The Heroes Bane

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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
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    • Character Creation
    • Universal Races
    • Beloran Races
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    • Universal Monsters
    • Beldoran Monsters 1
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Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

  

NPC BUILDER SYSTEM

NPCs are defined by:

  1. Tier
  2. Role
  3. Skills
  4. Traits
  5. Equipment
  6. Personality
  7. Motivation
  8. Connections
  9. Services      (if applicable)

NPC creation should take 1–2 minutes.

  

NPC TIERS

NPC tiers represent competence and influence, not just combat strength.

   

Tier


Description


Example

 

I


Commoner


farmer

 

II


Skilled worker


guard

 

III


Professional


soldier

 

IV


Expert


master smith

 

V


Elite


knight

 

VI


Legendary


archmage

  

NPC BASE STATS

   

Tier


Vigor


Morale


Skill Range

 

I


4


5


0–1

 

II


6


6


1–2

 

III


8


7


2–3

 

IV


10


8


3–5

 

V


14


9


4–6

 

VI


18


10


6–8

NPCs normally have 3–5 skills.

  

NPC ROLES

The role determines what the NPC is good at.

  

Common Roles

   

Role


Typical Skills

 

Guard


defense, melee combat

 

Merchant


bartering, speechcraft

 

Scout


stealth, perception

 

Scholar


history, literacy

 

Priest


theology, persuasion

 

Bandit


stealth, melee combat

 

Soldier


melee combat, tactics

 

Craftsman


crafting skills

  

TRAINERS

Trainers are important for skill advancement in your system.

Each trainer has:

  • Training      Skill
  • Training      Quality
  • Training      Cost
  • Training      Personality

  

Trainer Quality Table

   

Tier


Trainer Quality

 

I


Self-taught

 

II


Apprentice

 

III


Skilled Professional

 

IV


Expert

 

V


Master

 

VI


Legendary Mentor

Higher quality trainers allow more training attempts per downtime period.

  

TRAINER EXAMPLES

  

Swordmaster

Tier IV NPC

Skills

Melee Combat +5
Defense +4
Tactics +3

Traits

Veteran Fighter
Strict Teacher

Training Offered

Melee Combat
Defense
Combat Maneuvers

Cost

High

  

Archery Instructor

Tier III NPC

Skills

Marksmanship +4
Perception +3

Traits

Patient Teacher

Training

Marksmanship
Ranged Combat

Cost

Moderate

  

Master Smith

Tier IV NPC

Skills

Smithing +5
Engineering +3

Traits

Crafting Savant

Training

Smithing
Equipment Maintenance

Cost

High

  

Arcane Tutor

Tier IV NPC

Skills

Spellcrafting +5
Divination +4

Traits

Mystic Knowledge

Training

Spellcraft
Spellcasting disciplines

Cost

Very High

  

NPC TRAITS CATALOGUE

Traits define personality, abilities, and quirks.

NPCs typically have 1–3 traits.

  

PERSONALITY TRAITS

  

Friendly

NPC is helpful and cooperative.

Effect

+1 social checks with players.

  

Suspicious

NPC distrusts outsiders.

Effect

Disadvantage on persuasion attempts.

  

Greedy

NPC prioritizes profit.

Effect

Prices increase unless bargained.

  

Loyal

NPC strongly supports allies.

Effect

Morale bonus to allies.

  

Brave

NPC resists fear.

Effect

Advantage on morale saves.

  

PROFESSIONAL TRAITS

  

Veteran

NPC has seen battle.

Effect

+1 combat skill.

  

Master Artisan

Effect

Crafting DC reduced by 1.

  

Skilled Merchant

Effect

+1 bartering checks.

  

Well Connected

NPC knows influential people.

Effect

Can provide information or introductions.

  

Experienced Trainer

Training attempts gain advantage.

  

NEGATIVE TRAITS

These can create interesting NPCs.

  

Coward

NPC flees when morale drops below 4.

  

Drunkard

Occasionally unreliable.

  

Dishonest

NPC may cheat or deceive.

  

Hot Temper

Easily angered.

  

Secretive

NPC hides important information.

  

NPC MOTIVATIONS

Roll 1d12.

   

d12


Motivation

 

1


wealth

 

2


revenge

 

3


duty

 

4


curiosity

 

5


survival

 

6


fame

 

7


redemption

 

8


loyalty

 

9


power

 

10


knowledge

 

11


protection

 

12


mystery

  

NPC CONNECTIONS

NPCs may have connections to:

  • factions
  • guilds
  • noble      houses
  • criminal      groups
  • religious      orders

Connections affect:

• prices
• information access
• quests

  

NPC LOOT

Defeated NPCs may carry items.

Roll 1d6.

   

d6


Loot

 

1


nothing

 

2


coin pouch

 

3


weapon

 

4


armor

 

5


documents

 

6


rare item

  

NPC REPUTATION

NPCs may have reputations similar to player feats and infamies.

Example:

Renowned Blacksmith

or

Infamous Smuggler

These affect social interactions.

  

NPC QUICK GENERATOR

GM rolls:

Role (1d10)
Trait (1d10)
Motivation (1d12)

Instant NPC.

  

EXAMPLE NPC

  

Torren the Blacksmith

Tier III

Skills

Smithing +4
Bartering +2
Endurance +2

Traits

Master Artisan
Friendly

Motivation

Protect his village.

Services

Weapon repair
Armor crafting
Training in smithing.

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MERCHANT & ECONOMY SYSTEM

This system determines:

  • currency      value
  • trade      goods
  • regional      scarcity
  • merchant      personalities
  • pricing
  • black      markets
  • supply      chains

The GM can generate entire markets quickly.

  

1. CURRENCY SYSTEM

Currencies are grouped by tiers of value.

Example baseline:

   

Coin


Value

 

Copper


1

 

Silver


10

 

Gold


100

 

Platinum


1000

But the GM may change this per region.

  

Alternate Currency Systems

Different cultures may use:

   

Currency


Example

 

Barter


tribal regions

 

Salt


desert economies

 

Grain


rural settlements

 

Gems


wealthy empires

 

Dragon Scales


magical economies

  

2. TRADE GOODS

Trade goods form the backbone of regional economies.

These are usually bulk goods.

  

Trade Goods Table

   

Category


Examples

 

Food


grain, meat, spices

 

Materials


iron, wood, stone

 

Textiles


wool, silk

 

Animals


horses, cattle

 

Luxury


wine, perfumes

 

Magic


reagents, artifacts

  

Trade Good Value

   

Rarity


Value

 

Common


10 coins

 

Uncommon


50 coins

 

Rare


200 coins

 

Exotic


1000+ coins

  

3. REGIONAL ECONOMIES

Regions influence prices heavily.

Each settlement has three main resources.

Example:

Mountain Town

Exports

  • iron
  • stone
  • goats

Imports

  • grain
  • cloth
  • tools

Effect:

Iron cheaper
Grain expensive

  

Regional Scarcity Modifier

   

Condition


Price Modifier

 

Abundant


–25%

 

Common


normal

 

Scarce


+50%

 

Rare


+100%

  

4. MERCHANT TYPES

Merchants specialize in goods.

Each merchant has:

  • trade      focus
  • wealth      level
  • personality
  • inventory      size

  

Merchant Wealth Levels

   

Tier


Description

 

Poor


street vendor

 

Modest


shopkeeper

 

Wealthy


guild merchant

 

Rich


caravan master

 

Elite


trade magnate

  

Merchant Inventory

   

Merchant


Items

 

Vendor


5 items

 

Shopkeeper


10 items

 

Guild merchant


20 items

 

Caravan master


30 items

  

5. MERCHANT PERSONALITY

Roll 1d12.

   

d12


Personality

 

1


honest

 

2


friendly

 

3


greedy

 

4


suspicious

 

5


curious

 

6


arrogant

 

7


secretive

 

8


desperate

 

9


honorable

 

10


nervous

 

11


ambitious

 

12


corrupt

Personality affects bargaining.

  

6. BARTERING SYSTEM

Players may negotiate prices.

Bartering uses Speechcraft or Bartering skill.

  

Bartering Results

   

Success Margin


Result

 

Fail


price increases

 

Success


–10%

 

Great success


–25%

 

Critical success


–50%

Failure may increase price.

  

7. BLACK MARKETS

Illegal markets sell rare goods.

Examples

  • poison
  • forbidden      magic
  • stolen      artifacts
  • monster      parts

Black markets have:

   

Trait


Effect

 

Secret location


requires contacts

 

High prices


+50%

 

Dangerous


guards or criminals

  

8. CARAVANS & TRADE ROUTES

Trade routes move goods between cities.

Caravans carry:

  • trade      goods
  • guards
  • animals

Caravans may become encounters.

Possible events

   

d6


Event

 

1


bandit attack

 

2


monster attack

 

3


broken wagon

 

4


lost route

 

5


merchant dispute

 

6


hidden treasure

  

9. MONSTER RESOURCE ECONOMY

Monster parts are valuable.

Example materials:

   

Creature


Resource

 

Dragon


scales, blood

 

Giant spider


silk

 

Wyvern


venom

 

Troll


regenerative tissue

 

Basilisk


petrification glands

These feed into:

  • crafting
  • alchemy
  • spell      components

  

10. MARKET EVENTS

Markets change over time.

Roll 1d10.

   

d10


Event

 

1


supply shortage

 

2


caravan arrival

 

3


festival

 

4


famine

 

5


war demand

 

6


new merchant

 

7


smuggling ring

 

8


tax increase

 

9


monster attack

 

10


royal decree

These alter prices.

  

11. ECONOMIC STABILITY

Settlements have stability ratings.

   

Level


Economy

 

Poor


survival economy

 

Stable


normal trade

 

Prosperous


thriving trade

 

Booming


luxury markets

  

12. QUICK MERCHANT GENERATOR

GM rolls:

1d6 Merchant Type
1d12 Personality
1d10 Goods

Instant merchant.

  

Example Merchant

Alric the Spice Trader

Merchant Tier: Wealthy

Personality: Suspicious

Goods

  • rare      spices
  • dried      meats
  • exotic      tea

Inventory Slots: 20

  

13. PRICE GUIDELINES

Prices should stay flexible.

Example ranges:

   

Item


Cost

 

Bread


1 coin

 

Meal


5 coins

 

Weapon


40–100 coins

 

Armor


100–500 coins

 

Potion


50–200 coins

  

14. MERCHANT QUEST HOOKS

Merchants generate story hooks.

Examples

  • escort      caravan
  • recover      stolen goods
  • rare      ingredient hunt
  • trade      negotiation

  

WHY THIS SYSTEM WORKS

This system connects:

  • crafting
  • monster      hunting
  • travel
  • downtime
  • worldbuilding

It encourages living economies.

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TRAVEL & EXPLORATION SYSTEM

Travel is divided into Travel Phases.

Each day consists of:

  1. Planning
  2. Movement
  3. Events
  4. Camp

  

HEX MAP SCALE

Each hex represents a travel distance.

Recommended scale:

   

Hex Size


Travel Time

 

1 mile


tactical areas

 

6 miles


wilderness travel

 

12 miles


large-scale travel

For most campaigns:

6-mile hexes work best.

  

DAILY TRAVEL SPEED

Base travel per day:

   

Travel Pace


Hexes/Day


Effects

 

Slow


2


advantage on perception

 

Normal


3


normal

 

Fast


4


disadvantage on perception

  

TERRAIN MODIFIERS

Terrain affects travel speed.

   

Terrain


Movement

 

Road


+1 hex

 

Plains


normal

 

Forest


–1 hex

 

Mountains


–2 hex

 

Swamp


–2 hex

 

Desert


–1 hex

 

Snow


–2 hex

Mountains may also require climbing checks.

  

PARTY TRAVEL ROLES

Players can take roles during travel.

Each role uses a skill.

  

Navigator

Skill: Navigation

Success:

Party avoids getting lost.

Failure:

Party may travel wrong direction.

  

Scout

Skill: Perception or Tracking

Success:

Detect danger early.

Failure:

Ambush possible.

  

Forager

Skill: Bushcraft or Survival

Success:

Find food and water.

Failure:

No resources found.

  

Quartermaster

Skill: Packcraft

Success:

Reduce encumbrance penalties.

Failure:

Equipment issues.

  

Guard

Skill: Perception or Combat

Success:

Camp safer at night.

Failure:

Night encounters more likely.

  

GETTING LOST

If navigation fails:

Roll 1d6.

   

Roll


Result

 

1–2


wrong direction

 

3–4


slowed progress

 

5–6


minor detour

Dense terrain increases risk.

  

FOOD & WATER CONSUMPTION

Daily requirements:

   

Resource


Required

 

Food


1 ration

 

Water


2 units

If lacking:

  • lose      vigor
  • morale      drops

  

FORAGING TABLE

Success on bushcraft:

Roll 1d6.

   

d6


Resources

 

1


nothing

 

2


small food

 

3


food for 1

 

4


food for 2

 

5


food and water

 

6


abundant resources

  

WEATHER SYSTEM

Weather affects travel.

Roll 1d10 per day.

   

d10


Weather

 

1


clear

 

2


cloudy

 

3


rain

 

4


storm

 

5


fog

 

6


heat wave

 

7


cold snap

 

8


heavy wind

 

9


lightning storm

 

10


supernatural weather

Weather may impose:

  • disadvantage      on perception
  • vigor      loss
  • slower      movement

  

TRAVEL FATIGUE

Long travel drains stamina.

Every day of travel:

Make Endurance save.

Failure:

Lose 1 vigor.

Hard terrain increases difficulty.

  

TRAVEL EVENTS

Each day roll 1d12.

   

d12


Event

 

1


nothing

 

2


animal encounter

 

3


monster encounter

 

4


travelers

 

5


ruins

 

6


merchant caravan

 

7


strange landmark

 

8


weather hazard

 

9


bandits

 

10


lost traveler

 

11


resource find

 

12


quest hook

  

LANDMARK DISCOVERY

Landmarks create exploration rewards.

Examples:

  • abandoned      tower
  • ancient      battlefield
  • hidden      cave
  • ruined      temple
  • magical      spring

These often contain:

  • loot
  • monsters
  • story      clues

  

CAMP SYSTEM

At the end of the day players set camp.

Camp actions include:

  • cooking
  • repairing      gear
  • treating      wounds
  • watch      duty
  • entertainment

  

CAMP ROLES

Players assign night duties.

  

Cook

Skill: Cooking

Better food quality.

  

Watch

Skill: Perception

Detect night threats.

  

Healer

Skill: Medicine

Treat injuries.

  

Storyteller

Skill: Performance

Restore morale.

  

CAMP QUALITY

Camp quality affects rest.

   

Quality


Effect

 

Poor


half recovery

 

Basic


normal

 

Comfortable


+1 recovery

 

Fortified


advantage on defense

  

TRAVEL HAZARDS

Certain environments cause hazards.

Examples:

  

Desert

Water consumption doubles.

  

Mountains

Risk of falling rocks.

  

Swamps

Disease risk.

  

Frozen lands

Cold exposure causes vigor loss.

  

MOUNT TRAVEL

Mounts increase travel speed.

   

Mount


Speed

 

Horse


+1 hex

 

Warhorse


+1 hex

 

Mule


+0

 

Exotic mounts


varies

Mounts also carry encumbrance.

  

EXPLORATION REWARDS

Players may discover:

  • hidden      ruins
  • monster      lairs
  • treasure      caches
  • magical      sites
  • rare      resources

These tie into:

  • crafting
  • spell      components
  • quests

  

HEX EXPLORATION

When entering an unexplored hex:

Roll 1d8.

   

d8


Result

 

1


empty

 

2


wildlife

 

3


ruins

 

4


monster

 

5


landmark

 

6


resource

 

7


travelers

 

8


hidden dungeon

  

TRAVEL SUMMARY

Daily flow:

  1. Choose      travel pace
  2. Assign      travel roles
  3. Move      hexes
  4. Check      navigation
  5. Roll      event
  6. Set      camp
  7. Rest      and recover

  

SYSTEM BENEFITS

This travel system integrates with:

  • vigor      system
  • morale      system
  • encumbrance
  • crafting
  • downtime
  • exploration

It makes journeys dangerous but rewarding.

  

FINAL SYSTEM STILL MISSING

You now have nearly a complete TTRPG.

The last major GM framework that would complete the game is:

Mass Combat & Warfare System

Because your world clearly supports:

  • armies
  • battles
  • sieges
  • factions
  • mounted      combat
  • monsters      in war

And a good mass combat system would fit your maneuver and morale mechanics perfectly.

Excellent idea. Treating units as characters fits perfectly with your existing systems because you already have:

  • Vigor
  • Morale
  • Skills
  • Maneuvers
  • Conditions

So the mass combat system should scale the same mechanics, not invent a new one. This keeps the game consistent and easy to learn.

Below is a Mass Combat & Warfare System built directly from your framework.

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MASS COMBAT & WARFARE SYSTEM

Large battles are resolved using Units.

A Unit represents a group of fighters acting together.

Examples:

  • 10      infantry
  • 6      cavalry
  • 20      militia
  • 4      trolls
  • 1      dragon

Each unit acts like a large character.

  

UNIT SCALE

Recommended scales:

   

Unit Size


Example

 

5 soldiers


small squad

 

10 soldiers


standard squad

 

20 soldiers


platoon

 

50 soldiers


company

Most encounters use 10–20 units.

  

UNIT STAT BLOCK

Units use simplified versions of player stats.

Unit stat block includes:

  • Tier
  • Unit      Size
  • Vigor
  • Morale
  • Defense
  • Skills
  • Traits
  • Equipment

  

Example

Infantry Squad

Tier III
Size: 10 soldiers
Vigor: 12
Morale: 8
Defense: 12

Skills

Melee Combat +3
Defense +2
Tactics +2

Traits

Shield Wall
Disciplined

  

UNIT VIGOR

Unit Vigor represents:

  • casualties
  • exhaustion
  • broken      formations

When vigor reaches 0, the unit collapses.

  

UNIT MORALE

Morale determines whether a unit fights or flees.

Morale drops when:

  • heavy      losses
  • flanked
  • commander      killed
  • terrifying      monsters appear

  

UNIT MOVEMENT

Units move on the same hex grid.

Typical movement:

   

Unit Type


Hex Movement

 

Infantry


2

 

Cavalry


4

 

Siege


1

 

Monsters


varies

  

UNIT ATTACKS

Unit attacks represent multiple strikes.

Example:

Infantry attack:

Melee Assault
Severity +2

Ranged Volley
Piercing +2

  

FORMATIONS

Formations grant bonuses.

  

Shield Wall

Effect

+2 defense vs melee
–1 movement

  

Spear Line

Effect

Advantage vs charging enemies.

  

Loose Formation

Effect

Reduced damage from area attacks.

  

Wedge

Effect

+2 attack when charging.

  

UNIT MANEUVERS

Units use special maneuvers similar to character maneuvers.

  

OFFENSIVE MANEUVERS

  

Charge

Skill: Tactics or Melee Combat

Effect

Unit moves forward and attacks.

+1 severity.

  

Volley

Skill: Marksmanship

Effect

Ranged attack hitting 2 hex area.

  

Flank

Skill: Tactics

Effect

Enemy defense reduced.

  

Break Line

Skill: Endurance

Effect

Push through enemy formation.

  

DEFENSIVE MANEUVERS

  

Brace

Skill: Defense

Effect

Reduce damage from charges.

  

Hold Ground

Skill: Endurance

Effect

Resist forced movement.

  

Rotate Line

Skill: Tactics

Effect

Fresh soldiers replace wounded.

Recover 1 vigor.

  

TACTICAL MANEUVERS

  

Rally

Skill: Leadership

Effect

Restore morale.

  

Regroup

Skill: Tactics

Effect

Recover formation.

  

Retreat

Skill: Tactics

Effect

Orderly withdrawal.

  

COMMANDERS

Commanders are extremely important.

A commander may grant:

  • morale      bonuses
  • tactical      bonuses
  • special      maneuvers

  

Commander Example

Knight Captain

Leadership +4
Tactics +4

Ability

Battle Orders

Nearby units gain +1 attack.

  

TERRAIN EFFECTS

Terrain heavily affects battles.

  

Forest

Archers advantage
Cavalry disadvantage

  

Hills

High ground bonus.

  

River

Movement penalty.

  

Fortifications

+3 defense.

  

SIEGE WEAPONS

Siege units have special attacks.

  

Ballista

Range: long

Damage: piercing severity +4

  

Catapult

Area attack (3 hex radius)

Blunt severity +5

  

Trebuchet

Extreme range.

Used for castle destruction.

  

MONSTERS IN WAR

Large monsters behave like elite units.

Example:

Dragon

Size: Huge
Vigor: 30
Morale: 10

Abilities

Breath weapon
Wing buffet
Terror aura

Dragons can devastate formations.

  

WAR CONDITIONS

Units can suffer battlefield conditions.

Examples

Broken Formation
Exhausted
Encircled
Routed

  

ROUTING

If morale reaches 0:

Unit flees.

Nearby units must make morale saves.

  

WAR EVENT TABLE

Each battle round roll 1d8.

   

d8


Event

 

1


reinforcements

 

2


commander injured

 

3


terrain hazard

 

4


heroic charge

 

5


morale surge

 

6


confusion

 

7


weather shift

 

8


monster enters battle

  

WAR PHASES

Large battles proceed in phases.

  1. Command      Phase
  2. Movement      Phase
  3. Attack      Phase
  4. Morale      Phase
  5. Recovery      Phase

  

HEROIC ACTIONS

Player characters can influence battles.

Examples

  • assassinate      commander
  • break      siege weapon
  • rally      troops
  • slay      monster

These can shift morale dramatically.

  

WAR VICTORY CONDITIONS

Battles end when:

  • enemy      morale collapses
  • commander      dies
  • objective      captured
  • army      retreats

   

Find Your Next Adventure

Experience the Adventure with The Heroes Bane!

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