Characters may bind their wounds after combat to restore 1 HP of damage sustained in that fight.
Resting in camp for a night restores d6 HP, as long as the character has both shelter and food. Each day without food reduces max HP by 1 HP per HD. Resting in a town or similar safe location for a night restores all HP.
When a combatant reaches 0 HP, they must make a saving throw. On a failure, they die. On a success, they are merely grievously wounded — roll on the table below to determine their injuries.
d10 | Injury |
---|---|
1 | Gruesome Scars -1 to reaction rolls. |
2 | Ear Torn Off -1 to hear noises. |
3 | Eye Gouged Out Disadvantage on ranged attacks. If this happens twice, they are blinded. |
4 | Concussed Cannot memorize spells. Heals in 1d3 days. |
5 | Broken Arm Disadvantage to all actions with that arm / hand. Heals in 1d3+3 weeks. |
6 | Broken Leg Move speed and carrying capacity halved. Heals in 1d3+3 weeks. |
7 | Gangrene Die in 1d3 weeks unless treated with cure disease or similar. |
8 | Dismembered, Arm Die in 1d3+3 turns unless tended to. Lose an arm. |
9 | Dismembered, Leg Die in 1d3+3 turns unless tended to. Lose a leg. Move speed and carrying capacity halved. |
10 | Disemboweled Die in 1d3+3 turns unless tended to. Heals in 1d3 months. |
The grievously wounded require a week’s rest in a town or similar safe location to restore all HP. More time may be required to heal their other injuries.