×   Part 6: Adventuring Chapter 1: Actions Chapter 2: Combat Chapter 3: Conditions Chapter 4: Damage Types Chapter 5: Enduring Chapter 6: Brightness Chapter 7: Weather Chapter 8: Traveling Chapter 9: Languages Chapter 10: Downtime Chapter 11: Crafting Chapter 12: Chases Chapter 13: Traps Chapter 14: Puzzles Chapter 15: Random Encounters Chapter 16: Lingering Injuries Chapter 17: Madness Chapter 18: Adventure Hooks
Iron & Aether
← Prev
Table of Contents
Next →
Part 6: Adventuring   ☰

Chapter 16: Lingering Injuries

During their tenure as dungeon delvers and monster hunters, it is not uncommon for adventurers to retain serious and permanent – or at least long-lasting – injuries. Such injuries can be caused by any one of the following or something else entirely, at the GM’s discretion:

The difference between a normal injury and a lingering one is just that: a lingering injury lingers and handicaps the victim in some way. If a character suffers a lingering injury, that should impact their abilities somehow, such as disadvantage on certain checks, a reduced walking speed, or some other detriment. A lingering injury can be cured by certain healing spells or special potions, such as exceptional Potions of Healing.

Given here is a list of sample lingering injuries and the negative effects they have. When a character suffers such an injury, the GM can use this table or come up with their own.

Lingering Injuries

d20 Injury Effect Cure
1 Lost Eye You have disadvantage on Perception checks to determine distance; losing both eyes results in you becoming permanently blinded. A prosthetic eye or specialized arcane healing, such as the Restore the Body spell.
2 Burst Eardrum You have disadvantage on hearing-based Perception checks; losing both eardrums results in you becoming permanently deafened. Specialized arcane healing, such as the Restore the Body spell.
3-9 Broken/Severed Limb Detailed here. A severed limb also causes the External Bleeding injury. Also detailed here.
10-13 Internal Bleeding Every time you attempt an action in combat that is not movement or speech, you must make a DR 14 Fortitude save to perform the action. An amount of arcane healing >10% of your Maximum Health or a night's or day's rest.
14-16 External Bleeding You lose 1 Health per second, applied at the end of each second of your turn. Any amount of arcane healing, a successful DR 8 Medicine Kit check, or a successful DR 12 Medicine check to make a tourniquet with on-hand materials.
17-20 Infected Wound Your maximum Health is temporarily reduced by 20% (rounded down to the nearest half) every 24 hours (e.g. from 100 to 80 to 60, etc.). If your Health reaches 40% of its original maximum, you become sickened. A Potion of Cure Disease, an amount of arcane healing >25% of your Maximum Health, or a successful DR 20 Medicine Kit check.