someone more powerful.

Elendil’s Decision: He decides to attempt to retrieve the Palantir, as it could be crucial for understanding the Orcs’ plans. The warband will work together to distract the Shaman while one of them retrieves the stone.

Journey Mechanics

  • Quest: Retrieve the Palantir
  • Enemy: Orc Shaman with dark magic
  • Stakes: The Palantir could reveal the Orcs’ plans
  • Risk: High chance of failure and death

Reflections

  • Tolkienian Feel: The discovery of the Palantir feels authentic to the source material. The Orc Shaman’s dark magic feels appropriate for Middle-earth, and the quest to retrieve the stone creates a sense of epic stakes.
  • Mechanics: The quest system works well, though it can be deadly for solo characters. The oracle system continues to generate interesting encounters.
  • Emergent Narrative: The discovery of the Palantir creates a much larger story than originally planned.
  • House Rules/Adaptations: None yet, but the quest system might need some adjustment for solo play.

Next Time

The warband will attempt to retrieve the Palantir, facing the Orc Shaman and his dark magic.

Overall Reflections

What Worked

  • Procedural Generation: The random tables generate interesting encounters and help create emergent narrative.
  • Journey Rules: The travel system makes journeys meaningful and dangerous.
  • Character Development: The warband’s growth feels natural and Tolkienian.
  • Narrative Emergence: The story develops naturally from the random encounters.

What Didn’t Work

  • Randomness: Some oracle results feel arbitrary and don’t always serve the narrative.
  • Combat Balance: Solo combat can be deadly and unpredictable.
  • Narrative Control: Limited ability to direct the story where you want it to go.
  • Complexity: Many rules to track solo, which can break immersion.

Tolkienian Feel

Five Leagues captures some aspects of Middle-earth well:

  • Dangerous World: The random encounters create a sense of constant peril.
  • Journey Focus: Travel is meaningful and dangerous.
  • Character Growth: The warband’s development feels authentic.
  • Mystery and Wonder: The random encounters create unexpected discoveries.

However, it also misses some key elements:

  • Narrative Control: Limited ability to create the story you want.
  • Thematic Consistency: Random encounters don’t always serve Tolkien’s themes.
  • Scale Issues: Hard to represent larger conflicts.
  • Balance Problems: Some encounters are too difficult or too easy.

Verdict

Five Leagues is a solid solo play system that captures some aspects of Middle-earth well, but it’s not perfect. The procedural generation creates interesting encounters, but the randomness can sometimes work against the narrative. For players who want to explore Middle-earth solo, it’s worth trying, but it requires some patience and adaptation.


This playthrough will continue as the warband faces the Orc Shaman and attempts to retrieve the Palantir.

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