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The idea behind the table is simple: any character reduced to zero hit points, or hit after being

dropped
to zero, must suffer the results of a roll on the table. A character reduced to zero hit points is not
necessarily out of the fight. Rolling a 2 results in no effect, while any result below 6 has the character
still conscious, and able to potentially return to the fight. This makes it quite clear that the "hits" your
character has taken up to this point have been mostly flesh wounds and minor strikes. But once your hit
points are at zero, you're no longer able to effectively defend yourself. Every attack is potentially lethal
now.

2d6 RESULTS

2 or lower instant death (decapitated or other grievous


wound).

3 fatal wound (gutted, stabbed through lung, broken


back, etc.) die in 1d6 turns.

4 severed limb (DM's choice or roll randomly) will


die in 3d6 rounds unless tourniquet applied,
wound cauterized with fire, or Cure Serious
Wounds cast (CSW used for this will not restore
lost hp).

5,6 broken bone (DM's choice), 2d4+9 weeks to heal.

7,8 knocked out for 2d6 rounds, unless wearing a


helm. With helm, only stunned for 1 round.

9 stunned for 1 round, unless wearing helm. With


helm, only knocked down.

10 knocked down.

11 no effect.

12+ a surge of adrenaline returns 1d4 hit points per


every other level (1d4 at 1st and 2nd, 2d4 at 3rd
and 4th, etc.) At the end of the combat, the
adrenaline drains away, hit points are reduced to
zero, and the PC faints for 2d6 rounds.

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