Injuries¶
As an adventurer, injuries are a fact of life. Whether being impaled by a spear trap, battered by falling rocks, or mauled by a griffon, for some injuries, mere hit point damage may not suffice.
Guidelines¶
The Referee may adjudicate the application of injuries as a consequence of successful attacks or failed saves however they wish, but here are some possibilities:
- When a damage roll outcome is maximum, apply a minor injury.
- When a character takes a single instance of damage greater than three times their level, apply a minor injury.
- When a player is reduced to zero or less hit points and does not die (as in case of some house rules) , apply a major injury.
- Some monster's special attacks may cause a minor injury on a failed save. Very high-level monsters may cause major injuries.
- When a character fails a save vs. a trap, apply a minor injury. In case of extremely deadly traps, apply a major injury.
- If a character would receive an injury but is already injured, increase the severity of the new injury. Minor injuries become major, major injuries become permanent. Death is, of course, a real possibility as an adventurer.
Type of Injuries¶
d6 | Injury |
---|---|
1 | Head injury |
2 | Internal injury |
3 | Arm injury |
4 | Leg injury |
5 | Throat injury |
6 | Cosmetic injury |
Head injury¶
You are unable to memorize spells or undertake any activities requiring concentration.
Internal injury¶
Whenever you take a strenuous action, you must save vs. paralysis or be rendered helpless by pain until you can rest.
Arm injury¶
On 1-3, injury affects sword arm, 4-6, shield arm. The injured arm is unusable for the duration of the injury.
Leg injury¶
The injured leg cannot bear your weight for the duration of the injury. You must use a crutch or walking stick to walk, and your movement rate cannot exceed 30' (10').
Throat injury¶
You cannot speak above a hoarse whisper for the duration of the injury. Spellcasting is slightly impaired, foes' saves receive a +2 bonus.
Cosmetic injury¶
Your injury is very noticeable, and possibly upsetting to onlookers.
Recovery¶
Recovery from injuries is dependent on the severity of the injury.
Minor Injuries¶
Recovering from a minor injury requires three days of rest or one use of cure light wounds or equivalent magical healing.
Major Injuries¶
Recovering from a major injury requires three weeks of rest or one use of cure serious wounds or equivalent magical healing.
Permanent Injury¶
Recovery from a permanent injury is typically impossible without the intervention of artifacts or miracles.