Wednesday, June 22, 2022

Healing

Damage happens.

You go on an adventure; you take a chance of getting hit.  What next?  Well, first, you have the good old stand-by:  go back to town and rest.  Any PC can recoup 1 HP per day of normal rest back "in town".  Elves can recoup 2 HP per day in a forest town or encampment.

This will NOT cure diseases, curses, shattered or severed limbs.  There are several options to try and regain HP faster or cure these other ailments.  These include Medical Operations/Doctors; Potions and Medicines; Clerical Healing; "Dark Pacts."

Please be aware that prices presented here are a base.  Some services and products here (as well as those of armor, weapons, and supplies) may be higher or lower than the listed base price due to a availability and a variety of other factors.  

MEDICAL OPERATIONS/DOCTORS

Sometimes you can't afford (or just don't trust) the more magical alternatives.  Most Human and Dwarf communities have Doctors (really a Barber-Surgeon) who can perform operations to attempt to restore HP and possibly repair shattered limbs.  Prices include a haircut and a shave.

RESTORING HP

10 GP to heal 1d6+2 HP (followed by 1d4 days of rest)

25 GP to heal 2d6+2 HP (followed by 1d4+2 days of rest)

50 GP to heal 3d6+2 HP (followed by 1d4+4 days of rest)

To recover more HP, use a combination of the above.

When a Doctor performs a surgery, he/she must roll 1d20 to determine success.  

5-20 = The operation was a complete success!

2-4 = The operation was successful but only restored1/2 the intended HP.

1 = Failure.  The wound has become infected, and the PC must roll a Save VS Poison (plus CON bonus), or the wound becomes gangrenous, and they are forced to have an Amputation, roll 1d8.

     1 = lose d2 Fingers on Left Hand

     2 = lose d2 Fingers on Right Hand

     3 = lose entire Left Hand (cannot wield weapon)

     4 = lose entire Right Hand (cannot wield weapon)

     5 = Left Arm below elbow (cannot wield weapon or shield)

     6 = Right Arm below elbow (cannot wield weapon or shield)

     7 = Left Eye (-4 to all Ranged Attacks)

     8 = Right Eye (-4 to all Ranged Attacks)

AMPUTATIONS

Amputations cost another 15GP to perform, + 5 GP for General Anesthesia (a swig of alcohol) or 10GP for Local Anesthesia (numbing ointment or sting from baby carrion crawler).

The Doctor makes another roll on 1d20.  2 or higher is a success, but if the Doctor rolls a 1, the patient bleeds out and dies.

If an Amputation is required, the recovery time is now 1d6 weeks instead of what was rolled above.

POTIONS AND MEDICINES

Potions and Medicines for Healing and other Curative purposes are usually available from Doctors (in urban settings), Herbalists (in rural settings including Halfling and Elven communities), Alchemists, wandering Druids, and sometimes weird Hermits and Witches.  Healing Potions and Anti-Toxins are typically NOT the goal of Magic-Users who brew potions.

Potions are liquids that must be imbibed to work. Medicines may be composed of leaves or roots which are finely cut or crushed into a powder and may be directly administered or mixed in water to be imbibed.

Ointments, salves, and balms are likewise made from leaves and roots but are rubbed onto the body to relieve a specific ailment.  

Availability and prices will vary from vendor to vendor.  Typically a Minor Healing Potion can be bought for a minimum of 100 GP.

CLERICAL HEALING

Of course, Healing is available from the many various priests of the multitude of deities.  A Church or Temple can provide typical First Aid for little or no reward, but casting of magical spells requires a substantial donation to the Church.  This donation may be increased or decreased depending on the Patient's own religious affiliation, a member of a diametrically opposed faith may be refused altogether.

Basically, if you want a Cleric to cast a spell on your behalf, expect to pay a donation that is the Spell Level x200 GP.  So, the 1st Level spell Cure Light Wounds would cost 200 GP.  The 3rd Level spell Cure Disease would cost 600 GP.  The 4th Level spell Neutralize Poison would cost 800 GP.

Churches and Temples are the primary sources of a means to restore severed or shattered limbs.   Restoration is a 7th Level spell and should cost at least 1400 GP to cast.

Priests also have access to spells like Raise Dead, Regenerate, and Resurrection, but these may not be available for Players to access.  If they are, you can expect them to cost more than average.

DARK PACTS

There are a few super-powerful special NPCs who may be able to perform feats of high-level healing and resurrection, like the mysterious old Swamp Witch.  There are a few demons, fallen angels, and minor Godlings wandering the world who could perform such miracles, but they would expect some service in return.  Enter these deals at your own risk!


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