The Heroes Bane

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    • Ttrpg Core Rules
      • Skill Engine
      • Vigor and Morale
      • Encumbrance
    • Combat
      • Combat Framework
      • Combat Maneuvers
      • Reaction Maneuvers
    • Damage Tables
      • Conditions
      • Damage Tables
      • Blunt Damage Tables
      • Cutting Damage Tables
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      • Cold Damage Tables
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      • Acid Damage Tables
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      • Spellcrafting
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    • Beldora

The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

Signed in as:

filler@godaddy.com

  • Home
  • Ttrpg Core Rules
    • Skill Engine
    • Vigor and Morale
    • Encumbrance
  • Combat
    • Combat Framework
    • Combat Maneuvers
    • Reaction Maneuvers
  • Damage Tables
    • Conditions
    • Damage Tables
    • Blunt Damage Tables
    • Cutting Damage Tables
    • Piercing Damage Tables
    • Crushing Damage Tables
    • Fire Damage Tables
    • Cold Damage Tables
    • Electric Damage Tables
    • Acid Damage Tables
    • Toxins and Poisons
    • Madness
    • Diseases and Illness
  • Downtime
    • Downtime
    • Crafting
    • Training
    • Food and Water
    • Recovery
  • Spellbook
    • Spellcrafting
    • Spellbook 1
  • Compendiums
    • Compendiums
  • Character Creation
    • Character Creation
    • Universal Races
    • Beloran Races
    • Backgrounds
    • Feats
    • Flaws
  • Monsters
    • mounts and pets
    • Universal Monsters
    • Beldoran Monsters 1
  • GM Section
    • GM’s guide
    • Npcs
    • Dungeons
    • Worldbuilding
    • Other
  • Beldora

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Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

DUNGEON BUILDER

(Focused on Dragon Defense & Monster Lairs)

Dragons are intelligent, territorial, and paranoid. Their lairs should feel like defensive fortresses rather than random caves.

A dragon dungeon has five layers of defense.

  

1. TERRITORY DEFENSE

This is the outer region around the lair.

Purpose:

  • warn      the dragon
  • weaken      intruders
  • control      territory

Possible features:

   

Feature


Examples

 

Scouts


kobolds, goblins, cultists

 

Environmental hazards


cliffs, lava fields

 

Beasts


wolves, wyverns

 

Observation points


towers, cliffs

 

Magical alarms


wards, runes

Example encounter:

  • kobold      watch post
  • wyvern      patrol
  • collapsed      road trap

  

2. APPROACH DEFENSE

The route to the lair is deliberately dangerous.

Design principles:

  • choke      points
  • limited      cover
  • ambush      zones

Examples:

   

Defense


Description

 

Narrow tunnels


prevent large forces

 

Murder holes


archers fire safely

 

Spike pits


injure intruders

 

Lava vents


area hazards

 

Falling rocks


crushing damage

These interact well with your crushing damage tables.

  

3. MINION DEFENSE

Dragons rarely live alone.

Minions protect the lair.

Examples:

   

Dragon Type


Minions

 

Red Dragon


fire cultists, salamanders

 

Green Dragon


poison creatures

 

Black Dragon


swamp monsters

 

White Dragon


ice beasts

 

Blue Dragon


desert raiders

Minions serve purposes:

  • delay      intruders
  • report      enemies
  • soften      targets

  

4. INNER LAIR DEFENSE

This section contains the dragon's core territory.

Typical rooms:

   

Room


Purpose

 

Treasure vault


hoard

 

Guard nests


minions

 

Egg chamber


dragon offspring

 

Feeding chamber


prey remains

 

Ritual chamber


magical defenses

Possible hazards:

  • poison      gas
  • collapsing      floors
  • magical      traps
  • cursed      treasure

  

5. DRAGON CHAMBER

The final chamber is designed for the dragon’s advantage.

Important design features:

   

Feature


Purpose

 

Vertical space


flying combat

 

Lava pools


area denial

 

Pillars


cover

 

Treasure mound


terrain

 

Escape tunnel


survival

Dragons should always have escape routes.

  

DRAGON DEFENSE TRAITS

Dragons may alter their lair.

Examples:

   

Trait


Effect

 

Volcanic vents


fire hazards

 

Acid pools


corrosive damage

 

Lightning pillars


electrical hazards

 

Ice spikes


piercing hazards

 

Poison fog


morale penalties

  

LAIR ACTIONS

While in its lair, the dragon may trigger effects.

Examples:

  • collapse      ceiling
  • summon      minions
  • release      gas
  • trigger      magical trap

  

DUNGEON GENERATOR TABLE

Roll 1d10.

   

d10


Feature

 

1


ancient ruins

 

2


natural cavern

 

3


volcanic chamber

 

4


underground lake

 

5


collapsed mine

 

6


buried temple

 

7


fortress ruins

 

8


crystal cavern

 

9


giant skeleton

 

10


magical anomaly

  

CAMPAIGN BUILDER SYSTEM

Your campaign system should support player-driven stories and long arcs.

A campaign is built from five layers.

  

1. THE WORLD CONCEPT

Define the campaign tone.

Examples:

   

Tone


Example

 

heroic fantasy


saving kingdoms

 

dark fantasy


survival horror

 

exploration


unknown lands

 

political


faction intrigue

 

monster hunting


dangerous wilderness

  

2. FACTIONS

Factions drive story.

Each faction has:

  • goals
  • resources
  • enemies

Example factions:

  • noble      houses
  • guilds
  • cults
  • monster      tribes
  • churches

  

3. CENTRAL CONFLICT

This is the main story problem.

Examples:

  • dragon      awakening
  • undead      plague
  • war      between kingdoms
  • ancient      artifact discovered

  

4. STORY ARCS

Campaigns are divided into arcs.

Typical arc structure:

   

Stage


Description

 

Introduction


world and players

 

Rising threat


enemies grow stronger

 

Crisis


major disaster

 

Climax


decisive battle

 

Aftermath


consequences

  

5. QUEST TYPES

Use varied quest structures.

Examples:

   

Quest Type


Description

 

Exploration


discover new location

 

Hunt


kill monster

 

Escort


protect caravan

 

Investigation


solve mystery

 

Diplomacy


negotiate alliance

 

War


large battle

  

QUEST GENERATOR

Roll 1d10.

   

d10


Quest

 

1


monster hunt

 

2


missing caravan

 

3


haunted ruins

 

4


stolen artifact

 

5


political intrigue

 

6


dragon sighting

 

7


cursed village

 

8


lost expedition

 

9


cult ritual

 

10


ancient dungeon

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