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Simple Death, Dying, and Dismemberment Rules

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.

Up next Dying Earth Spells by John I recently stumbled across John’s comment on Necropraxis where he talked about a Dying Earth-inspired magic-user spell list. I managed to find the Lords & Domains Data on domain sizes and tax revenues, based on Anglo-Saxon and Norman England. Sources:
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