dangerous_damage_table.pdf
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8/2/2019 dangerous_damage_table.pdf
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Death, Dismemberment and Deadly Damage Table by Jim Pacek (carjackedseraphim.blogspot.com)
Whenever a wound would take a character's HP to zero or below, the HPs are set to zero and the player rolls on the most appropriate column of the table below. The character suffers the effectsdescribed by the roll. As long as the character's HPs remain at zero, each time the character takes damage, the player must roll on the table below. Monsters and NPCs do not roll on the table.They merely die at zero HPs.
2d6+ (MOD) Melee Combat (CON) Missile Combat (CON)
Falling (DEX)(subtract 1 from the roll for every 10'
of fall beyond the first 10')
Fire (DEX)(subtract 1 from the roll for every 10
points of damage)
Electricity (CON)(subtract 1 from the roll for every 10
points of damage)
Chaos (WIS)(subtract 1 from the roll for every 10
points of damage)
Advantagefor
Helm Helm and/or Shield Unarmored Using Shield No MetalBless, Shield, Force Wall or similar
magical protection field
2 or less Instant death (decapitated or othergrievous wound) Instant death (arrow through heart orbrain or some other grievous wound) Instant death (skull crushed or othermassive internal injuries) Instant death (incinerated or brainsboiled inside skull) Instant death (massive overload ofnervous system or brain shorted out) Instant death (body is twisted into anunidentifiable mass of corruption and )
3
Fatal wound (gutted, stabbed throughlung, broken back, etc.) die in 1d6turns.
Character is knocked out until deathor save is made. If charactersucceeds at first save attempt; clericheal spell will save life. Weak for 2d6weeks.
Fatal wound (arrow in lung, bolt in theguts, severed spine) die in 1d6 turns
Character is knocked out until deathor save is made. If charactersucceeds at first save attempt; clericheal spell will save life. Weak for 2d6weeks.
Fatal wound (rupture of internalorgans) die in 1d6 turns
Character is knocked out until deathor save is made. If charactersucceeds at first save attempt; clericheal spell will save life. Weak for 2d6weeks.
Fatal wound (massive burns) die in 1d6turns
Character is knocked out until deathor save is made. If charactersucceeds at first save attempt; clericheal spell will save life. Weak for 2d6weeks.
Fatal wound (internal burns of majororgans) die in 1d6 turns
Character is knocked out until deathor save is made. If charactersucceeds at first save attempt; clericheal spell will save life. Weak for 2d6weeks.
Fatal wound (internal organs aretransmogrified by chaos) die in 1d6turns
Character is knocked out until deathor save is made. If charactersucceeds at first save attempt; clericheal spell will save life. Weak for 2d6weeks.
4
Severed limb (DM's choice or rollrandomly) will die in 3d6 rounds unlesstourniquet applied, wound ca uterizedwith fire, or Cure Wounds cast (CWused for this will not restore lost hp)
Character is knocked out until deathor save is made
Major artery or vein punctured in limb(DM's choice or roll randomly) will diein 3d6 rounds unless tourniquetapplied, wound cauterized with fire, orCure Wounds cast (CW used for this willnot restore lost hp)
Character is knocked out until deathor save is made
Massive crushing injuries. Characterwill die in 2d6 rounds unless CureWounds cast (CW used for this will notrestore lost hp)
Character is knocked out until deathor save is made
Terrible burns cover large portion ofthe character's body and the characteris wracked with pain. If not healed bymagic or tended to by a trained healerfor 1d4+1 months, the character willlikely die of infection (80% chance)
Character is knocked out until deathor save is made
Blisters and burns follow the path ofthe electricity through the body andthe character is wracked with pain. Ifnot healed by magic or tended to by atrained healer for 1d4+1 months, thecharacter will likely die ofcomplications (80% chance)
Character is knocked out until deathor save is made
Corruption, pustules and open sorescover the character's body and thecharacter is wracked with pain. If nothealed by magic or tended to by atrained healer for 1d4+1 months, thecharacter will likely die ofcomplications (80% chance)
Character is knocked out until deathor save is made
5
Broken bone (DM's choice), 2d4+9weeks to heal
Vicious puncture wound paralyzes limb;3d6 weeks to heal
If using shield, save to avoid
Broken bone (DM's choice), 2d4+9weeks to heal; If unarmored the injuryis merely a bad sprain 1d4 weeks toheal
Blinded Deafened The wave of chaotic energy warps thecharacter (d6):
1. Blind2. Swap limbs3. Limb disappears4. Duplicate limb5. Radically change limb6. Polymorph character
If magically protected, save to avoid
6, 7, 8
Knocked out for 2d6 rounds, unlesswearing a helm. With helm, onlystunned for 1 round
Knocked out for 2d6 rounds, unlesswearing a helm. With helm, onlystunned for 1 round
If armored, knocked out for 2d6 roundsfrom a hard fall; If unarmored onlystunned for 1 round
Overcome by the heat for 1d8 rounds;With shield only dizzy for 1d4 rounds
Knocked out for 2d6 rounds if wearingmetal armor or carrying large metalobject; With no metal, only stunnedfor 1 round
Confused for 2d6 rounds; if magicallyprotected, only knocked out for 1d6rounds
9
Stunned for 1 round, unless wearinghelm; With helm, only knocked down
Stunned for 1 round, unless wearinghelm; With helm, blinded for oneround due to helm being knocked outof place
If armored, stunned for 1 round; Ifunarmored you land on your backside
Dizzy from the heat for 1d4 rounds;With shield knocked back 5-10 feet (1-2 boxes if using minis)
Stunned for 1 round if wearing metalarmor or carrying large metal object;With no metal only knocked down
Knocked out for 1d6 rounds; ifmagically protected, only stunned for1d6 rounds
10 Knocked down Off balance You land on your backside Knocked back and knocked down Knocked back and knocked down Stunned for 1 round
11 No Effect No Effect No Effect No Effect No Effect No Effect
12 or more
Adrenaline Surge Adrenaline Surge You land on your feet ready for action.If a threat is immediate; the charactercan act against it
Adrenaline Surge; Hot Temper Adrenaline Surge; Hasted Random effect (d6):
1. Adrenaline Surge2. Hasted3. Hot Temper4. Mirror Image for 1d6 rounds5. Blink for 1d6 rounds6. Something odd for 1d6 rounds
Adrenaline Surge: 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
Hasted: The character may take an extra action every round for 1d6 rounds Hot Temper: The character fights as a berserker for 1d6 rounds Blink: Teleport up to 5" once each round Mirror Image: As per the Magic User spell
Based upon fantastic work by Robert Fisher (http://web.fisher.cx/robert/infogami/Classic_D&D_injury_table) Trollsmyth (http://trollsmyth.blogspot.com/2008/06/playing-with-death-and-dismemberment.html), Norman Harman(http://trollandflame.blogspot.com/2010/04/deadlier-death-and-dismemberment.html) Thanks so much for sharing!
http://web.fisher.cx/robert/infogami/Classic_D&D_injury_tablehttp://trollsmyth.blogspot.com/2008/06/playing-with-death-and-dismemberment.htmlhttp://trollandflame.blogspot.com/2010/04/deadlier-death-and-dismemberment.htmlhttp://trollandflame.blogspot.com/2010/04/deadlier-death-and-dismemberment.htmlhttp://trollandflame.blogspot.com/2010/04/deadlier-death-and-dismemberment.htmlhttp://trollsmyth.blogspot.com/2008/06/playing-with-death-and-dismemberment.htmlhttp://trollandflame.blogspot.com/2010/04/deadlier-death-and-dismemberment.htmlhttp://web.fisher.cx/robert/infogami/Classic_D&D_injury_table